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[GUIDE] Attributes, Stats and Mechanics


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#351
MostlyAutumn

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Main difference is that armor seems to be subtracted first. Simplified version for player vs enemy:

damage = (random between 0.95 and 1.05) * damage

if physical and not rune
    effectiveArmor = armor * (1 - armorPenetration)
    armorAdjustedDamage = damage - effectiveArmor
    if critical
        damage = max(2, armorAdjustedDamage)
    else
        damage = max(1, armorAdjustedDamage)

if flanking
    if not isMeleeRange
        flankingBonus = max(0, flankingBonus - 25%)
else
    flankingBonus = 0

damage = damage * (1 + abilityBonus)
damage = damage * (1 + damageMultiplier + typeBonus + attackBonus)
damage = damage * (1 + criticalBonus + flankingBonus)
damage = damage * (1 - resistance)

isMeleeRange = distance less than 3 meters
if physical and isMeleeRange
    defense = defenseMelee
else if physical and not isMeleeRange
    defense = defenseRanged
else
    defense = defenseMagic

damage = damage * (1 - defense)

if shielded and not flanking
    damage = damage * 0.5

Modifié par MostlyAutumn, 11 janvier 2015 - 08:51 .

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#352
MostlyAutumn

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There are also some interesting tidbits there.

 

For example, if an enemy is more than 3 levels higher he deals extra damage. This only works for enemies, players don't get this bonus.



difference = attackerlevel - targetlevel;
if (difference > 3)
    attackBonus = attackBonus + (difference * 25%)


#353
zeypher

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Yea enemies bit i noticed, One tends to notice it if he is fighting a dragon 6 levels higher than him.



#354
Rynas

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Main difference is that armor seems to be subtracted first. Simplified version for player vs enemy:

damage = (random between 0.95 and 1.05) * damage

if physical and not rune
    effectiveArmor = armor * (1 - armorPenetration)
    damage = damage - effectiveArmor

damage = damage * (1 + abilityBonus)
damage = damage * (1 + damageMultiplier + typeBonus + attackBonus)
damage = damage * (1 + criticalBonus + flankingBonus)
damage = damage * (1 - resistance)

isMeleeRange = distance less than 3 meters
if physical and isMeleeRange
    defense = defenseMelee
else if physical and not isMeleeRange
    defense = defenseRanged
else
    defense = defenseMagic

damage = damage * (1 - defense)

if shielded and not flanking
    damage = damage * 0.5

 

Fantastic, thanks!  I had a strong feeling that something was wrong with the OP's formula.

 

Also strongly suspected there was a level-difference bonus - good to know it's not just psychological. :)

 

[Edit] Seems to imply that armor penetration is a lot more valuable than previously thought...



#355
mesmerizedish

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So does that mean that even ranged attacks are affected by mêlée defense and not ranged defense if the attacker is within 3 meters?

#356
Sugram84

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So does that mean that even ranged attacks are affected by mêlée defense and not ranged defense if the attacker is within 3 meters?

i believe that melee defense effects little bit range defense to, that it protects from arrows to a bit & range defense only from arrows, if u think about it, it is logical that armor protects from arrows to a bit, if range defense has no effect then its a glitch



#357
Novadove

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@sugram84

 

100% crit chance is as what it says, 100% hit with critical. I have tested out in game and no arrows hit is without critical.

 

also, there is no accuracy involved in this game. all arrows lands at 100% accuracy without miss.

 

distance does not affect accuracy either. as long as the target can be locked anywhere on screen, all arrows will land. even if no numers shown, the hp can be seen deducted from the hp bar.



#358
zeypher

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Armour penetration is good and all but is still pointless. Sunders stack, try it. Meaning a rogue with high crit chance and the passive in sabotage will easily keep a enemy at zero armour no problem. Hell even 4 crits from hidden blades will do the job. Hence AP is even more pointless since it comes into play only for your first hit after that as soon as rogue starts he will keep the sunders up on the enemy.



#359
Sugram84

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@sugram84

 

100% crit chance is as what it says, 100% hit with critical. I have tested out in game and no arrows hit is without critical.

 

also, there is no accuracy involved in this game. all arrows lands at 100% accuracy without miss.

 

distance does not affect accuracy either. as long as the target can be locked anywhere on screen, all arrows will land. even if no numers shown, the hp can be seen deducted from the hp bar.

then it is a bug, i remember in DA2, when i had low attack i missed a lot, & bugs will be fixed one day, most of them, that attack number is for nothing, its not for show, also if u stack on cun only u will have crit all the time with out stealth, but ur crit damage will be low, so for people who are not assassins i recommend balanced stats



#360
Wissenschaft 2.0

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The attack stat in this game means the percent that your damage is buffed. Its not an accuracy stat like in previous dragon age games.


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#361
MostlyAutumn

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It certainly seems so.

So does that mean that even ranged attacks are affected by mêlée defense and not ranged defense if the attacker is within 3 meters?



#362
MostlyAutumn

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Missed this somehow, added to the formula in my previous post.

if flanking and not isMeleeRange
    flankingBonus = max(0, flankingBonus - 25%)

Modifié par MostlyAutumn, 11 janvier 2015 - 08:53 .


#363
Wissenschaft 2.0

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What exactly is the flanking bonus? IN DA2 you had a higher crit chance while flanking but what does it do in DA:I?

 

Is the flanking bonus a damage buff or a crit chance buff?



#364
zeypher

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Looking at the calculations it adds to your critical damage, basically both seem to be near equal critical and flanking damage.



#365
MostlyAutumn

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If you crit:

damage = damage * (1 + criticalBonus + flankingBonus)

If you don't crit (criticalBonus = 0):

damage = damage * (1 + flankingBonus)


#366
Wissenschaft 2.0

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Ah so its some percent of extra damage. Good to know. This means every class should try to flank an enemy for a bit of extra damage.



#367
mesmerizedish

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if flanking and not isMeleeRange
    flankingBonus = max(0, flankingBonus - 25)
Missed this somehow, added to the formula in my previous post.
So, at range, you only get bonus flank damage from gear and such, not the base 25%?

Is there any indication as to the angle at which it's considered flanking?

#368
teks

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It look like its saying if your at range you dont get any flanking bonus.

#369
MostlyAutumn

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So, at range, you only get bonus flank damage from gear and such, not the base 25%?

Is there any indication as to the angle at which it's considered flanking?

Yes.

 

Back 180° of the target.


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#370
teks

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Ooh. Sorry i thought flanking bonus was just the 25%. Thats pretty cool to know though.

#371
Yenkaz

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That is, for a mage +20% attack would be better than something that gives both +10 wisdom and +10 magic?



#372
Sugram84

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when i make sword & shield warrior (in future) i intend to be DPS champion, but my question is, for DPS should i stack more to STR & less to CON or not CON at all only STR? when i craft gear



#373
Zetrial

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Just thought I would add a little tidbit that as far as I am aware hasn't been noted yet, at least in the opening post. Your defences and resistances are capped at 80% each, trying to go past that is pointless and you will gain nothing. I tested melee, ranged, magic and fire. All won't go above 80%. A bit of a pity, I was hoping I could make my Dwarf warrior immune to magic completely.



#374
Rynas

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when i make sword & shield warrior (in future) i intend to be DPS champion, but my question is, for DPS should i stack more to STR & less to CON or not CON at all only STR? when i craft gear

 

CON doesn't do anything for DPS; it just adds health and melee defense.  STR is the only way to get DPS out of a Metal Utility slot for warriors (can also get crit damage from DEX in Leather Utility).  Also, Offense slots on weapons are better than Utility, obviously.



#375
Sugram84

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@sugram84

 

100% crit chance is as what it says, 100% hit with critical. I have tested out in game and no arrows hit is without critical.

 

also, there is no accuracy involved in this game. all arrows lands at 100% accuracy without miss.

 

distance does not affect accuracy either. as long as the target can be locked anywhere on screen, all arrows will land. even if no numers shown, the hp can be seen deducted from the hp bar.

forgot to mention, if u take only cun then u mite have crit all the time but ur crit is so low its pointless, so for Tempest for example needs both Dex & Cun, but in the other hand Dex gives damage so maybe crit is pointless to Tempest, dunno, but my point is rouge only with cun will suck