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#1
rocsage

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this came on a really belated note.

 

kitty's collar gives 75% revive.

http://dragonage.wik.../Kitty's_Collar

there are masterwork materials that respectively grant 10% and 15% revive.

mathematically, having all three would grant a character 100% chance to revive with 50% health, indefinitely.

doesn't seem to work.



#2
rocsage

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more specifically, 100% revive chance now spells 0% revive chance in practice.



#3
DarkAmaranth1966

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Where does it say those things stack? If they do not stack then, having mo0re than one would serve to confuse the game and, thus none would work.



#4
berelinde

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Or, it's capped at 99 and that extra 1 makes it 00 instead of 100. What happens if you equip one thing but not the second?


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#5
rocsage

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Or, it's capped at 99 and that extra 1 makes it 00 instead of 100. What happens if you equip one thing but not the second?

thanks; that explains everything, much like using trainers to push stats past 255 in might and magic 7.

never tried having 2 of the 3 things, but on a standalone basis, kitty's collar works wonders on a reaver.



#6
rocsage

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Where does it say those things stack? If they do not stack then, having mo0re than one would serve to confuse the game and, thus none would work.

by that logic, I'm not suppose to assume anything stacks.



#7
berelinde

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Non-stacking items are the stock and trade of fantasy role-playing games, though. Anything that uses DnD rules (NWN, for example), doesn't allow it. If you use an amulet of evasion and equip boots that also modify the dodge skill, one of them is going to wind up being useless.

 

Dragon Age doesn't use DnD rules, but it does ignore exact duplicates. "Identical" Fade Touched crafting materials don't stack. If you use FT Obsidian for armor and a weapon, you're only going to get 3 guard on hit, not 6. But if the FT mats have different values of the same parameter, they will stack, so if you use FT Obsidian for 3 guard on hit and FT Onyx for 2 guard on hit, you'll get 5 guard on hit. Jewelry properties do seem to stack, based on my (limited) experience. If you equip two rings that give you +2% Critical Chance, you'll see +4% on your character record. I don't know the proc rate for the rare properties introduced by the contest entries, though. It is entirely possible that equipping more than one item that modifies a parameter may use the higher value and ignore the lower. I guess the question becomes, how many times do you want to die to find out?

 

But yeah, I'm guessing that the "revive on death" chance is set to accept a value with 2 digits, and that you get what I call the Wrap-Around Effect if you go for 3.


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#8
DarkAmaranth1966

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 Agree, only accessories seem to stack if dupicated and, then not if the actual item name is duplicated. Two fade touched that give the exact same, even if different materials will not stack but say one gives 5%, the other 10%, then you do get 15% but, I suspect 99% is max so, 100% = 0% in DAI math (or frostbite math if you prefer.)

 

Non stacking is the general RoT (rule of thumb) for RPG type games so, yes you should assume things do not stack on a single character unless you have proof, either others know it does or, you see it stack yourself. Now party wide, sure two party members can have the same bonus or proc and, that will meant that procs more often for your group, but one per character.

 

Say you really love Veil Strike, craft all armor with Fade Touched Lurker Scales, that's 10% chance of casting Veilstrike on a hit. All four of your paty has it so, yes the enemy is going to pretty much end up glued to the ground. Fun and, pretty useful against fools that want to rush my mage LOL. Add in Solas and, be a rift mage yourself and, well, they can't get up, if someone's armor doesn't Veilstrike fast enough, you or Solas can. (AKA how to deal with FBB and Decent at level 15 on nightmare and take less than 10% damage. LOL)



#9
BansheeOwnage

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Non-stacking items are the stock and trade of fantasy role-playing games, though. Anything that uses DnD rules (NWN, for example), doesn't allow it. If you use an amulet of evasion and equip boots that also modify the dodge skill, one of them is going to wind up being useless.

 

Dragon Age doesn't use DnD rules, but it does ignore exact duplicates. "Identical" Fade Touched crafting materials don't stack. If you use FT Obsidian for armor and a weapon, you're only going to get 3 guard on hit, not 6. But if the FT mats have different values of the same parameter, they will stack, so if you use FT Obsidian for 3 guard on hit and FT Onyx for 2 guard on hit, you'll get 5 guard on hit. Jewelry properties do seem to stack, based on my (limited) experience. If you equip two rings that give you +2% Critical Chance, you'll see +4% on your character record. I don't know the proc rate for the rare properties introduced by the contest entries, though. It is entirely possible that equipping more than one item that modifies a parameter may use the higher value and ignore the lower. I guess the question becomes, how many times do you want to die to find out?

 

But yeah, I'm guessing that the "revive on death" chance is set to accept a value with 2 digits, and that you get what I call the Wrap-Around Effect if you go for 3.

I wish the game just did what it said it would. Or had all the info you just posted in it somewhere. These things aren't intuitive.