[GUIDE] Attributes, Stats and Mechanics
#76
Posté 29 novembre 2014 - 03:42
1 question, we know that duration % on rings don't stack, but how about things like crit chance, heal on kill and attack %?
#77
Posté 29 novembre 2014 - 04:28
First, great information.
1 question, we know that duration % on rings don't stack, but how about things like crit chance, heal on kill and attack %?
Those are just regular stats and absolutely stack.
Duration % on Enhanced Ability Rings are a special case. I haven't tested whether Damage % on Enhanced Ability Rings stack yet.
#78
Posté 29 novembre 2014 - 04:38
I'm really rather annoyed that Armor Pen is an inferior stat than Attack %. I almost felt that the dev wanted to design Armor Pen into something like Health Damage Bonus, since Armor Pen is very bad against Barriers.
However, at this point in time Attack % not only allows greater damage output than Armor Pen, but it is also more versatile in terms of both critical damage and barrier damage. Armor Pen really has nothing on Attack % whatsoever in realistic combat situations. I mean, you are never going to rush up to some enemy with 100 armor (if they even go that high) using a 70 DPS crappy sword.
#79
Posté 29 novembre 2014 - 05:51
I tested this recently. The description is wrong. The ring actually reduces Barrier's cooldown by 30%.
Are you sure? I tested it with Solas, and the cooldown is exactly the with the ring on or off. The skill description doesn't change either, which is another red flag IMO since other rings adjust the description to update the new number (I explicitly saw this on Explosive Shot and Long Shot).
Hell, I am not sure Barrier Ring does anything. Same for Winter Grasp ring. Given the bug infestation in passives/etc., I am inclined to think that half the skill boosting rings don't work.
#80
Posté 29 novembre 2014 - 07:41
Finally tested the armor % buffs. It was incredibly sad being able to tank bosses and getting hit for only 1 damage using my butt. With War Cry, Horn of Valor and Armor Potion, my back armor climbed over 1k, yet my front armor was still below 300...
With that being said, the armor potion appears to apply armor properly to both regular and front armor. It's now my favourite juice.
#81
Posté 29 novembre 2014 - 08:25
Just tested Enhanced Ability Rings again. I've previously established that the 30% duration bonus from these rings do not stack. My most recent test reveals that the 30% damage bonus from these rings also do not stack. In short, Enhanced Ability Rings simply do not stack in any way.
I wouldn't recommend selling off all your extra rings just yet though! We don't know if this is intended or not, and it may get fixed in a future patch where these rings will start stacking.
#82
Posté 29 novembre 2014 - 09:28
M'kay, I am willing to bet that the skill enchancing rings are by far the buggiest part of DA:I.
+30% Barrage ring raises the listed ratio from 66% to 78%, but actual damage in my test seems to go from ~73 to 96 which matches the ring 30% bonus.
+30% Static Cage duration ring raised the listed duration from 8 to 14.4 seconds, an 80% increase(!), which actually seemed a lot closer to the truth in combat than a 2.6 second increase expected.
#83
Posté 29 novembre 2014 - 10:11
Well, this sums up today's biggest findings:
Mastercraft Effect Stacking
- Identical mastercrafts do not stack!
- Different tiers of the same type of mastercraft do stack!
- E.g. +15 stam x2 will give only +15 stam; +15 stam and +10 stam will give +25 stam.
- komekamerat aime ceci
#84
Posté 29 novembre 2014 - 10:43
Amazingly useful information. Thank you so much.
I've got a question about how dual wielding affects ability damage, if anyone knows the answer. Is the weapon damage in for example hidden blades taken from both daggers put together or just the dagger in the forehand?
Oh, and I just wanted to confirm that I'm reading the section on critical damage right. If you have a 40% critical damage bonus and you use an ability and it criticals, that ability will do roughly 40% more damage? Is this correct?
Many thanks.
#85
Posté 29 novembre 2014 - 12:51
Very well written up. Seeing as this is the second time I have seen those values for the attributes stats I am going to assume they are right or pretty close. This means I will definitely be prestiging my archer 200 times simply for the guaranteed criticals.
#86
Posté 29 novembre 2014 - 01:37
So its pointless to get multiple guard on hit items. Just one is enough.
#87
Posté 29 novembre 2014 - 01:48
Very nice, learned a lot of things I didn't know. I assumed that armor would just mildly increase DR% like in DAO so never really bothered to get top armor for classes I don't play. I would also like to add that abilities aren't affected by whether or not a weapon is single target or AoE, i.e. Dragon rage is still AoE when you have a single target two-handed weapon.
#88
Posté 29 novembre 2014 - 08:00
Are you sure? I tested it with Solas, and the cooldown is exactly the with the ring on or off. The skill description doesn't change either, which is another red flag IMO since other rings adjust the description to update the new number (I explicitly saw this on Explosive Shot and Long Shot).
Hell, I am not sure Barrier Ring does anything. Same for Winter Grasp ring. Given the bug infestation in passives/etc., I am inclined to think that half the skill boosting rings don't work.
I'm 100% sure ... with a big caveat. Your comment prompted me to do some further testing, and it looks like the Barrier ring is indeed buggy, but it does reduce the cooldown by 30% once you get it working.
My (mage Inquisitor's) Barrier cooldown is 14 seconds with the ring and the upgrade from the Spirit tree (the expected 20 seconds - 30%). I tested this repeatedly with a stopwatch.
Prompted by your comment, I just took the Barrier ring off and tested again and ... still 14 seconds. I saved and reloaded ... 14 seconds. I then used a respec amulet (with the ring still unequipped) and repurchased Barrier. It went back to a standard 24 second cooldown without the upgrade and 20 seconds with the upgrade. I then reequipped the ring ... still 20 seconds (upgraded). Saved and reloaded ... 20 seconds.
I'll spare you all the things I tried that didn't make the ring work again. Here's how I eventually got the cooldown reduction working again: Keeping the ring equipped, I removed Barrier from the ability slot I had it mapped to when I reequipped the ring (by putting another ability there) and placed Barrier in a different ability slot. That got me back to 14 seconds. Still not sure what's going on here. This'll need a lot more testing ....
For what it's worth, this was tested on PC while using an xbox 360 controller (so the UI was the console UI).
tl;dr -- Try equipping the ring, then removing barrier from any ability slots where it is currently mapped and placing it in another ability slot instead. That's what worked for me.
- knownastherat et wwilt13 aiment ceci
#89
Posté 29 novembre 2014 - 08:20
Hm, that seems to have worked.
Well, I suppose this shares roots with the issue where I saw other stuff not working - other rings, passives like Winter Stillness, etc. This game has a lot of trouble updating these kind of passive skills/items/skillupgrades in real time.
Really starting to wish there was a good way to farm rings, too. By my count, I found 60 Warrior/Rogue rings and 6 Mage rings now.
#90
Posté 29 novembre 2014 - 09:19
So its pointless to get multiple guard on hit items. Just one is enough.
Not necessarily. If you get 2 items both with +3 Guard/Hit, then only one of them will apply and you end up with +3 Guard/Hit.
However, if you get 1 item with +3 Guard/Hit, and another with +2 Guard/Hit, both will apply normally and you will end up with +5 Guard/Hit.
Identical ones don't stack, but different tiers of the same type do.
#91
Posté 30 novembre 2014 - 01:41
Question: Do ability rings work with on hit procs? For example, would a Chain Lightning ring buff the damage on a "10% chance to cast Chain Lightning on hit" masterwork mod?
#92
Posté 30 novembre 2014 - 03:38
#93
Posté 30 novembre 2014 - 03:40
Excellent work! Thank you for saving us the trouble of deriving this information.
Furthermore, it's nice to see that there's an interest in theorycrafting for DA:I. I started related threads on other forums and got no traction whatsoever... perhaps I should've posted my findings here first. If more of us show interest in inner workings of the games, perhaps developers will be more inclined to implement tools and content that caters to such interests.
The areas I prioritized in my research are different, so the findings are complimentary. Please check them out at one of the following links and shoot your corrections/contributions. Together, the community can deconstruct this beast!
www.reddit.com/r/dragonage/comments/2nq69g/combat_mechanics_and_bugs_galore/
http://www.gamefaqs....sition/70692742
#94
Posté 30 novembre 2014 - 04:21
Given that I've seen it handled different ways in various games, I'd like to know how critical hit chance interacts with damage over time (DoT) effects, such as a rogue's Poisoned Weapons or a Necromancer's Spirit Mark. Do they
a ) Crit on an all or nothing basis, where the overall damage is calculated according to your critical hit damage bonus and the individual ticks are scaled up to match?
b ) Crit on an individual basis, where each individual tick of damage over time may or may not critical hit seperately,
or, in the least likely scenario:
c ) Does critical hit simply not apply to DoT effects?
#95
Posté 30 novembre 2014 - 06:15
DoTs simply do not crit. As such, crit is a lot less valuable to a build focused on DoTs (i.e. Poison Rogue or Necromancer). Crit in general is less valuable than Attack %, and is only relevant to builds that rely on crit procs.
#96
Posté 30 novembre 2014 - 06:22
Man i really wish they fix bleed. As dragon parts can get one pretty high bleed. Oh well lets hope they fix it and also that its actually worthwhile. If not ill stick with everite to get more attack
#97
Posté 30 novembre 2014 - 06:23
Man i really wish they fix bleed. As dragon parts can get one pretty high bleed. Oh well lets hope they fix it and also that its actually worthwhile. If not ill stick with everite to get more attack
#98
Posté 30 novembre 2014 - 07:07
Be careful with min-maxing too extremely. Using all the information I gained from making the guide, and properly equipping my party with up-to-date equipment, my level 15 party is breezing through Nightmare. Enemies that used to require tanking simply melt under a second, and when my tank is indeed required very rarely do I take more than 1 damage. Overall the game feels a lot less challenging now, and in many fights I can literally afk and my companions would wipe out the enemies.
#99
Posté 30 novembre 2014 - 07:22
Be careful with min-maxing too extremely. Using all the information I gained from making the guide, and properly equipping my party with up-to-date equipment, my level 15 party is breezing through Nightmare. Enemies that used to require tanking simply melt under a second, and when my tank is indeed required very rarely do I take more than 1 damage. Overall the game feels a lot less challenging now, and in many fights I can literally afk and my companions would wipe out the enemies.
That's borderline unavoidable once you craft tier 3 equipment with tier 3 materials. I'm very disappointed with the balance and power progression in this game.
#100
Posté 30 novembre 2014 - 08:09
Well, this is not Dark Souls so its kind of inevitable. Luckily the game offers other challenges than beating it with min/maxed party for those who feel the game difficulty is too easy.





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