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So item levels. . . . . .


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12 réponses à ce sujet

#1
Leadpaintchips

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This has probably been asked a bajillion times, but a cursory glance with the search didn't actually give me any results that came close to answering my question, so I'll pitch it out anyways.

 

So I have been kindof keeping track of "good" items, so I at least am not scrapping anything good, and opening one of my chests and looking at the unique I see Longbow of the Griffin.  I'm all "Hells to the yes!  Considered one of the best bows in the game, than you Skinner box!" 

 

Go into my inventory to equip that bad boy, and I see. . . . . . it's level 10. :mellow:   With 79 damage.  :huh:  +15% attack. :unsure:.  Quick internet search and this isn't even CLOSE to what people are singing about.

 

So my question to you forums is this:  How does item level interact with uniques?  I was under the impression that the item level was fixed for them, but this just throws that out the window. 

 

Another impression that I was under was that all relevant numbers scaled with item level, (ie: damage, % attack, stat boosts, etc.), is this actually true?



#2
coldwetn0se

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A lot of the purple weapons, come in two flavors: a lower tiered one, and a higher tiered version. I get a mix of both still (and plenty of greys to boot....that's RNG for ya. :P ).

There use to be a lovely google Doc spreadsheet, with all the items listed, but unfortunately, my link no longer shows it as existing. Perhaps the creator moved it, and someone else on these threads has an updated version of it.

As for the scaling stats, I guess I am unclear as to your meaning. Weapons have fixed stats, but your overall stats can vary as you promote, and level up characters on the way to promotion.

Not sure how helpful this was, but hope you are having fun with MP! :)
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#3
Terrell_Campbe11

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Here is the link: it is still there.

 

https://docs.google....pLHBNMM/pubhtml

 

Generally, higher leveled weapons have higher base damage. But, there really isn't a direct correlation to the other things you mentioned. Each item has unique damage numbers and other characteristics that are not based on item level.


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#4
Leadpaintchips

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Thanks for the heads up.  What I meant about scaling is that added stats (like strength) were increased to a number more "appropriate" to the level of the item.  For example (and the numbers are pulled outta the air) a lvl 3 item would give you like +5 strength, but a level 24 item would give you like +20 strength.



#5
coldwetn0se

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Here is the link: it is still there.
 
https://docs.google....pLHBNMM/pubhtml
 
Generally, higher leveled weapons have higher base damage. But, there really isn't a direct correlation to the other things you mentioned. Each item has unique damage numbers and other characteristics that are not based on item level.


Thank you! I was quite bummed when I tried to use my old bookmark, and the site stated that it didn't exist any longer. *creates new bookmark* :)
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#6
Leadpaintchips

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According to the document, the values seem to be fixed, but I know that is not accurate.  I've had the same item, with different damages, and scrapped the one with lower damage.



#7
coldwetn0se

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According to the document, the values seem to be fixed, but I know that is not accurate.  I've had the same item, with different damages, and scrapped the one with lower damage.


Ahhh...I see what you are getting at. Yes. There are different "value" variations among the numerous weapons. As far as I can tell, it is still just RNG on whether you get a higher valued one, over another. They reuse assets with different values, for ease and adding more weapon types (even though they are merely reused assets with different values).

#8
Terrell_Campbe11

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According to the document, the values seem to be fixed, but I know that is not accurate.  I've had the same item, with different damages, and scrapped the one with lower damage.

 

Yes, this is true. Each weapon has a range of base damage numbers it can have. I think the numbers reported on the Google Doc are just the numbers of anyone who reported it first. So, the reported number could be high, or low, or in the middle. But don't worry too much about it because the range is typically not that large. The one time the damage range is truly annoying is with high level end-game items such as Hakkons. If you get a low damage Hakkon, the only way to get a better one is to scrap the one you have. But no one would dare do such a thing right?  :rolleyes:


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#9
Leadpaintchips

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So, for those who are actually at that point where they can get a Hakkon, what is the range on those?



#10
Minuos

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http://forum.bioware...weapon-numbers/

 

Also, item level does determine overall ability/damage values.



#11
Caldyrvan

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http://forum.bioware...weapon-numbers/

 

Also, item level does determine overall ability/damage values.

 

The Item level? Are you sure about this? I thought the damage of the weapon determines the damage of abilities. Otherwise it would mean a blue (rare) lvl 26 weapon would give you better ability damage than a unique level 24 weapon (which has a higher damage).

 

An just if someone got it wrong now. All values (except damage) are fixed. Each duplicate Item (same level) you get has the same stats (+% Cunning, +% attack etc. ). Shields have completely fixed values, if you already have a Shield of Dragon you can savely salvage a second one you might get. :)



#12
Minuos

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The Item level? Are you sure about this? I thought the damage of the weapon determines the damage of abilities. Otherwise it would mean a blue (rare) lvl 26 weapon would give you better ability damage than a unique level 24 weapon (which has a higher damage).

 

Sorry, I meant the abilities/effects on gear. Active abilities are all weapon damage, as you say.

 

Item level (and quality) determines damage range and the power of weapon abilities unless it's a unique effect. The Inquisition Longbow would have +27 Dexterity if it was level 27, and +41 if it was unique.

 

What I'm talking about doesn't really matter since item level and quality is fixed, but using Andruil's Gift as a more detailed example:

Level 27 Unique        ->  Level 1 Unique         ->  Level 1 Common
~198 Damage            ->  ~45 Damage             ->  ~35 Damage
+48% Attack            ->  +11% Attack            ->  +6% Attack
+41% Critical Chance   ->  +9% Critical Chance    ->  +6% Critical Chance
Electricity Enchanted  ->  Electricity Enchanted  ->  Electricity Enchanted

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#13
Caldyrvan

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Thank you for this. I was a bit confused :)