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[GUIDE] Attributes, Stats and Mechanics


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#401
Rynas

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Sorry, should have been more specific.  In the Damage Calculation section, you can see that Resistance and Defense are multiplicative.  (That formula is actually not quite right for creature vs. player damage, but resistance & defense works the same way.)

 

So, for example, with 20% Magic Defense and 30% Fire Resistance, you would take (1 - .2) * (1 - .3) = .8 * .7 = 56% of fire damage, for a 44% reduction.


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#402
Darth Meraj

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Some assholes stole your topic and claimed it as their own content.

 

http://dragonage3.wi....com/Attributes



#403
Exalus

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Some assholes stole your topic and claimed it as their own content.

 

http://dragonage3.wi....com/Attributes

There used to be a reference back to the author, someone must of removed it. 



#404
Rynas

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The damage formula and other stuff on that page are wrong.



#405
Darth Meraj

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The damage formula and other stuff on that page are wrong.

 

Just because they stole the information doesn't mean they update it.



#406
Darth Meraj

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EDIT: Nvm, ? was answered.



#407
TheThirdRace

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Some assholes stole your topic and claimed it as their own content.
 
http://dragonage3.wi....com/Attributes


Exalus is right, there used to be a reference back to the author. In any case information is free, it's not like Ghoxen owns it...

Not to mention you seem to have absolutely no idea how great is the DragonAge3.wiki.fextralife.com. Treating them of assholes clearly shows you have no understanding of what the site stands for and how much valuable it is for players consulting it. If you want to scour the net all day to find the info you need, by all means do it... I'll stick with what has everything in 1 place...

#408
Cryos_Feron

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Regarding Attack %:

 

I've tried some time to search for this, but did not find, ...

 

if the Attack % only applies on physical damage (like the armor penetration does)

or also on magical spell damage.

 

For example: 

I have a staff that has + 30% attack

Would this also increase SPELL damage like e.g. immolate?

 

Maybe you could write this in the description on the first page?

 

THANKS!



#409
Exalus

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+attack applies to spells as well. 


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#410
Astira

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I found that Crit Damage Bonus have soft cap. After 100% value will be multiplied to 0.66. 



#411
Magdalena11

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Sorry, will check through 16 pages when I'm not on my way to work.  Has anyone information on what influences stamina/mana?



#412
Kaicel

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...

 

3)Guard is 25% of max hp: I think this is common knowledge but I read somewhere that it does not stack with +HP items. It does stack with the +200 HP belt for sure though at least.

 

...

 

Does Guard stack properly with the +200 HP belt? I've been reading that it doesn't work with any +HP gear. I switched to it over the +30 Guard belt, but if it's not working as intended, I'll have to switch back. Also, does FT Snoufleur Skin (+1% HP on hit variant) take +HP gear into consideration? PS. This thread really should be stickied.

 

edit: The +200 max health belt does work properly with guard on hit.



#413
Darth Meraj

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Exalus is right, there used to be a reference back to the author. In any case information is free, it's not like Ghoxen owns it...

Not to mention you seem to have absolutely no idea how great is the DragonAge3.wiki.fextralife.com. Treating them of assholes clearly shows you have no understanding of what the site stands for and how much valuable it is for players consulting it. If you want to scour the net all day to find the info you need, by all means do it... I'll stick with what has everything in 1 place...

 

I'm sure they put in work to locate and filter through information to use what's relevant for their site and what people should know. I just feel I have more respect for GhoXen for actually spending the hours toiling over the numbers and providing information that was never known, instead of just copying what he found on someone else's site. It might be that not all of that site's sources deserve to be credited, but for somebody like GhoXen, who is a trailblazer, he deserves recognition.

 

Thank you GhoXen. And the others on this thread who have contributed. =D


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#414
NRieh

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Do we have any math and tests about the barrier (power\length)? I don't see it mentioned among the base stats on the first page.



#415
Cryos_Feron

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Bleed on Hit %

  • BUG: This stat does not work. Will test again when it's patched.

 

sorry - I know that this can be found somewhere. But I did not find it.

 

What exactly does bleeding do now?



#416
Rynas

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Do we have any math and tests about the barrier (power\length)? I don't see it mentioned among the base stats on the first page.

 

This thread is outdated and some of the information is incorrect.  See aznricepuff's thread at http://forum.bioware...mbat-mechanics/

 

Listed Barrier amount is 180 + WeaponDamage*48, where WeaponDamage is your base weapon damage.  It decays at a rate of 1/12th per second, so if you don't take any damage, it will go from 100% to 0% in 12 seconds.  If you have Knight-Protector, it decays at 1/18th per second.



#417
Minio

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hy,

 

I read somewhere: Bleeding isn´t a DOT! it´ll reduce the armor by 20% and you can stack it. shouldn´t be that hard to test.

i don´t know the exact time before the debuff is running out.

 

i hope i could help.



#418
PapaCharlie9

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Sorry if this has been asked and answered already, but my attempt to use search failed, since WEAKNESS is also a status effect.

 

When an enemy has a weakness/vulnerability to an elemental attack, like the Fereldan Frostback's weakness to cold attacks, what is the impact to the damage for a single attack?

 

What I really want to know is when, if ever, an elemental attack vs. a weakness to that element exceeds the damage for a specialized rune. For example, is a Frost Rune (+10 cold) better/worse than a Dragon-Slaying Rune (+20 vs. dragons), when the dragon has a weakness to cold?



#419
NinjaFlips

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I respect the time you took to lay all this out, and I was looking for something like this because I had a bit of a dilemna: Attack or Crit. damage?  Now I'm more confused.  According to your numbers, if my weapon is a base 150 and the opponents armor is 50:

With attack%, if I put, say, 8 material to get a +14% attack bonus, then after enemy armor is factored in, I should be doing 114 dam, and about 160 if I pull a Crit.

Now with Crit Dam%, if I put 8 equivalent tier material I get 24% extra Crit Dam, on top of the 40% default, factored in before armor reduction.  That gives me about 246 - after armor reduction 196.

Yet you put Crit Dam down near the bottom of crafting priorities for a DPS char., even under Cunning which gives you no Damage modifier at all. 

I guess perhaps for a Reaver, even when geared towards Crits, who doesn't have a guaranteed crit chance attack might be preferable over the long haul.  But for a rogue who has a lot of guaranteed crits, and Armor Penetration built in on top of that, I don't see how Crit Dam isn't far superior to attack.  But I also realize I'm probably missing some obvious detail here.



#420
wepeel_

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I think it's because the priority list is generalized, i.e. not written with an assassin or someone with 90% base crit chance in mind. Obviously the greater percentage of damage guaranteed/likely to crit, the more the value of crit damage goes up.



#421
Vorseti

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Have a question regarding stats and promotions . So promoting a character resets his/her lvl and skills and gives all your characters + 1 to cunning/willpower/constitution depending on the character you promote . I wonder what happens to characters you haven't yet unlocked and you unlock them later . Do the recently unlocked characters benefit by the same amount of promotions that the previous characters did have ? OR you have to gather promotion stats from the scratch in order to benefit them ? 

 

EDIT :I am talking about Multiplayer . Found the thread from Library of guides .



#422
MonsterTeegs

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I just want to know one thing.

How much critical damage is one point in dexterity? Here's why I ask:

If 1 point = 1% then a +17 Dex grip should be: (+17% critical damage), which brings my stats to: 95 Dex and 145% Crit Damage.
However, when I swap those grips for (+15% Crit damage) grips then my stats become: 83 Dex and 163% Crit Damage.

Grips 1: +17 Dexterity (each)
Grips 2: +15% Critical Damage (each)

Basically I want to know which is better to spec for: Dexterity or Critical Damage?
(Playing as Assassin Rogue)

#423
Magdalena11

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sorry - I know that this can be found somewhere. But I did not find it.

 

What exactly does bleeding do now?

Sorry, just saw this.  Bleeding now sunders armor.  You'll see the status sundered, and the armor bonus will drop to a fraction of what it was.  It might be down to zero for everything but dragons, which sunder down to single digits, if you're lucky, but I don't have the patience or endurance that the OP does to test it.  I've interpreted this personally to mean that creatures who are difficult to kill for reasons other than their armor, for instance any of the "rogue class" baddies (templar shadows, prowlers, infiltrators, etc.), will be less impacted by this, since it just hurts armor, not health.

 

I assume "sunder/bleed" is the flip side of "heal on kill," but they couldn't get the mechanic to work right.  I don't know about this, since if the effect was intended to be a gradual loss of health, it's already happening with poison and things like the jar'o'bees.  I guess the original wording was misleading and sundering armor was what was intended all along, but regardless, it works pretty well against most creatures.  I guess sunder is the AOE version of armor penetration in that the victim is vulnerable to attacks from the whole party, not just the one with boosted armor penetration.



#424
PapaCharlie9

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I just want to know one thing.

How much critical damage is one point in dexterity? Here's why I ask:

If 1 point = 1% then a +17 Dex grip should be: (+17% critical damage), which brings my stats to: 95 Dex and 145% Crit Damage.
However, when I swap those grips for (+15% Crit damage) grips then my stats become: 83 Dex and 163% Crit Damage.

Grips 1: +17 Dexterity (each)
Grips 2: +15% Critical Damage (each)

Basically I want to know which is better to spec for: Dexterity or Critical Damage?
(Playing as Assassin Rogue)

Dex is 1-for-1 for crit damage and 2-for-1 (0.5% per point of Dex) for attack value for rogues, so point-for-point, Dex is best if the alternative is just straight crit damage. That said, if your crit chance is 50% or over, buffing crit damage gets more and more significant. I'm not sure where the cross-over is, but there's probably a point where buffing 2 points of straight crit damage is better than 1 point of crit damage and 0.5 points of attack (i.e., Dex).

 

So I'd go with Grip 1.



#425
Blood Mage Reaver

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How much stagger on being hit is considered enough to give enemies real pause?

 

Can it stack with stagger on hit? I mean, when I am trading blow with the enemy he has 10% chance of staggering upon hitting me and I have 10% chance of staggering him on every hit, will that make the staggering some 20% more likely in combat?