Thanks Drasca ;-)
I got this impression.
Maybe also because I played this game from the first day.
And you know how many, many, many items and abilities either did nothing, the opposite or just something else.
How the tooltipps just said something completely else. It left a really strange and "random" impression.
But you are right, when I think about this today, the combat system makes a little more sense.
Only: I cannot understand so many things.
For example the idea to make the whole system solely dependent on the Weapon,
completely ignoring the character as a whole. You can only buff it a little through the passives.
I would say that I've played many many many rpgs, mmos, and DAI system is one of the "cleanest".
In other games abilities tend to have their own damage values which scales most of the time with other stats.
Here it's simple. Base damage from weapon is your start (don't look at "dps stat" on weapon, it's for babies).
Now abilities are made around % value of base damage. Great. You can easily compare skills without even knowing how math goes.
Next are stats. They are also very clean. %attack gives just damage. It's also very good that we have one stat for, not seperate ones. If you attack value is +100% you deal twice as damage. Simple. % is additive so it's also logical.
Crit and crit damage works like in other games, nothing new. What is hidden (and I would say that for some reason 100% games does not show it) is which bonus damage is additive which is multiplicative. Probably game devs don't want to show formulas or just think that we sucks at math.
there are so many other things, for example THIS very thread.
WHY could I put a super low level dagger on the off-hand and still do way more damage at the end.
How could anyobody know that the damage ONLY comes from main hand, while the off-hand properties
are COMPLETELY taken into account.
Imagine situation. You have 2 weapons in hand.Flaming Dragon dagger of ultimate destruction and butter knife. Your special "ability" is called "Staby!". Which hand would you use?
It's very logial approach. Stats are shared (like in Sword + shield you get stat from both weapons and that's looks normal, isn't it?), but base damage is calculated based on weapon used in skills. If twin fangs use 2 weapons at once we have 2 seperate attacks.
But what with skills not that based on dagger attack?
Just take main hand weapon. Like in other classes. It's very logical. Offhand can either does not exists, be a dagger or be a shield. So it's logical that default this be main hand and only few skills, made around one typical version of rogue can use dagger in offhand.
Deathblow use mainhand for first attack, offhand for second attack, animation shows it. Flank attack use offhand only.
(think of bleeding, etc.
or of other characters like the Arcane Warrior barrier evo that results in a faster depleting barrier, etc....etc.)
Barrier is scaled of base damage.
max_barrier = (base_damage + 10) * 48 - 300
and
default barrier decay rate is 8.33% barrier per second.
They just made it that way. They made barrier scaled with damage so, values aren't fixed on level 1 in SP you have maybe 300 on 20 you have 5k.
So now how you want to program depleting of barrier? % of value every second is best and pretty much only working approach.
Because strength of spirit changes this "max_barrier" by 50%. If you use barrier spell it would last the same amount of time but it would be stronger (so can absorb more damage)
AW don't cast spell for barrier but his damage is changed into barrier. With this passive his maximum potential barrier is 50% higher, so he needs to deal more damage to get to full barrier. But depleting is still this 8.33% per second of max barrier. In raw numbers it's now 50% more points of barrier now, that's why for AW this passive is not that useful. Still they changed it in that way that fade shield has better % values.
it is just that you read a great ability (like the one of the dynamo staff) but you feel like it probably won't work properly or in a different way = RANDOM
Bugs are everywhere. Skyrim needs around couple of GB unofficial patches to be playable.
or you have an armor that sunders or does bleeding
and you think: how can an armor do that??
then there is so much jewelry that was just taken out of single player that doesn't make sense in multiplayer.
you think: yes! a unique accessory!!
only to be left head shaking and disappointed.
feels random.
It's not random. You use of random is not even close of definition.
+ stats on armor in most cases are those "defensive", so it's bleeding when you get hit (changed to sunder now). Imagine armor with spikes.
The only thing I am saying is:
There are just so many things no experienced RoleplayGamer (who has seen the classic combat and character systems)
would have thought or anticipated - unless he reads in Forums like these.
Therefore I (mistakenly) used the word "STRANGE" or "RANDOM" because that was the impression I could not help but get.
As a rpg player from old days in games like baldurs gate, paper rpgs like warhammer and d&d, many mmo games, many other systems (Dark Eye for example) I can say that that DAI system if very logical and clean, perfect for action based combat. Yes there are bugs but even for bioware I would say that aren't that many. I remember bug in DA:O in which dexterity didn't apply damage to bows and daggers at all. DAI has nothing even close to that type of huge bug in mechanic.