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[GUIDE] Attributes, Stats and Mechanics


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#151
brazen_nl

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im confused about barrier damage bonus. does the character in use get a bonus when attacking to the normal damage done to enemies? or do enemies recieve damage when they attack the character in use who has a barrier up? im not at all clear as to how this works. same with guard damage bonus :-/

 

If you have a guard damage bonus, you do extra damage to an enemy's guard.

If you have a barrier damage bonus, you do extra damage to an enemy's barrier.


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#152
Zephymos

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I believe it provides immunity to stagger, knockdown and poison as long as any attack does not break through, i.e. depletes the last point of guard. I'm not completely sure if this applies to all enemies, though. Especially dragons, giants, berzerkers and behemoths could possibly knock you still down with their huge swipe attack, but then, incidentially, they also broke through my tanks guard with that, soo..

Hmm. This needs testing. If Guard applies immunity to stagger, then any amount of +guard on hit would be great for a Knight Enchanter considering the barrier usually never depletes if played correctly.



#153
Paulyj113

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thanks brazen

#154
GhoXen

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Hmm. This needs testing. If Guard applies immunity to stagger, then any amount of +guard on hit would be great for a Knight Enchanter considering the barrier usually never depletes if played correctly.

 

I thought it was kinda obvious. As said, you will only remain immune if your Guard isn't broken by the attack.

 

For example, on my completely min-maxed tank, dragons' physical attacks hit me for only 1 damage and my tank can never be staggered or knocked down. My tank is also immune to poison and even weaken. Undead archers' arrows hit me for only 1 physical and 1 poison damage, while Wraiths hit me for only 1 spirit damage. Of course, they still hit me for those same damage when my Guard is down, but the difference is that those attacks would apply the debuffs immediately.

 

On a side note, Shield Wall also makes you immune to the aforementioned effects if you block the attacks. However, if the attack depletes your stamina, breaks the block, and also deplete your Guard, then those status effects will once again apply.

 

For this reason, I highly recommend putting at least a single piece of Guard/Hit gear on archers/mages. They don't usually take damage in fights, so the Guard is there to prevent them from becoming instantly poisoned/weakened when they take that one single hit from an untaunted archer.



#155
goofyomnivore

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So in a pure damage sense, %Attack is the best attribute to stack? Well I guess %flanking would be superior if you could maintain positioning. But it seems like %Attack and Willpower are the two best attributes.



#156
GhoXen

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So in a pure damage sense, %Attack is the best attribute to stack? Well I guess %flanking would be superior if you could maintain positioning. But it seems like %Attack and Willpower are the two best attributes.

 

In most situations, Attack % is the best thing to put in a cloth/metal offence slot, while Crit % is the best in a leather offence slot.

Willpower is definitely the best stat in an Utility slot, assuming you can get it. Otherwise, Cunning is the best in a leather slot for non-rogue, Dex is best for rogue, and as for metal utility slot, Constitution all the way.

 

Defense slot is fairly straight forward. Magic (cloth) > Ranged (leather) > Melee (metal). You usually don't get much of a pick, but sacrificing some melee defense for valuable magic defense is always worthwhile.


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#157
Adhin

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@SomeoneStoleMyName: I can tell you right now that 2H tank works just fine even on Nightmare. I got Bull using a 2H weapon AI-Tanking by him self. No other warrior in the group to share the damage between. It's not as solid as using Shield Wall but extremely do-able. Hell I even have him not using potions on his own now cause he rarely needs em now.

 

Only issue really is I have him set up for AI, not for players. Players can do a MUCH better job but your priorities will be a bit different. I got him Block n Slash immediately and then started down the SnB line. if you intend to be the only tank on the team that's what your gonna need to do. You wanna half ranged dmg, and the 20% from the front. And, obviously, remove flank bonus dmg is gonna be a biggy as more then 2-3 enemies have a tendency to shuffle to your sides/behind you.

 

Issue with this from a player perspective? It's kinda boring having just Block n Slash + War Cry for the next 10 levels. By lvl 2 your looking at max Block n Slash (once your outa intro and respec) with War Cry for the taunting. Then you need 6 points in SnB for the pass That puts you at... lvl 8. Once you got that you need to hit up battlemaster to head towards Combat Roll. Key to this, get the passive on the left. It weakens enemies anytime you crit. Super easy to ger 20+ crit with crafting. That means your crits lowers enemies dmg before it ever gets to your passives/armor for more mitigation. You can take all manner or little to no dmg with that.

 

That or you know, use Solas for his 30% weakens. Setting Solas up as a barrier machine + maxing out his rift stuff? Best thing you can do for your tanks really. Or you know, play a mage and go Rift... I've done neither of these things, mind you. I'm playing a Necro, I have Vivienne in the party doing barriers with Varric. Bull is literally the only tank I got.

 

Anyway, point is, you can do it either with AI or without. If your gonna do it, Charging Bull is definitely a must have as well. Block n Slash, C-Roll, Charge, and weakn on crit with the SnB passives? Everything else is gravy at that point. Oh and %chance to cast Unbowed is amazing... not as reliable as +5 block on hit but you know what? You can do both. Currently my Bull is using 5% chance for Unbowed (which happens often) and 15% dmg taken turned into 10s regen. Turn that into 10% unbowed with 25% regen and... yeah. Or 5 guard + regen, or 5 guard + unbowed. Really any combination of that turns your tanks into gods.

 

-edit-

I got another playthrough where Bull will by my only 2H tank (again) but im gonna try to go for regen on both items. Apparently that stuff doesn't really stack (usually) unless there different tears? If that's the case I'll end up doing the 20% and 25%. Kinda curious what that'll do... 15% is pretty amazing as is either way.


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#158
odi0n

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Answer to 1:
Guard damage % only works on npcs with guard (not armor), guard is usually generated by warriors as an additional layer of protection and it looks like grey lines above the npcs health.


Answer to 2:
109 dps is (weapon damage) * (weapon attack speed), the weapon damage is 70 and it attacks at a rate of 1.55 attacks per second. As most abilities and spells rely on weapon damage, the damage stat (and not the dps one) is the more important.

Thanks for breaking down both questions.

Question 1 (revisit):
So basically, if they do not have that grey layer (guard) guard damage does not apply or influence any strength of the base damage. Got it.

Question 2 (revisit):
Damn, that's deep, regarding the attack damage & attack speed differences on the staff. How did you gather it attacks at 1.55 speed? (I believe you, I just want to learn so I may understand my other weapons better)

WHERE I'M STILL CONFUSED:
For some reason, I'm still confused with dps and the regular damage stat (how do they correlate, or why even have DPS as the main visual cue when evaluating a weapon at glance)

Most spells rely on weapon damage? (So immolate, chain lighting, veil strike (rift Mage spells) rely on weapon damage? I thought spells had their own strength classes and were mostly based off of your magic stat attribute? No?

#159
konfeta

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You did read the spell descriptions, right? They flat out state "% weapon damage."

 

What matters is the raw staff damage per hit (DPS accounts for attack speed, and counts in runes which only affect Spirit Blade and no other spell's damage afaik); then all the multipliers like crit and % attack.



#160
Sevitan7

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 I thought spells had they're own strength classes and were mostly based off of your magic stat attribute? No?

 

Sounds like you got confused and thought you were playing Origins for a second there buddy.



#161
Magma_Axis

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Magic and willpower contributes to spellpower but only after weapon damage

The percentage is too low i think, 1% is good compromise

#162
zeypher

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A question for offense slot for weapons then dragonbone gives strength and con, while evertie gives more strength. SO for a reaver more strength or balance strength and con?



#163
FireBird109

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A question for offense slot for weapons then dragonbone gives strength and con, while evertie gives more strength. SO for a reaver more strength or balance strength and con

For a Reaver DPS, strength is better.



#164
GhoXen

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Tanking with SnS has become a lot more interesting, now that I've discovered the crazy style of To the Death everything. I literally replaced my Challenge with To the Death, and always use it on the biggest things I see. It's practically a perma-taunt that makes having minmaxed stats interesting.

 

Some dragon was actually hurting my Inquisitor like he means it after almost a minute of To the Death. I guess it wasn't scaling the enemy's base damage.



#165
zeypher

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Xen so i take it a reaver dragonbone only good for base stats for rest everite better as that gives more strength and attack. So even on hard or nightmare prioritize strength/attack then some crit chance? Because as a reaver i see no benefit in constitution. Sure some melee defence, the hp is useless as dragon rage wipes it out via %.



#166
GhoXen

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Xen so i take it a reaver dragonbone only good for base stats for rest everite better as that gives more strength and attack. So even on hard or nightmare prioritize strength/attack then some crit chance? Because as a reaver i see no benefit in constitution. Sure some melee defence, the hp is useless as dragon rage wipes it out via %.

 

No, on Nightmare you will melt if you gear only for Str.

 

To be fair, Utility slots are not ideal for DPS in general. You should prioritise gear with cloth/metal offense slots, then leather offense slots, and finally utility slots. In those offense slots you can put in as much attack % and crit chance % as you want, and in the Utility slot you should instead go for Consitution.

 

Strength is a poor stat, since half of it goes to Guard Damage Bonus (useless). Consitution on the other hand gives melee defense and health, both of which are useful for a DPS, and health is relatively more useful for a Reaver than other DPS. As for Dragonbone? It really depends. You'll be effectively trading 0.75  Con for 1 Str, or 0.38% melee defense, 3.75 health for 0.5% attack. I'd only recommend Dragonbone over pure Con if your character already has fairly high HP and melee defense %.

 

Again, ideally you should minimise Utility slots entirely. You will get more DPS and survivalbility overall if you maximise the number of offense/defense slots you have, assuming you don't have to sacrifice armor/weapon damage. As an example, a warrior with 30% attack and 30% melee defense will deal significantly more damage and survive vastly better than a warrior with 30 Str and 30 Con.



#167
zeypher

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I agree attack will be better, problem is best 2 handed sword has only metal slots, 2 of them utility and 1 offence. The reason i say more health is because dragon rage costs 2% hp, so having 800 or a 1000 does not really make much of a difference as 50 dragon rages will bring me to 0 no matter what my hp.

 

But anyway thanks i will stick dragonbone in my utility slot as it provides both strength and con. 



#168
Adhin

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Would be nice if +max HP was counted for your max Guard. That's the only major issue I have or I'd stack +HP instead of con. You can get your HP up pretty damn high that way but your guard will remain absurdly low if you do that for whatever reason. That or the +25% guard passive actually degrades you down to 20% of max HP which... well I guess is possible with all the other **** glitched. But I imagine it just wouldn't work, not effect things negatively.

 

As an aside, for Reaver, Devour seems to only heal 40% missing HP instead of the listed 60% (another use of 'additional' meaning not additional). But I'm pretty sure the 25% heal bonus I stacked (and no longer have) was making it heal a total of 50%. I could be wrong, its a bit odd trying to test out devour but it's generally what it looked like to me at least. But that might be a case of the wishful thinkings clouding what actually happened.

 

-edit-

@zeypher: your thinking to much of your personal self dmg as to why more health is useless. More health means more guard per % gained. More health also means more existing between you and death after you've dragon raged. I can promise you you wont kill your self in 50 uses of dragon rage, it'll happen a hell of a lot sooner then that. Yeah, I know, math shows 50 blah blah, your gonna get hit before that and the hits will ultimately do more dmg then DRage is doing to you (heh, DRage).

 

Anyway, point is, high HP is useful to a Reaver, and the reverse of your reasoning works for devour. It'll simply heal you more the higher HP you have. You wont be hurting for dmg as a Reaver, trust me on that. Having no real crit dmg, or crit chance, no real focus on dmg boost with a 160-ish DPS sword around lvl 15 my Reaver was doing 700+ a hit with DRage. Had a double hit on the 3rd chain for 1k each. Pretty crappy weapon and no real focus on DPS stats and he was still able to tear through stuff on NM.

 

Add some crit chance to the Con bonus and you'll have no problem tearing things to shreds. Oh and that was all with out the dmg per lower HP passive too. Reavers passives and how the skills work really kinda make up the difference with that stuff more often then not.



#169
GhoXen

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Guard is only useful if you have a solid foundation of strong defense %. With weak defense, Guard will just melt in a few hits. I believe the only + max guard ability that is working is the one in the Champion tree, and it's not giving a 25% bonus as described.

 

At the end of the day, it's not difficult to build a warrior that will take only 1 damage from most front attacks. At that point the amount of Guard you have is not too relevant.



#170
Zahnen

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Anyone know where Damage Reduction comes into play?  I don't mean Melee or Ranged defense, I mean flat DR such as from "Turn the Blade".  Is it before or after armor?



#171
seebnova

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What about mana/stamina regeneration during combat.. any formula and how to increase it?



#172
hugin7

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What about mana/stamina regeneration during combat.. any formula and how to increase it?

 

Resource regeneration was mentioned earlier in this thread:

 

After further testing, it appears both rogues and warriors regenerate 4 stam/sec when max stam = 100.  Earlier discrepancies were due to the stamina gained from random uncontrolled auto-attacks - my apologies for the confusion.  Per GhoXen, the true value is 4% of max stam/sec - thank you, GhoXen, for verifying cases where stam > 100.

 

Speaking of auto-attacks, both 1H+S warriors and archer rogues gain 5 stam per auto-attack.  Thanks to Scoutyo for pointing me in the right direction.  I'm not currently in position to test the stamina regen rate for 2-handers, though as zeypher mentioned, this rate should be higher than that of 1H+S.

 

For mages, mana regeneration is about 5.8 mana/sec.  Winter Stillness increases it by 50%, while Rejuvenating Barrier increases it by 35%.  Both stack multiplicatively.

 

KEs also have Combat Clarity (50%), which I haven't tested yet.  There are additional talents/procs sprinkled throughout the talent trees to help with regeneration, as well crafting options.



#173
WillieStyle

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Also, rogues and warriors regen stamina from auto-attacks.

#174
Matth85

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Another question. Regarding Devour for Reaver warrior: Does health increase item increase the health gained from Devour? If so, that could make for an interesting reaver 2 handed tank build...



#175
GhoXen

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Anyone know where Damage Reduction comes into play?  I don't mean Melee or Ranged defense, I mean flat DR such as from "Turn the Blade".  Is it before or after armor?

 

Turn the Blade, Turn the Bolt and Weaken effect come before everything. This is what makes them disturbingly powerful compared  to any other form of mitigation.

 

I haven't tested Pitch Grenade yet. It will be truly sickening if  that takes place before mitigation as well.