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ability damage based on weapon damage


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#26
PvtNiss

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Yeah sure, my build is pretty generic it's hard to differ in builds as assassin some things are just too good not to have.

At level 20 I'll always have straight down the middle in both trees, left tree with hidden blades, cull the herd, and throatcutter. Right tree with flank attack, knife in the shadows and I was never here. Also upgraded my 4 actives ofcourse stealth, flank attack, twin fangs, hidden blades.

 

Bloodthirst can be "OK" in group fights chasing something that must die, but its not up enough and the only real offense is 10% crit which is 10% more damage @ 100 chd situationally. Bloodied prey is 10% added damage aswell and we've got a good sum of +%damage already so its a diminished return. Cripple's debuff is hardly noticable and you can keep up with an moving enemies backside without it. Deadly hardly gives anything with how other passives give +3 to a stat already. Looked like it hurt has little to no use with dance of death being mandatory. Throatcutter I take because we lack better it's a decent amount of extra damage at times and it has +3 dex rather than cun. And I like having sneak attack giving a nice big crit chance for when you're not in stealth for one reason or another it can really make killing high health targets from flank easy without using an ability. Explosive toxin would be neat if it didn't require poisoned weapons as an active ability or a unique dagger. Fighting dirty is junk, evasion won't save you on perilous and you can survive fine without it in threatening.

 

If you haven't already you may want to take a look at http://forum.bioware...-and-mechanics/


  • J. Peterman aime ceci

#27
J. Peterman

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Yeah sure, my build is pretty generic it's hard to differ in builds as assassin some things are just too good not to have.

At level 20 I'll always have straight down the middle in both trees, left tree with hidden blades, cull the herd, and throatcutter. Right tree with flank attack, knife in the shadows and I was never here. Also upgraded my 4 actives ofcourse stealth, flank attack, twin fangs, hidden blades.

 

Bloodthirst can be "OK" in group fights chasing something that must die, but its not up enough and the only real offense is 10% crit which is 10% more damage @ 100 chd situationally. Bloodied prey is 10% added damage aswell and we've got a good sum of +%damage already so its a diminished return. Cripple's debuff is hardly noticable and you can keep up with an moving enemies backside without it. Deadly hardly gives anything with how other passives give +3 to a stat already. Looked like it hurt has little to no use with dance of death being mandatory. Throatcutter I take because we lack better it's a decent amount of extra damage at times and it has +3 dex rather than cun. And I like having sneak attack giving a nice big crit chance for when you're not in stealth for one reason or another it can really make killing high health targets from flank easy without using an ability. Explosive toxin would be neat if it didn't require poisoned weapons as an active ability or a unique dagger. Fighting dirty is junk, evasion won't save you on perilous and you can survive fine without it in threatening.

 

If you haven't already you may want to take a look at http://forum.bioware...-and-mechanics/

 

Thanks for this. I'll read the thread when I've got some time. I'm not looking forward to having to promote my assassin.



#28
J. Peterman

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Yeah sure, my build is pretty generic it's hard to differ in builds as assassin some things are just too good not to have.

At level 20 I'll always have straight down the middle in both trees, left tree with hidden blades, cull the herd, and throatcutter. Right tree with flank attack, knife in the shadows and I was never here. Also upgraded my 4 actives ofcourse stealth, flank attack, twin fangs, hidden blades.

 

Bloodthirst can be "OK" in group fights chasing something that must die, but its not up enough and the only real offense is 10% crit which is 10% more damage @ 100 chd situationally. Bloodied prey is 10% added damage aswell and we've got a good sum of +%damage already so its a diminished return. Cripple's debuff is hardly noticable and you can keep up with an moving enemies backside without it. Deadly hardly gives anything with how other passives give +3 to a stat already. Looked like it hurt has little to no use with dance of death being mandatory. Throatcutter I take because we lack better it's a decent amount of extra damage at times and it has +3 dex rather than cun. And I like having sneak attack giving a nice big crit chance for when you're not in stealth for one reason or another it can really make killing high health targets from flank easy without using an ability. Explosive toxin would be neat if it didn't require poisoned weapons as an active ability or a unique dagger. Fighting dirty is junk, evasion won't save you on perilous and you can survive fine without it in threatening.

 

If you haven't already you may want to take a look at http://forum.bioware...-and-mechanics/

 

I haven't gone through that thread yet, but this is how I have her set up. I'm def going to have to promote her to change a couple of things anyway.

 

Abilities
 
Twin Fangs (+upgrade)
Hidden Blades (+upgrade)
Stealth (+upgrade)
Flank Attack (+upgrade)
Fallback Plan
 
Passives
 
First Blood
Mercy Killing
Cripple
Cheap Shot
Looked Like It Hurt
Deadly
Ambush
Easy To Miss
Evasion (Don't judge me)
Dance Of Death
Knife In The Shadows
I Was Never Here
 
Accesories 
 
Ring Of Armor Penetration
 
Weapons
 
Main Hand (Wicked Grace)
409 DPS
134 Damage
+25 Fire Damage
+4% Attack
+4% Bleed on hit
+14% Crit. dmg
+6% Flank. dng.
 
Off Hand (Carta Punisher)
352 DPS
112 Damage
+25 Cold Damage
+3% Bleed on hit
+6% Crit. dmg


#29
Sir Jessku

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What level is that wicked blade? Man I need to buy more chests.

#30
J. Peterman

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What level is that wicked blade? Man I need to buy more chests.

 

Lvl 21 Unique. I think it's doing great damage at the moment, but from what I'm hearing, I should probably be doing more. It's got a 5% heal on kill too, and a 10% chance to apply poison.



#31
Sir Jessku

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Wtf man! How much have you spent? Rough estimate. I probably spent 30-50k my best item is level 16. But I have 80k gold stockpiled as I'm hoping store might get a buff & I will have some gold to spend. Probably wishful thinking.

#32
SLooPPy JOE

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Those are superb runes right? I've gotten a few of them but I'm too stingy to use them on a weapon that's not level 23.

#33
PvtNiss

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Looks like you're kinda missing out on accessories and that 2nd dagger could use some dex/atk/crit dmg/flank dmg. I've done some more testing and results are interesting.

Cull the herd seems to be broken it isn't giving 50% more damage at all, it's giving double damage for some reason. Not that I mind.  :lol: When I'm hitting an enemy in the face with basic attacks for 100 damage and I kill everything but 1 I start doing 200+ to the last guy. If I do 300 damage I start doing 600 to the last guy. But it seems it's not giving any damage bonus at all on abilities. :( Stealths 50% damage bonus applies properly to abilities but cull doesn't do anything for it.

Using a 100 damage stealth basic attack on the last enemy put my damage at 250ish without chd so stealth seems to give its 50% properly and stacks additive with 100% from cull the herd and 15% from first blood, doesn't amplify it. Another interesting thing to note is if you are not interrupted by being hit or blocked by an enemy the automatic crit and 50% damage bonus from stealth work for an entire combo of 6 stabs with the last stab being both daggers for a total of 7 hits. That's about 700% weapon damage checking enemy armor 7 times, but also receiving rune damage 7 times.

 

Rough calculation on twin fangs damage on my daggers would I guess be base 110 dmg increased by almost 40% attack to over 150. Doubled to 300 after crit dmg bonus. Stealth 50% damage bonus, first blood 15% and flank bonus damage of 37% would double this up again to 600. 600 @ 500% is 3000 damage per dagger using twin fangs. Sounds about right I'm hitting around 2.7-2.8k at the moment thanks to the armor rating enemies have it's lowered a bit.

I also confirmed runes don't do anything on abilities. A weapon with crap damage and a good rune does jack **** on abilities.

 

PS: Thread hijacked, deal with it. B)


  • J. Peterman aime ceci

#34
J. Peterman

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Looks like you're kinda missing out on accessories and that 2nd dagger could use some dex/atk/crit dmg/flank dmg. I've done some more testing and results are interesting.

Cull the herd seems to be broken it isn't giving 50% more damage at all, it's giving double damage for some reason. Not that I mind.  :lol: When I'm hitting an enemy in the face with basic attacks for 100 damage and I kill everything but 1 I start doing 200+ to the last guy. If I do 300 damage I start doing 600 to the last guy. But it seems it's not giving any damage bonus at all on abilities. :( Stealths 50% damage bonus applies properly to abilities but cull doesn't do anything for it.

Using a 100 damage stealth basic attack on the last enemy put my damage at 250ish without chd so stealth seems to give its 50% properly and stacks additive with 100% from cull the herd and 15% from first blood, doesn't amplify it. Another interesting thing to note is if you are not interrupted by being hit or blocked by an enemy the automatic crit and 50% damage bonus from stealth work for an entire combo of 6 stabs with the last stab being both daggers for a total of 7 hits. That's about 700% weapon damage checking enemy armor 7 times, but also receiving rune damage 7 times.

 

Rough calculation on twin fangs damage on my daggers would I guess be base 110 dmg increased by almost 40% attack to over 150. Doubled to 300 after crit dmg bonus. Stealth 50% damage bonus, first blood 15% and flank bonus damage of 37% would double this up again to 600. 600 @ 500% is 3000 damage per dagger using twin fangs. Sounds about right I'm hitting around 2.7-2.8k at the moment thanks to the armor rating enemies have it's lowered a bit.

I also confirmed runes don't do anything on abilities. A weapon with crap damage and a good rune does jack **** on abilities.

 

PS: Thread hijacked, deal with it. B)

 

That's a lot of testing, and a lot more broken. Thanks for that



#35
SLooPPy JOE

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I guess I'll ask here since some nice assassin talk is going down :)

Does bloodied prey work with hp % or just hp? Regular mooks have just short of 2k hp on threatening, and I have ~700 hp. It would be a fantastic passive with %hp and a pretty bad passive with real hp

#36
PvtNiss

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Good question I would assume the former. With how much health enemies compared to characters it would barely be up at all otherwise. Could easily test this if I hadn't deleted my SP rogue I got so fed up with being gimped compared to everything else even my shield warrior does more DPS because he can actually DPS without getting 1 shotted by an attack aimed at someone else.



#37
SLooPPy JOE

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Heh, my SP is a knight enchanter mage.

Well my assassin is 19 and I'm either getting bloodied prey, looked like it hurt, or bloodthirst.

My alchemist has bloodied prey, maybe i can test it out.

#38
SLooPPy JOE

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Ugh. Well I've only spent a few min in routine looking for a 10% damage increase, but there's a good chance the passive isn't working :(

#39
PvtNiss

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Damage in this game annoying, if you're doing 100 damage the numbers will be like 80-120 at times. It's pretty frustrating it takes a high amount of sampling to test in this game.



#40
PvtNiss

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1. Yes.

I was wrong.

http://forum.bioware...ers/?p=18048731