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Thoughts on adding to attributes  
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Old 11-06-2009, 08:25 PM
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Just that: different character configurations, and where and when you'd add to their attributes.
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Old 11-06-2009, 09:24 PM
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Not sure I follow the question Fable.
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Old 11-06-2009, 10:09 PM
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Originally Posted by Ragin Cajun View Post
Not sure I follow the question Fable.
You've created a dwarven specialist XYZ. You then suggest to others what attributes you would raise when you get points to spend. Ditto, any other race and career combination.

Blood mages, for example, would look like prime candidates for putting constitution right up there alongside or slightly behind magic and willpower. Haven't played one yet, but that seems the case.
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Old 11-06-2009, 10:17 PM
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gotcha. I'm still trying to figure out how to pick my specialty at level 7. Says it's not "unlocked" yet. Like I need a trainer or something.
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Old 11-06-2009, 10:19 PM
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Originally Posted by Ragin Cajun View Post
gotcha. I'm still trying to figure out how to pick my specialty at level 7. Says it's not "unlocked" yet. Like I need a trainer or something.
I know for a fact that at least one or two specialties require finding an object, but no more than that. It's not something I'd like to know in advance, myself.
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Old 11-06-2009, 11:57 PM
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Spoiler: So far I have seen three specializations that can be learned by reading a tome: Templar, Ranger and Shapeshifter. I just got Arcane Warrior while doing one of the main quests.

As for stat distribution, I'm going to focus on only two attributes, Magic and Constitution.

Also, what effects an enemy's chance to resist a spell, or rather, what can you do to prevent that? Is there an attribute which governs that?
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Old 11-07-2009, 12:34 AM
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Originally Posted by Crenshinibon View Post
Also, what effects an enemy's chance to resist a spell, or rather, what can you do to prevent that? Is there an attribute which governs that?
Let me add another question to that: some items add "spellpower +X" when equipped, but it's never clear what they affect. They don't actually seem to increase spellpower or any stat. What gives?
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Old 11-07-2009, 01:30 AM
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Perhaps the increase is hidden?
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Old 11-07-2009, 04:24 AM
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I think Spellpower is the equivalent of attack & damage rolled in to one: it is governed by an ability (Magic), but can be affected on its own.

I'm using a Dualwield Warrior, going Champion & either Templar or Berserker, and planning to up DEX to 36 for the DW talents, then secundary STR for damage, attack & armour usage, and the remaining points in CON & WIL, since stamina is pretty important and you never can have enough HP.

For my Mage/Arcane Warrior, I consider raising MAG & WIL, and leftovers in CON and probably just enough CUN for the Coercion talents.
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Old 11-07-2009, 09:48 AM
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Playing as a Rogue, I've been raising DEX and Cunning as needed for my Rogue/Dual wielding talents, and STR as well so I can wear armour. STR seems to be rather important, as it definitely governs how good your armour is.

I boosted CON a bit, but you can only raise so many stats.
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Old 11-07-2009, 01:05 PM
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From a technical aspect, I like the ability to add to your attributes. From a role play aspect, it leaves something to be desired. As a Duelist Rogue most of my combat is up-close and personal. Does it make sense that my magical affinity (or lack thereof) can improve when I cast no spells? An archer's dexterity and perhaps strength would go up considerably in comparison to his constitution.

I suspect that would take a lot of work to make the game self-thinking in that regard, plus remove the freedom of customizing your character. Still, it's a trade off.
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Old 11-07-2009, 01:41 PM
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Well, magic also governs how well potions affect you, so perhaps by consuming such substances, your body gets more attuned to them? Perhaps some of your gaining abilities could come from the Darkspawn taint?
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Old 11-07-2009, 04:08 PM
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STR would definitly increase for an archer.
MAG could also be considered your knowledge of magical applications, so maybe if you use a lot of poultices and such, it's just that. Or your Rogues studies them in his downtime.

Does anyone have an idea on how the mechanics work exactly? Like, how much does DEX contribute to melee? How much does STR? What does "X" armour mean? How does "XY" attack relate to "YZ" defense in % chance to hit? How is spelldamage calculated? (Based on spellpower, which is derived from MAG, but the exact numbers?)
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Old 11-12-2009, 09:55 AM
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Seems to me that one should max out the primary stat entirely in this game, with almost any class.

For the warrior strength gives a lot of damage, it improves attack as well. The downside is supposedly that you don't get defense, like dex provides, but with a warrior you will usually have such high armor that you don't need that much defense.

For your tank constitution will probably be enough to have lifegiver ring, and then the bonus con from high approval (npc).

For mages it would seem that the magic stat is super-dominant, even more so than strength for warrior. You can skip willpower entirely since having ~225 pool or so will suffice, magic makes you regain more mana from lyrium potions so it effectively raises you mana pool anyway. Magic also passively increases your damage. Keep in mind that you can mass produce lyrium potions and have a tactics slot to drink one when they are low on mana.

I'm unsure if strength helps to knock people down (active abilities), but I read that somewhere. Maybe Magic (spellpower) helps to penetrate enemy resistance aswell.

I got no idea for rogue, but potentially the best build might be full dex and dualwield daggers, except for the dex-bug.
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Old 11-12-2009, 10:12 AM
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Quote:
Originally Posted by probo View Post
For mages it would seem that the magic stat is super-dominant, even more so than strength for warrior. You can skip willpower entirely since having ~225 pool or so will suffice, magic makes you regain more mana from lyrium potions so it effectively raises you mana pool anyway.
Doesn't willpower increase your magical resistance?
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