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[GUIDE] Attributes, Stats and Mechanics


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#176
Zahnen

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Armor Rating

  • Reduces damage by X points when attacked by melee or ranged physical attacks.
  • X = 1 (MP); 2 (Nightmare) (will test Casual, Normal and Hard soon)
  • Applies before Melee/Ranged Defense %.
  • Some enemies may possess armor penetration properties.
  • Note: for enemies' armor rating, 1 armor only decreases their physical damage taken by 1 point even on Nightmare.

Armor Rating Front

  • Functions just like regular Armor Rating, but only used if attacked in the front.
  • Armor rating on a shield increases t his stat. Ergo, "armor rating" and "armor rating front" have identical values for all except shield users.
  • BUG: Does not benefit from abilities giving +% armor ability buffs, unlike regular armor rating. However, + armor potion applies the bonus properly.

 

Could anyone clarify a few things:

 

1) When does Damage Reduction apply such as from "Turn the Blade"?  I would have thought after armor like melee/ranged defense but the DR you get from shields (against front attacks) seems to apply before armor. Answered in previous post.  Danke!

 

2) Does the bug mentioned mean abilities that increase armor provide nothing against attacks from the front?  Or does it mean abilities don't increase the shield bonus from frontal attacks but still increase your base armor?  If it's the former then they are pretty worthless for Sword and Board specs unless your lazy and let yourself get surrounded a lot.

 

3) Has anyone else noticed Front Armor Rating working strangely with crafted shields?



#177
GhoXen

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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...

 

It does, but regretfully it doesn't really work well. The health gain from devour is fairly minor. If you are using 2H, then you will take more damage than you can heal and dying will be easy. If you are using SnS, you should be geared enough to take only 1 damage from hits anyway, making devour's heal pointless.



#178
gay_wardens

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your first post says Willpower gives attack, which is wrong, isnt it?



#179
GhoXen

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Nope. 0.5% Attack and 0.5% Magic Defense. Makes it arguably the best primary attributes out there, since it's the only primary attribute that's not wasteful.



#180
GhoXen

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2) Does the bug mentioned mean abilities that increase armor provide nothing against attacks from the front?  Or does it mean abilities don't increase the shield bonus from frontal attacks but still increase your base armor?  If it's the former then they are pretty worthless for Sword and Board specs unless your lazy and let yourself get surrounded a lot.

 

3) Has anyone else noticed Front Armor Rating working strangely with crafted shields?

 

2) The former. If you buff up your armor, in your attributes screen you may see something like: Armor Rating 500, Front Armor Rating 200. Shield's 30% front defense is not armor rating, it's defense - % based damage reduction.

 

3) How so? Shields appear to simply only add their armor rating to front armor, as intended.



#181
Robbiesan

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Nice.  Thanks for the hard work on this GhoXen.



#182
Adhin

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Yeah I wish you could get Willpower via metal, honestly. Strength is pointless in comparison to a warrior. The one thing a warrior needs, and has no easy access to, is high magic defense. Armor and DR% passives make the tanking easy enough, but when your getting pelted by spells your just kinda crapping the bed.



#183
Zahnen

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2) The former. If you buff up your armor, in your attributes screen you may see something like: Armor Rating 500, Front Armor Rating 200.

 
That's unfortunate.  So while getting hit from the front abilities like "Trust the Steel" and "Call to Arms" have no effect at all.  They are useful when getting hit from the back I suppose but those situations should be rare as long as you manage your tank.   Well on the bright side it will free up some of my skill points!  ;p
 

Shield's 30% front defense is not armor rating, it's defense - % based damage reduction.

 

 

Yea...  This comment seems tangent to the discussion unless I've missed something vital.  



#184
Adhin

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Yeah, sorta. Tanks take 1 dmg from the front mostly due to the 20% reduced dmg from the front. It ultimately comes into place before Armor does (which defenses don't). The armor boosts from behind, while sad it doesn't work on both, can make stuff from your 'sides' (the front is rather small, it's not a full 180%) make you take less dmg overall.

 

Basically, it's useful, just broken.



#185
Zephymos

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So do we know how Barrier works in regards to mitigation? Is there ANY form of mitigation that works on it?

% Defenses, special passive bonuses like Ice Armor, regular armor?

 

I also did some light testing on how the Fade-Touched Bloodstone works with regards to damage here. For melee builds it's absolute top-notch.



#186
Magma_Axis

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Yeah, sorta. Tanks take 1 dmg from the front mostly due to the 20% reduced dmg from the front. It ultimately comes into place before Armor does (which defenses don't). The armor boosts from behind, while sad it doesn't work on both, can make stuff from your 'sides' (the front is rather small, it's not a full 180%) make you take less dmg overall.
 
Basically, it's useful, just broken.


Okay, so tank get 30% damage reduction from shields + 20 % from turn the blade + xx % from crafting and thats before armor ?
No wonder enemies do 1 physical damage

#187
zeypher

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Ok i think the chain lightning proc effect atleast from silverite does not work. It procs sure but does no damage at all. I was testing this against single targets and the proc always did no damage. Target got shocked but had not taken any damage.



#188
Adhin

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@Magma_Axis: ahh... no. Shield is Defense. Defense is 'after' armor, not before it. You would need somewhere between 50%-99% total defense to bring it down to 1 (50 being you taking 2-3). Most dmg you would take, defense will cut into but not much unless your actual armor is just that bad. The 20% from Turn the Blade is counted before armor, as is the 50% ranged DR%. That ranged even works against magical attacks, as long as its ranged.

 

My point was, the 20% 'before' armor is extremely benefitial... to the front. While armor% is glitchy atm and only gives armor, which only counts form the side/back, it is still helping. While the 20% is better, your still gonna get hit outside of Turn the Blades cone of use, so 20% more armor with guard on is still useful you know? Enemy hits you from the side, or from behind it's nice to have it reduced by something extra, and more armor is about all you can get.



#189
Magma_Axis

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@Magma_Axis: ahh... no. Shield is Defense. Defense is 'after' armor, not before it. You would need somewhere between 50%-99% total defense to bring it down to 1 (50 being you taking 2-3). Most dmg you would take, defense will cut into but not much unless your actual armor is just that bad. The 20% from Turn the Blade is counted before armor, as is the 50% ranged DR%. That ranged even works against magical attacks, as long as its ranged.

 

My point was, the 20% 'before' armor is extremely benefitial... to the front. While armor% is glitchy atm and only gives armor, which only counts form the side/back, it is still helping. While the 20% is better, your still gonna get hit outside of Turn the Blades cone of use, so 20% more armor with guard on is still useful you know? Enemy hits you from the side, or from behind it's nice to have it reduced by something extra, and more armor is about all you can get.

So regardless of the bug, just get all the +Armor and +Guard passives for tanks ?



#190
GhoXen

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One good reason to make your main a tank is that throughout the game, there is a certain area where you can gradually unlock with shards. Ultimately, your main character will be given a permanent 20% resistance to all elements.

 

Now my character is taking 1 damage from EVERYTHING in the front. It should be noted that the 50% damage reduction from Turn the Bolt applies to magical projectiles as well (e.g. ranged attacks from Wraith/Despair Demon/Arcane Horror).


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#191
DarkGuard

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Regarding the earlier mentioned Pitch Grenade: It applies the "oozed" debuff to anything standing in it (except your party, even with ff on), so it works off enemy damage before your own stats. That makes it extremely powerful for the boss fight at the end of "In your heart shall burn", but the grenade is rather limited in use since most bosses are rather mobile. Pride Demons and Behemoths as well as Berzerker enemies become a lot easier, however. Against dragons it entirely worthless, since they jump/fly around so much.



#192
Magma_Axis

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One good reason to make your main a tank is that throughout the game, there is a certain area where you can gradually unlock with shards. Ultimately, your main character will be given a permanent 20% resistance to all elements.

 

Now my character is taking 1 damage from EVERYTHING in the front. It should be noted that the 50% damage reduction from Turn the Bolt applies to magical projectiles as well (e.g. ranged attacks from Wraith/Despair Demon/Arcane Horror).

So it's a good idea for 2H Warrior to dips into SnS tree and get Turn The Bolt and Turn The Blade



#193
GhoXen

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It's more like a necessity for 2H warrior on Nightmare.

 

2H warriors don't have threat reduction of any kind, so if they don't get those SnS passives they will die more easily than even melee rogues.



#194
ElitePinecone

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Thanks for the thread, I've been pretty confused by the offensive/defensive/utility values when crafting.

 

Just to check though - Armor Penetration is totally useless when applied to a magic staff, right? Since it only affects physical damage?

 

That makes putting Tier 4/Dragon materials on a mage's staff pretty much useless, since the main effect they have in most schematics is boosting Armor Penetration (sometimes by crazy amounts like +48%).



#195
Adhin

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Yeah Armor only works vs Physical dmg, mages don't do physical, and AP only effects armor. So... useless on a mage entirely. Only thing Dragon's really useful for, for mages, is eeking out a higher base DPS for them spells. Or making your armor look extremely ugly and look nothing like dragon bone... srsly wtf is with dragon bone not looking like bone? You either look like an oil slick, or a glow stick. I'm confused by it in general.


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#196
ElitePinecone

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This also might be a silly question, but does anyone know if a Critical Damage Bonus above 100% will actually do the stated amount of damage? It's not capped at 100 or something?



#197
GhoXen

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I see no reason why it shouldn't, but I haven't really tested it.

 

Still, what's the point of stacking crit damage % that high though? Even with guaranteed crits, it will only be useful for bursts, and your sustained damage will simply be too abysmal.



#198
konfeta

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I am surprised at how hard they nerfed crit damage. You would need like 50% crit rate and +20% attack for Dragon Webbing to match a +1.75% attack material; and getting crit rate high for Warriors/Mages (the classes that have the really abusive cooldown reduction talents through crit) is already a substantial effort. And that's not counting the % attack loss needed to reach the 50% crit rate in the first place.

 

I suppose it's fair, though, their cooldown reduction talents are really silly.

 

So, are there any unique items other than the Wicked Smiles quest 15% crit hat reward that give a noteworthy boost? I have yet to see a crit chance ring above white quality yet, so there might be hope still; and I saw some staffs with arbitrarily super high crit boosts like +25% or something.



#199
GhoXen

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Made a list of all the Mastercraft items in the game. Here it is: http://forum.bioware...tercraft-items/



#200
Magma_Axis

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I am surprised at how hard they nerfed crit damage. You would need like 50% crit rate and +20% attack for Dragon Webbing to match a +1.75% attack material; and getting crit rate high for Warriors/Mages (the classes that have the really abusive cooldown reduction talents through crit) is already a substantial effort. And that's not counting the % attack loss needed to reach the 50% crit rate in the first place.
 
I suppose it's fair, though, their cooldown reduction talents are really silly.
 
So, are there any unique items other than the Wicked Smiles quest 15% crit hat reward that give a noteworthy boost? I have yet to see a crit chance ring above white quality yet, so there might be hope still; and I saw some staffs with arbitrarily super high crit boosts like +25% or something.


There is 5% crit ring but its incredibly rare. I only saw it once throughout the game.

Flashpoint is indeed very powerful, i wonder if Bioware will patch it and activate the internal cooldown of 10 second