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Why no talk of % of weapon damage?


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#26
Yrkoon

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Stamina? What does it do in DA:O

That's an easy one, because DA:O documents the exact value of every stat point spent. In DA:O you get +5 stamina (magica for mages) for every point you spend in Willpower.

I don't think it's a good idea to assume they just kept those values the same for DA:I. I know for a fact that they didn't keep Strength values the same.

#27
Yrkoon

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Attack % is pretty much your chance to hit -

This is false.

DA:I is twitch-based. You hit based on positioning, not percentage chances. And Armor penetration is its own separate stat

#28
Crackseed

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This is false.

DA:I is twitch-based. You hit based on positioning, not percentage rolls

 

Is it? I stand corrected if so.

 

I figured we still had a chance EVEN right up on the target to whiff or miss due to armor, etc.

 

So this does beg the question - the heck does attack % do? xD



#29
Imryll

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So it's not just that I've not found the nice PDF that explains what the different stats do, so that I know which rings to equip (assuming that they're not bugged)? I can see my spiral bound BG II manual sitting on the shelf above my monitor.  /cry



#30
Crackseed

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So it's not just that I've not found the nice PDF that explains what the different stats do, so that I know which rings to equip (assuming that they're not bugged)? I can see my spiral bound BG II manual sitting on the shelf above my monitor.  /cry

 

Well, with Baldur's Gate Bioware got to cheat - D&D had the system all neatly laid out for them anyway and they just had to copy paste that for us xD



#31
UniformGreyColor

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Well, with Baldur's Gate Bioware got to cheat - D&D had the system all neatly laid out for them anyway and they just had to copy paste that for us xD

 

Ha! I shouldn't laugh, I've never played BG.



#32
Crackseed

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Ha! I shouldn't laugh, I've never played BG.

 

Certainly is ok to laugh :) Bioware has never been as on the ball as I'd like with explaining their systems/mechanics - the only game I ever saw them get super informative about was Mass Effect 2/3 because a couple of devs got into the boards listing weapon stats, etc for people.

 

At least with the D&D system it was robust and already built well so finding information on all the stats wasn't hard even if Bioware themselves weren't responsible for the breakdowns to begin with.



#33
Yrkoon

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Hey, I have braved the depths of Scuttlebutt and have returned bearing gifts.

http://forum.bioware...afting-testing/

^Note: None of the information here is official. It was compiled based on another poster's "testing" and, as he says, "theorycrafting" so take it for what it's worth.

#34
UniformGreyColor

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OK folks I can tell you this much each attribute point you give a char has a dramatic effect on things. I have 16 cunning and 27(?)Dex and I have 62% bonus dmg when I crit and only 8% chance to crit. Rogues should def spec for cunning.



#35
In Exile

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Willpower increases attack (contributes to damage done) and magic defense. It says nothing of increasing mana pool. It very well could and I could easily be overlooking something. Just found out that the magic defense is only increased after a certain threshold of willpower and then it starts increasing magic defense or so I understand it.


That's what the tooltips in the character screen (whatever the thing we get when we click the default key P is called) say it does but I'm not at all clear on what attack does vs. other stats.

#36
Yrkoon

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OK folks I can tell you this much each attribute point you give a char has a dramatic effect on things. I have 16 cunning and 27(?)Dex and I have 62% bonus dmg when I crit and only 8% chance to crit. Rogues should def spec for cunning.

A lot of that has to do with the stats that everyone starts the game with. For instance, All characters start the game with a +40% critical damage bonus and 0% critical chance.

#37
UniformGreyColor

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That's what the tooltips in the character screen (whatever the thing we get when we click the default key P is called) say it does but I'm not at all clear on what attack does vs. other stats.

 

^^^

I have yet to check out the link in any imagination of thoroughness but so far is looks good.



#38
UniformGreyColor

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A lot of that has to do with the stats that everyone starts the game with. For instance, All characters start the game with a +40% critical damage bonus and 0% critical chance.

 

I am so glad you found this thread.



#39
Imryll

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Well, with Baldur's Gate Bioware got to cheat - D&D had the system all neatly laid out for them anyway and they just had to copy paste that for us xD

But surely, somewhere in the depths of the Bioware offices they have the current system all neatly laid out for designer reference, and they just need to copy and paste for our benefit? How would you design encounters without knowing how much damage participants are likely to take and deal?



#40
Crackseed

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But surely, somewhere in the depths of the Bioware offices they have the current system all neatly laid out for designer reference, and they just need to copy and paste for our benefit? How would you design encounters without knowing how much damage participants are likely to take and deal?

 

I agree! Just was pointing out that with D&D rules, they could easily copy-paste that into the manuals, etc. whereas with DAI and prior games they did from scratch, that's up to whoever may be their numbers people to take all that information and make it presentable to the fans.

 

...which they should be doing dammit. 



#41
UniformGreyColor

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But surely, somewhere in the depths of the Bioware offices they have the current system all neatly laid out for designer reference, and they just need to copy and paste for our benefit? How would you design encounters without knowing how much damage participants are likely to take and deal?

 

This is an excellent point. I am just thinking that it is because they don't want to give the competition any good ideas. Just a guess.



#42
StrangeStrategy

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I really like this change, makes ability power changes very clear.

If I could suggest any change, let the tooltip show exactly how much attack% increase we get from an item with Dex/Str/Mag/Will.
for example, a weapon with +10 Willpower should show (+2.94 Atk) or something, same with the other atk stats.



#43
ManleySteele

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This is my understanding. Take a warrior, as a for instance.  Regardless of one handed or two handed, you should spam strength onto your weapon wherever possible. This is how you increase damage.  I'm not sure how much effect attack has, if it's available, but I know that your final damage done comes from strength. By the same token, you should spam constitution onto your armor and if that's not available put health on it. 

 

Early in the game you can use the anti-armor bonus, but late in the game you want to add as much anti-guard as possible.  That's so you don't have to kill the same opponent 3 or 4 times.

 

When taking perks, you need to make either warrior type balanced for strength and constitution in order survive long enough to use your mighty weapon to dispatch the miscreant. At least that's what I do.

 

Edit: Went by the linked topic and it makes good sense.  Might slightly change the way I make armor and weapons, but maybe not. lol.



#44
Sylvius the Mad

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Maybe the lack of documentation is SP DAI's "online" component. Since they didn't document the game, the players have to collaborate to find out how it works.
  • In Exile et Rannik aiment ceci

#45
Yrkoon

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This is my understanding. Take a warrior, as a for instance.  Regardless of one handed or two handed, you should spam strength onto your weapon wherever possible. This is how you increase damage.  I'm not sure how much effect attack has, if it's available, but I know that your final damage done comes from strength.

I'm pretty sure it's the other way around. Strength increases your attack %, and Attack % determines a warriors damage.

But again, no one at Bioware is confirming any of this.

And it kinda matters, you know, since the crafting in this game is fairly robust. You will find yourself with a bunch of vague choices. A powergamer/DPS-wh*re who's trying to craft the Best Weapon is going to want to know whether to use a weapon schematic with a utility slot ( for a strength increase), or use a schematic with just Offense slots ( for attack % increase)

#46
Imryll

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Even more ordinary crafters with no powergaming aspirations want to know those things! Why use your resources to make something less useful than it could be?



#47
Mushashi7

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Damage is damage.

If you chose to name it a spell, a sword, a bow or whatever. Down to basics it all damage. It doesn't matter what you call it. But to keep up the illusion we can give it names. In the calculater it is a value plus or minus. Very simple.

Of course a game has to create illusions. That's what entertainment is made for.



#48
Yrkoon

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Damage is damage.

If you chose to name it a spell, a sword, a bow or whatever. Down to basics it all damage. It doesn't matter what you call it. But to keep up the illusion we can give it names. In the calculater it is a value plus or minus. Very simple.

Of course a game has to create illusions. That's what entertainment is made for.

Right, but the path to get there is rather complex in this game. And it's no "illusion". For example, What does MORE damage, a sword that gives you a +18 strength bonus, or a sword that gives you a +12% attack bonus?

Yeah, I don't know either.

#49
akabane_k

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str gives .5 attack and 1% guard bonus dmg, so 12 attack is better unless ur attacking units with guard.



#50
Mushashi7

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Right, but the path to get there is rather complex in this game. And it's no "illusion". For example, What does MORE damage, a sword that gives you a +18 strength bonus, or a sword that gives you a +12% attack bonus?

Yeah, I don't know either.

Still.

Bonus and Strength are elements you multiply with. Its something you add to the already existing value of damage. The calculation just becomes more complex because it's calculations within/upon calculation. The outcome is still a value of certain damage. This is what makes the game interesting. You create a value you actually don't really have a clue about, unless you minimize the game and start your calculator in Windows.

And your opponent/enemy also have values you are not able to look through just like that. Another more or less unkown factor.

This unknown factor is the exiting part. It leaves us with a feeling of being somewhat out of control, and your actions suddenly becomes a lottery.
I hate being out of control, but I admire those who's walking on a thin line between two skyscrapers :P