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Qunari KE?


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10 réponses à ce sujet

#1
songsmith2003

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I read a lot of comments about Qunari making great KEs in another thread, but no one ever said why. I searched on Google and couldn't find any info, so I'll bite. Why?

 

My first PT was with a human KE. I have an unspecced Qunari mage sitting around. Had thought to try rift, but these comments made me curious.



#2
DomeWing333

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Qunari use vitaars instead of helms. Since vitaars increase damage rather than armor rating and a KE's main advantage is converting damage into barrier (which doesn't benefit from armor rating), Qunari KEs are far more effective than those of other races.


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#3
DarkAmaranth1966

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Exactly, a properly speced and, played Qunari KE is God Mode w/o the need for mods or cheats - they literally cannot be damaged if done right. No they don't have the absolute highest DPS, that isn't where their strength lies, what they do have is the ability to reset cooldowns rapidly and, keep barrier up at all times, that makes them nearly invulnerable if played well and, because of the rapid cooldowns, they do a decent amount of damage in a fight too.



#4
songsmith2003

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Oh! I never thought about that. I thought they liked the extra hit points or something. Thank you both for explaining.



#5
swk3000

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Qunari use vitaars instead of helms. Since vitaars increase damage rather than armor rating and a KE's main advantage is converting damage into barrier (which doesn't benefit from armor rating), Qunari KEs are far more effective than those of other races.


While this is technically correct, it's only part of the story. Part of what makes the Qunari a great Knight Enchanter is indeed the specialization's focus on using offense to power defense. The other part, though, is the fact that Qunari just make amazing mages in general.

The key is the Vitaar. See, when you look at a spell or ability, it says that it do s a certain percentage of Weapon Damage. The thing is, the Weapon Damage stat it uses isn't the one printed on your weapon; it's the one printed on your character sheet. Now, for the other three races, these are pretty much the same thing. Qunari, however, get to wear Vitaar, which adds it's damage to the base damage of the weapon they have equipped. This means that the Qunari has a higher Weapon Damage stat than an equivalently-specced Human or Elf Mage. I sat down and did the math on this. First, I used the starting staff and the first Vitaar you get in the prologue, then I checked with the best Vitaar and a Tier 3 crafted Staff using Tier 3 materials in the Primary slot. In both cases, the Qunari's damage was nearly 30% higher than a non-Qunari's! Of course, this number doesn't account for Attack, Crit Chance, Crit Damage, or the stats that affect those three stats; it's just pure Weapon Damage. Still, 30% more damage at pretty much all points of the game is pretty powerful.

Now, before you start running around declaring "Qunari Master Race!", there's something to be aware of. The only reason that the numbers are so big for the Mage is because Staves have such a low damage stat. The best crafted stave in the game in terms of just the Damage stat is a Tier 3 crafted stave using Dragon materials in the primary slot; this results in a damage stat of just over 70 (I want to say the actual number is 71 or 72). Warriors and Rouges beat this damage number long before end-game, so the damage added by a Vitaar ends up being a smaller percentage of their total damage. I haven't done the math on that, as I don't know the damage values of crafted materials for Rogue or Warrior weapons, but I have seen the overall damage increase for them estimated to be around 10%.
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#6
havox2

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ust the Damage stat is a Tier 3 crafted stave using Dragon materials in the primary slot; this results in a damage stat of just over 70 (I want to say the actual number is 71 or 72).

It's 71, with 19 from Arishok's Vitaar on top for a nice round 90 base number. I'm too lazy to do math as well, but with the obvious crit item choices, Seer Staff, Superior Prowler Armor, Superb Rings of Critical Damage, Superb Amulet of Cunning, Fade-Touched Varghest Scales, spells do obscene amounts of damage.

 

79% crit chance, 136% crit damage, 48% attack, the inquisitor is absolutely unkillable and godlike, at that point the party is tagging along for company and funny dialogues, not becaue you need them in combat.



#7
DarkAmaranth1966

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Toss a Master or suburb rune on that staff, craft it with essence of perfection and, give it to your Qunari mage. Now, your mage often finds him/herself answering the "why did you kill it?" with "It was in my way. *shrug*"  Now if you're a KE, well there is your forever barrier too so, no need for pots, party or anything, just that Qunari. :)

 

I usually like playing elves in games, if possible but, I always play a mage. In DAI that has to be a Qunari, they do make the best mages. makes sense really when you remember how formidable serabas magic was in DA2, Qunari mages are powerhouse mages.



#8
havox2

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Toss a Master or suburb rune on that staff, craft it with essence of perfection and, give it to your Qunari mage. Now, your mage often finds him/herself answering the "why did you kill it?" with "It was in my way. *shrug*"  Now if you're a KE, well there is your forever barrier too so, no need for pots, party or anything, just that Qunari. :)

 

I usually like playing elves in games, if possible but, I always play a mage. In DAI that has to be a Qunari, they do make the best mages. makes sense really when you remember how formidable serabas magic was in DA2, Qunari mages are powerhouse mages.

Unfortunately the "10% to stats" masterworks only apply to base weapon stats. The huge 25% crit chance from staff and grip, and rune are not not affected. The resulting bonus is quite modest. Here's comparison of Archon staff:

71 base dmg 25 rune spirit dmg 6% attack 47% crit chance 32% crit bonus

vs

78 base dmg 25 rune spirit dmg 6% attack 49% crit chance 35% crit bonus

 

In theory Fade-Touched Varghest Scales with "30% damage bonus if not being hit for 5 seconds" bonus should be much more appealing as it stacks with all equipment, after all KE never takes damage behind his billion points of armor and barrier.

In practice there are a couple issues. First is no icon when the effect turns on, it's hard to test, might be bugged for all we know. Second, farming this component is royal pain in the rear, due to bug it drops from gurns in Hissing Wastes, not varghests, gurns take forever to spawn and the drop rates are "deathroot seeds" levels of bad, and then on top of that, it's 50/50 that the component will be with "10% chance of immolate with 100% damage" effect, which is worthless on staves with their low base damage. Somewhere along the lines of making offline MMO / dating simulator Bioware forgot to add a compelling gameplay. Oh well.



#9
Kurt M.

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It's 71, with 19 from Arishok's Vitaar on top for a nice round 90 base number. I'm too lazy to do math as well, but with the obvious crit item choices, Seer Staff, Superior Prowler Armor, Superb Rings of Critical Damage, Superb Amulet of Cunning, Fade-Touched Varghest Scales, spells do obscene amounts of damage.

 

79% crit chance, 136% crit damage, 48% attack, the inquisitor is absolutely unkillable and godlike, at that point the party is tagging along for company and funny dialogues, not becaue you need them in combat.

 

You forgot Berserk +30% Damage Bonus in their 2nd Masterwork slot :D (if you're adept at dodging and/or repelling projectiles with Spirit Blade).

 

I'll have to try that build. Sounds better than just investing on Magic/Willpower and basic Attack stat like I had planned...


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#10
Rynas

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In theory Fade-Touched Varghest Scales with "30% damage bonus if not being hit for 5 seconds" bonus should be much more appealing as it stacks with all equipment, after all KE never takes damage behind his billion points of armor and barrier.

 

Doesn't damage to barrier count as "being hit"?


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#11
Kurt M.

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Doesn't damage to barrier count as "being hit"?

 

In fact, I was wondering that, too.

 

And it's 20% Damage, and not 30%, as of Patch 4.