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Do Fade-Touched Hidden Blades Stack?


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19 réponses à ce sujet

#1
Cyberpunk

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If I have 2 daggers with 10% chance of hidden blades on both, do they stack? What if I had an additional 10% chance of hidden blades on my armor? Would I get 30% chance of hidden blades? Or would each just roll separately? 



#2
Manki

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I believe each instance of the "Hidden Blades" characteristic actiavtes seperately, meaning you get 3 10% chances, not a 30% chance.

 

Napkin math is bad, but basically this means that you have a lower than 30% chance to activate, and each dagger strike is when the chance is activated. Meaning each dagger attack has the individual chance to activate.



#3
Cyberpunk

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Thank you! 1 more question: does the "on hit gain 3 guard" ability proc differently on a weapon than on armor? 



#4
Manki

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I know a lot of abilities in the game do not stack. However I would not be able to answer this yes or no. My default answer would be yes, since its being provide from 2 seperate sources. However, this may not be the case.



#5
Cyberpunk

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So does the armor trigger when I hit an enemy or when an enemy hits me? How about weapon?



#6
Manki

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There are 2 different abilities.

 

"X on being hit"

"X on hit"

 

Obviously these are self explanitory. In your instance, you will gain guard every time you hit with that weapon. Look at the armor and judge it based off this information.



#7
Cyberpunk

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How about the armor one? I have 2 fade touched items that give +3 guard and I want to enchant both my armor and weapon with it. Just wondering if I will gain 6 guard everytime I attack or if I will gain 3 guard when I attack and 3 guard when I hit. 



#8
Manki

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You'll have to give me the exact wording on the items. Does it say "Give +3 guard"? It should be one of 2 things, "Gives +3 guard on hit" or "Gives +3 guard on being hit". If it says "Gives +3 guard" I cna only assume that means +3 maximum guard, which would be next to useless.



#9
Cyberpunk

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On Hit: Gain 3 guard. Would this be the same if applied to both armor and weapon? Meaning I gain 6 guard with every hit? 



#10
Manki

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With that, yes.


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#11
octavian1127

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The way it should work is if you have 3x 10% chance items, then you have a 10% chance to proc a triple cast on hit. Chances to proc double and single casts increase from that due to math, but I don't feel like crunching numbers. He's correct in fact it shouldn't be a 30% chance of single cast. This is assuming a bit about game mechanics and Bioware could've set it up so it's additive like crit/bleed/stagger/etc and you really do have a 30% chance of casting.



#12
Basheda

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I find guard on hit nice for an archer rogue. Its the extra buffer between life and death and this buffer does not decay, so its there when you need it. My Sera get damage very seldom but if she get an hit it hurts. Stealth Rogues especialy love to backstab her.



#13
zeypher

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EDITED: My info was wrong, same tiers masterwork never stack.



#14
Cyberpunk

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Are the hidden blades from crafting 300% weapon damage with 5 hits? Would the 10% increase in stats make up for that by guaranteeing damage every strike? 



#15
Solarisha

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I've found placing the + 3 guard on hit on a dual blade rogues armor kinda op. It procs with every weapon hit essentially once with each dagger and considering how fast my rogue dishes out strikes he almost never takes enough hits to make his guard go away. I plan to put other useful ones on my weapons no need for that one on both armor and weapons at least for dual wield rogue.

#16
Elhanan

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As I understand, different Tiers with the sim effect may stack, but same Tiers will not. Perhaps this thread will be of help:

http://forum.bioware...tercraft-items/
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#17
Rynas

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As I understand, different Tiers with the sim effect may stack, but same Tiers will not. Perhaps this thread will be of help:

http://forum.bioware...tercraft-items/

 

That's in line with my experience, as well.  No difference between two Fade-Touched Plush Fustian Velvets and just one in testing.  Having one Plush Fustian Velvet (5 hits) and one Ring Velvet (4 hits) seems to proc more, but I haven't tested it formally.

 

+3 Guard on hit doesn't stack with itself, either.  Maybe +3 and +5 stack.

 

Lots of bad info in this thread...



#18
Fullmetall21

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As I understand, different Tiers with the sim effect may stack, but same Tiers will not. Perhaps this thread will be of help:

http://forum.bioware...tercraft-items/

 

That is correct you can use Tier 3 and Tier 2 or 1 of any masterwork material (Fade touched Silverite and Obsidian for example) but not 2 of the same.



#19
squidney2k1

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The +3 Guard on Hit will not stack.

 

However, if you have a +3 Guard on hit AND +2 Guard on Hit, those will stack since they are technically different tiers, giving you +5 Guard on Hit. I tested this with dual daggers and guard was going up twice as fast than a pair of daggers with +3 Guard on each.

 

Any %chance abilities do not stack, but it does give you extra rolls. For example, 2 items with "10% chance" will not give you 20%, but instead give you 2 rolls at 10% each. It's still a decent way to try and boost your chances. I noticed an increased in the amount of times Chain Lightning would proc with 2 pieces of gear with 10% chance, over just 1 piece. Or maybe my luck was just incredible during that timeframe.



#20
WillieStyle

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The way it should work is if you have 3x 10% chance items, then you have a 10% chance to proc a triple cast on hit. Chances to proc double and single casts increase from that due to math, but I don't feel like crunching numbers. He's correct in fact it shouldn't be a 30% chance of single cast. This is assuming a bit about game mechanics and Bioware could've set it up so it's additive like crit/bleed/stagger/etc and you really do have a 30% chance of casting.


Assuming the proc chances are independent, if you have 3 10% chance to cast hidden blades master works, then your total chance to cast hidden blades is 27.1%. In short, if the procs are independent, then it's worth stacking them as it's almost additive.