Here is a guide on how all the stats work in game: http://forum.bioware...-and-mechanics/
There is no longer differentiated types of physical damage (blunt/slashing/piercing). In the game there is now only physical damage and elemental damage. Elemental damage ignores armor (so all spells are unaffected by armor).
Armor and weapons provide different sets of statistics. Armor gives defensive benefits, weapons give offensive statistics. So you cannot get "bleed on hit" on armor, unless it is through a masterwork add on. Although just to note, bleed on hit is a broken mechanic and does not work.
The only thing that crosses over between armor and weapons is the "utility" slot. Placing material in these slots gives you bonuses to attributes (cunning/strength/magic/etc). Attributes usually give a bonus to an offensive stat and a defensive stat, so it is the only way to add to your defense through weapons, and offense through your armor.
Generally any stat will affect the enemy the same no matter if you are using physical damage or magical. For example, % to stagger seems to be suited for physical damage and big two handed wepaons, but in DAI the weapon does not matter. If you have 60% stagger on a dagger or the magical blast from a staff the enemy will react just the same. All that matters is whether the stat triggers (or procs in mechanic discussions).
For the attributes:
These are from the forum thread above:
Strength
- 0.5% Attack (Warrior only)
- 1% Guard Damage Bonus
Dexterity
- 0.5% Attack (Rogue only)
- 1% Crit Damage Bonus
Magic
- 0.5% Attack (Mage only)
- 1% Barrier Damage Bonus
Cunning
- 0.5% Crit Chance
- 0.5% Range Defense
Willpower
- 0.5% Attack
- 0.5% Magic Defense
Constitution
- 5 Health
- 0.5% Melee Defense
Strength is the worst stat. Guard damage bonus is worthless, the majority of enemies don't use it so most of the time it is a useless stat. This only leaves the +attack, which can be served the same by adding willpower, which gives bonus magic defense which is more useful, especially on the harder difficulties. Magic is the same, even moreso. Even fewer enemies use barrier, and it is less powerful than guard.
Constitution is a good stat for tanks (warriors who soak up damage and taunt enemies to keep them off of the rest of the team) as it adds health (and health determines how high your guard can be) and adds melee defense.
Cunning vs dexterity. Crit chance % is the chance you will land a critical attack. Crit damage % is how much damage is added to you attack if you crit. So a high crit damage is only good if you have a good crit chance. This is mostly for rogues to worry about (hence dexterity adds to rogue attack %). Rogues who use daggers can get their crit chance to 50% and put the rest of their stat boost into dexterity, as they have skills that allow double crit chance when attacking from behind. Other rogues have to pump up their crit chance all the way to 100% or near that. It is not that you have to have crit chance as a rogue, you can build them any way to want. But they have a few beneficial skills that only give bonuses when they score a critical hit.
For masterwork, the % chance is only for certain masterwork items that will provide a 10% bonus to all attributes during crafting. An attribute with 79 in it is quite high, so this masterwork will add +8 to that attribute. But usually you stack 2 attributes, and leave the rest at 10. So the masterwork only really gives about +14 to attributes you want. the actual ability masterworks are usually more useful, such as healing on each hit, or providing guard per hit. Also for those masterwork types (+10% attributes) the game sets your chance for each time you try, for each chance level (so 20%, 30%, 40%, etc). This means if you have 10 of the 30% type material, and you craft with all 10 and get successes on the 3rd, 7th and 8th craftings, when you reload and try again it will always succeed on the same attempts for a 30% type. Using a 20% type in the middle will not affect when the successes happen. Reloading has no affect. So the % chance means nothing, the game determines whether you succeed or not the first time you craft. There is a 100% chance material in the game, but only one I've seen during the grey warden story line.
For the rest of the materials, the type of ability that is triggered happens no matter what type of character is equipped with it. An archer rogue can trigger a shield bash, or a two handed warrior can trigger a lightning attack. You just can't stack the same ability on two items (so equipping a hidden blades with 5 hits will only trigger once if attached to 2 items, but you can use a 4 hit and a 5 hit hidden blades).
Also, the rings you can get (like "increase barrier duration 30%") only work if you have one ring of that type. Wearing 2 identical rings actually cancels the ability on the first ring. here is a list of abilities and gear that doesn't work in the game:
http://forum.bioware...rk-compilation/