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[GUIDE] Documentation for Combat Mechanics


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#126
Bigdawg13

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There have been some small changes, but for the most part the information is invaluable.  Furthermore, if you dig through the thread you can often find your answer.  It is unfortunate the OP is no longer updating, but at the same time I see nothing comparable on the forums.



#127
Bigdawg13

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This may already be common knowledge but I just discovered Rift Mage's Stonefist opens locked doors. I wonder if it destroys "bash" targets like crumbling walls.
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#128
BA_Productions

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Hey, I decided not to look through the comments before making this first off. Otherwise, I created an excel document to match the formula. The excel document has two slots so that you can cross and compare specs from two different weapons. I posted the excel spreed sheet here: http://www.mediafire...ge Formula.xlsx Hopefully this helps with people deciding on what they want to pick for their upgrades, rings, and etc.

 

-NOTE 1: if you are not looking for adding in Flanking attacks leave it at 0. The base flanking damage of 25% is not added in as it screws with the 

      formula. If you have a bonus flank of 15% please input 40% into the flank damage field if you wish to view your flanking damage.

-NOTE 2: Max damage section incorporates when you land a critical strike. Min damage section incorporates when you don't land a critical strike.

-NOTE 3: Average damage is your damage average across 100 hits. This includes your crits and norm attacks.



#129
Douba

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So can't find this info anywhere else so I'll post here. I believe there is a hard cap on critical damage bonus of 178%. I have a +49% crit damage bonus dagger, when equipped my crit damage bonus only improves by +25%. I figured maybe crit damage bonus stacks multiplicatively, so I removed the grip that was adding +18% crit damage bonus, but same thing.. +25% to crit damage bonus.

 

EDIT: Ok.. so it seems the actual culprit is much more complicated. This is very bizarre. I crafted an armor that gave me 7 more dex than the one I was wearing, and my crit damage predictably went up to 185%. I think crit damage bonus stacks in an incredibly odd way. I thought it was multiplicative, but nope..

 

EDIT2: Not only that.. uhh.. for some reason, increasing crit chance actually decreases your crit damage bonus. I stripped my character and respec'd, and started at 63% crit damage bonus (with only 21 dex.. odd, but whatever). I equipped a weapon with +23% crit chance bonus, and my crit damage bonus went down to 57%.

 

EDIT3: So it doesn't appear that, at least with a crafted grip and a crafted dagger, that the grip actually does anything when inserted into a weapon. Stats before and after equipping a grip are the same. Upon further investigation, looks like there might be a display issue on the character sheet. After some more mucking around, the grip bonuses are finally showing up properly. Looks like if you remove a grip from a weapon while that weapon is equipped, the character sheet does not update.

I just discovered a similar problem on PC even without any upgrade: I strip Sera of every item. With her current picks, she has 20 DEX, 16 CUN, a crit damage bonus of 63%, and a crit chance of 8%.

Now when I equip a dagger with +5 DEX, that stat comes up to 25, as expected. However, the crit damage bonus drops to 61%.

When I equip a +5 CUN / +3% ATK dagger, CUN goes up to 21, attack increases to 8%, and crit chance increases to 10%, all as expected. However, crit damage drops to 56%.

After some gathering numbers with all combinations of three daggers, it seems that crit damage is somehow corrected downwards for attack bonus damage and crit chance. Also, rogues seem to have a base crit damage bonus of 56%.

Has anyone discovered similar behavior? Anything else for consoles?



#130
PapaCharlie9

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I just discovered a similar problem on PC even without any upgrade: I strip Sera of every item. With her current picks, she has 20 DEX, 16 CUN, a crit damage bonus of 63%, and a crit chance of 8%.

Now when I equip a dagger with +5 DEX, that stat comes up to 25, as expected. However, the crit damage bonus drops to 61%.

When I equip a +5 CUN / +3% ATK dagger, CUN goes up to 21, attack increases to 8%, and crit chance increases to 10%, all as expected. However, crit damage drops to 56%.

After some gathering numbers with all combinations of three daggers, it seems that crit damage is somehow corrected downwards for attack bonus damage and crit chance. Also, rogues seem to have a base crit damage bonus of 56%.

Has anyone discovered similar behavior? Anything else for consoles?

Can you confirm with Sera configured for archery rather than DW? You might be running into a DW adjustment. DW is the only class that has two weapons, so Bioware might have added some compensation for the offhand weapon that only apply to dual wield.

Are you only equipping one dagger? In which hand? There is an offhand penalty for attack, maybe there is also an onhand penalty for crit if you don't have both daggers equipped?

#131
PapaCharlie9

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Regarding the impact of difficulty level on max health of enemies.

Okay, I just did a quick test with Hivernal, the Level 19 dragon in Emprise du Lion
 
 
Difficulty              Max Health      Armor           % relative to Normal
----------              ----------      -----           --------------------
Casual                  199816          59              96%
Normal                  207873          59              100%
Hard                    217081          59              105%
Nightmare               226288          59              109%

Nightmare/Even Ground   311541          72              150% (but note that XP level increased to 23)
I used my Archer Artificer at XP level 23 for this experiment, so Even Ground brought Hivernal up to that level. The Percentages look to be roughly +/-5% per difficulty level, except for Even Ground.

WARNING: This is only one data point and a boss enemy at that, so any assumptions about difficulty differences need to be confirmed with many other enemies.
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#132
OJSTheJuice

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More documentation of difficulty heath scaling indicates that different mobs have different increases in health. The specifics of this scaling can be found in this document.


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#133
PapaCharlie9

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Taking a snapshot, for posterity and ease of reference.
 
Name                           Level   Casual  Normal  Hard    Nightmare NM/NO  HD/NO
Giant                          19      42435   46504   51154   55805     20%    10%
Quillback                      11      6218    7182    8140    9097      27%    13%
Wyvern                         19      15404   17439   19764   22089     27%    13%
Gurngut (JoH)                  21      18190   20592   23338   26083     27%    13%
Bronto                         19      9591    11626   13951   16276     40%    20%
Gurn                           19      9591    11626   13951   16276     40%    20%
Pride Demon                    19      9591    11626   13951   16276     40%    20%
Bogfisher (JoH)                21      11326   13728   16474   19219     40%    20%
Pride Demon                    16      7072    8572    10286   12001     40%    20%
Venatori Brute                 19      8138    10173   12498   14823     46%    23%
Fear Demon                     21      9610    12012   14758   17503     46%    23%
Greater Terror                 19      6685    8720    11045   13370     53%    27%
Lessor Terror                  19      6685    8720    11045   13370     53%    27%
Rage Demon                     19      6685    8720    11045   13370     53%    27%
Red Templar Behemoth           19      6685    8720    11045   13370     53%    27%
Rage Demon                     15      4455    5811    7361    8910      53%    27%
Red Templar Knight             19      5232    7266    9591    11917     64%    32%
Venatori Gladiator (w/Shield)  19      5232    7266    9591    11917     64%    32%
Red Templar Shadow             19      4941    6976    9301    11626     67%    33%
Greater Shade                  21      5148    7550    10296   13042     73%    36%
Tusket (JoH)                   21      4805    7207    9953    12698     76%    38%
August Ram                     15      630     969     1356    1743      80%    40%
Nug                            15      126     194     271     349       80%    40%
Tusket                         15      126     194     271     349       80%    40%
Wraith                         19      1322    2035    2848    3662      80%    40%
White Claw Raider              11      1167    1796    2514    3232      80%    40%
Freemen Sniper                 15      1889    2906    4068    5230      80%    40%
White Claw Raider Escort       11      1556    2394    3352    4309      80%    40%
Despair Demon                  19      3778    5813    8138    10463     80%    40%
Poison Spider                  19      3778    5813    8138    10463     80%    40%
Red Templar                    19      3778    5813    8138    10463     80%    40%
Lurker                         19      3778    5813    8138    10463     80%    40%
Freemen Infliltrator           15      2518    3874    5424    6973      80%    40%
Despair Demon                  15      2518    3874    5424    6973      80%    40%
Despair Demon                  21      4462    6864    9610    12355     80%    40%
Poison Spider (JoH)            21      4462    6864    9610    12355     80%    40%
Fennec                         1       55      85      119     153       80%    40%
Red Templar Marksman           19      2834    4360    6104    7848      80%    40%
Venatori Marksman              19      2834    4360    6104    7848      80%    40%
Wraith                         15      881     1356    1898    2441      80%    40%
Wraith                         21      1562    2402    3363    4324      80%    40%
August Ram                     19      945     1453    2035    2616      80%    40%


#134
aznricepuff

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Hey all... I'm back! After getting sidetracked by RL stuff (studying for boards sucks...) and then by a bunch of other games, I've finally circled back to DAI to finish off the game+DLC. After a quick read through of all the patch notes I missed and what little description there is of the new trespasser abilities, I see that this game is as poorly documented as ever and probably still has its fair share of bugs (both old and new).

 

And so I'm thinking about updating this guide for the latest (and almost definitely final) patch. But that's a lot of work and seeing as how DAI is slowly but surely aging I want to see how many people would actually be interested in such a thing.

 

So, those of you who would like to see the guide updated let me know (in this thread or by PM). I will get to work if there's enough of a positive response.



#135
PapaCharlie9

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Hey all... I'm back! After getting sidetracked by RL stuff (studying for boards sucks...) and then by a bunch of other games, I've finally circled back to DAI to finish off the game+DLC. After a quick read through of all the patch notes I missed and what little description there is of the new trespasser abilities, I see that this game is as poorly documented as ever and probably still has its fair share of bugs (both old and new).
 
And so I'm thinking about updating this guide for the latest (and almost definitely final) patch. But that's a lot of work and seeing as how DAI is slowly but surely aging I want to see how many people would actually be interested in such a thing.
 
So, those of you who would like to see the guide updated let me know (in this thread or by PM). I will get to work if there's enough of a positive response.


THAT IS ONE THOUSAND PERCENT IN THE AFFIRMATIVE!

Here's why, if you need justification:

  • GOTY package of DAI was fairly recently released, introducing a whole wave of new players to DAI. I'm constantly fielding questions about mechanics from new players who don't even know simple stuff like how combos work and whether Attack% is better than Armor Piercing for combat. Most of these questions turn up in /r/dragonage on Reddit, where I include a link to your guide whenever I excerpt something from it, but some turn up here in this forum also.
  • Your Guide is my bible and I use it every time I try a new build for a new playthrough. I'm not the only one, either. Bigdawg has a link to your guide in his signature.
  • There were so many new mechanics and features added to gameplay since this guide was last updated. We sorely need to understand the influence of Sigils and Pact Belts on mechanics. There are other mechanics threads where these ideas have been explored and theorycrafted, but they are scattered. A huge part of the value of your guide is that everything is in one place. Fortunately, you might not have as much work catching up as you may think. It's more a matter of sifting through and selecting, maybe confirming some of the more speculative stuff.
  • As you can see from some of the reply posts above, we've tried to add information as we went along, in the hope that someday they will be incorporated into the main guide. The most recent addition is about how difficulty level influences enemy max health. The Wiki is completely mum on the subject, so having it here is pretty much the next best thing.

 

I could probably go on with at least a half dozen more reasons, but those are the big ones for me.

 

In any case, WELCOME BACK!



#136
nightscrawl

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^ Ditto.



#137
PapaCharlie9

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Okay, 1 day update: @aznricepuff, you can see for yourself the Likes for your post and my reply. My Reddit post has 8 upvotes and one reply:

rderekp 1 point 14 hours ago
Yes, I am interested, as I have not yet played DA:I yet.



#138
ToshiStation38

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Thanks to PapaCharlie9 for sharing this on Reddit. I had no idea this guide existed and I'm happy to see so much useful information all in one place. I love making unconventional builds, so this kind of information is invaluable to me.

 

I'd love to see it updated, in particular for the new ability upgrades introduced in Trespasser. It's also pretty tough to find up-to-date builds and guides. A lot of the strategy discussion that I see seems to boil down to personal preference with regards to these abilities, so it would be nice to see some hard numbers for why I should choose one ability or ignore another.


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#139
aznricepuff

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All right, that's quite a positive response! It's settled then: I'll start working on the update right away.



#140
PapaCharlie9

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All right, that's quite a positive response! It's settled then: I'll start working on the update right away.


tumblr_inline_na5kt4x4N21qgt12i.gif

#141
Wavebend

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All right, that's quite a positive response! It's settled then: I'll start working on the update right away.

 

hmm. good luck on datamining the new content. there's quite a bunch of stuff !



#142
aznricepuff

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hmm. good luck on datamining the new content. there's quite a bunch of stuff !

 

Yeah, working through it right now. Already found some things that have been patched, but it's also becoming more and more clear that most of the bugs that existed more than a year ago have never been fixed!

 

Also... Bioware has managed to outdo themselves with the new Trespasser ability descriptions - they are even more vague and less helpful than the ones from the vanilla game.

 

Probably the most frustrating thing about all of this is that I'm 95% sure all of the relevant stats for every ability is available in a readable format in the EBX files that you can extract with DAI Tools... but other than cooldowns, nothing is labeled! Which of course means the data is all but useless. Yet it's all still right there...taunting me...


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#143
PapaCharlie9

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Also... Bioware has managed to outdo themselves with the new Trespasser ability descriptions - they are even more vague and less helpful than the ones from the vanilla game.


We feel your pain, trust me. We've griped from time to time about the "somewhat" debuffs this and "significantly" debuffs that.

And yeah, most of the bugs weren't fixed, and new ones were introduced. ;) They did patch out the power amulet exploit, though. That was a big one.

Would you entertain some wish list items? Not exhaustive, I assume you already plan to add, for example, the new toggled upgrades for abilities from Trespasser.

  • Bees! status is missing from the list of status effects
  • Bee grenades inherit Critical Chance% of the thrower
  • Add or reference the difficultly level impact to damage tables a few posts up
  • Don't mages also regen mana with auto-attacks? Referring to Stamina/Mana Regeneration section
  • Pact Belts, estimates for buff and debuff values
  • Sigil of the Great Bear - on-paper theory is that the buff cancels out the debuff (doubling max mana/stamina cancels the halving of regen rate), but my experience isn't supporting that theory. My regen looks like it's slower relative to characters of the same class without the sigil. So which is it?
  • Sigil of the Deepstalker: what does -50% Attack actually mean? Divide Attack% by 2, or straight-up subtract 50%? Can Attack go negative, and what would that mean?
  • Approximation or estimate for "drop" rate for Trial rewards. They seem pretty low in practice. "Significantly" can't be more than 2%, might be much lower than 1%.
  • All promotion possibilities for the Walk Softly Trial, ideally with some estimate for rate of occurrence, e.g., 5% chance of Barrier Breaker.
  • How much damage does the Trespasser Anchor Meltdown mode do?

Of course, if you did none of the above and just caught up the new upgrades for Trespasser in the existing guide sections, that would be great.



#144
PapaCharlie9

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Some new GUIDE and discussion posts that you might find useful:

https://forum.biowar...or-new-players/
 
https://forum.biowar...trespasser-dlc/

https://forum.biowar...d-by-patch-110/

https://forum.biowar...he-game-harder/

https://forum.biowar...pgrade-toggles/
 
https://forum.biowar...ses-for-sigils/
 
https://forum.biowar...d-requisitions/

https://forum.biowar...anics-anywhere/

https://forum.biowar...the-golden-nug/

#145
aznricepuff

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FWIW, here is a lua script from the game that is supposed to calculate focus gain (focus=momentum=ammo):

Spoiler


For those who can't/don't want to read the code, a summary would be:

focus_on_hit = min(damage_dealt / enemy_max_health * (1 + focus_gain_bonus), 1) * (enemy_level * constant_1 + (enemy_level - player_level) * constant_2)

 
However, keep in mind the entire function is actually commented out with the implication that the code has been moved to a native function. Therefore what's seen here may or may not be representative of what actually goes on in-game.


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#146
Mike3207

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I'd like the thread updated as well. There's a lot of good information out there, but you really have to search to find it because a lot of the best combat and strategy threads are not pinned and aren't located in a build or strategy thread the way you have with both the Origins and DA2 forums. 



#147
aznricepuff

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Section on Rogue DD abilities has been updated, including notes on the new Trespasser abilities, along with other random stuff.


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#148
PapaCharlie9

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Section on Rogue DD abilities has been updated, including notes on the new Trespasser abilities, along with other random stuff.

 

Suggestion: denote Trespasser-only abilities/observations in some way, with an asterisk, or different color, or italics. Something. Some folks do still play the base game without Trespasser and will need to tell that stuff apart.

 

Comment about this bullet:

  • Any enemy hit by the first attack will turn toward the direction of the initial attack (i.e. toward the caster's position when the ability was activated).

 

I'm not sure if this is new text or was there before, I didn't keep a previous copy, but this is only true if the target is humanoid and doesn't have physical resistance. Or, maybe it's more accurate to say that there are exceptions. Wyvern, Druffalo, and other 4-leggers don't do the turning bit.



#149
aznricepuff

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Suggestion: denote Trespasser-only abilities/observations in some way, with an asterisk, or different color, or italics. Something. Some folks do still play the base game without Trespasser and will need to tell that stuff apart.

 

Yeah, I had that same thought 10 seconds after I hit update post.  :D

 

 

I'm not sure if this is new text or was there before, I didn't keep a previous copy, but this is only true if the target is humanoid and doesn't have physical resistance. Or, maybe it's more accurate to say that there are exceptions. Wyvern, Druffalo, and other 4-leggers don't do the turning bit.

 

Ah, I do all my testing on humanoids, so of course I did not notice that. Also, it used to be that the enemy would turn toward the second attack instead of away from it, making it almost impossible for you to actually flank anybody with Flank Attack...



#150
Bigdawg13

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This may have been answered.  I should spend more time searching for the answer myself, but I thought I'd just throw this out there.

 

Does anyone know if the Champion's ability "To the Death" is canceled by a second tank's regular taunt?  I.E. if a champion uses 'To the Death' on a dragon, but then a second warrior uses Challenging Shout, Warcry, or Payback Strike w/ taunt upgrade, does it cancel the 'To the Death' ability and stacking damage?