Thoughts on adding to attributes
- fable
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Thoughts on adding to attributes
Just that: different character configurations, and where and when you'd add to their attributes.
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- Ragin Cajun
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- fable
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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.Ragin Cajun wrote:Not sure I follow the question Fable.
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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- fable
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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.Ragin Cajun wrote: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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- Crenshinibon
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Spoiler:
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?
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.
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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- fable
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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?Crenshinibon wrote: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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- Crenshinibon
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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.
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.
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.
I boosted CON a bit, but you can only raise so many stats.
If nothing we do matters, then all that matters is what we do.
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.
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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- Crenshinibon
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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?
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
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?)
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?)
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.
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.
- fable
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Doesn't willpower increase your magical resistance?probo wrote: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.
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Speaking of magic, does anyone know if the Arcane Warrior gains bonus to attack from Magic through Combat Magic or do I need to put points into Dexterity?
I've also heard that Combat Magic uses Willpower to determine the attack score, though I haven't seen it confirmed.
I've also heard that Combat Magic uses Willpower to determine the attack score, though I haven't seen it confirmed.
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Which explains why I raise magic, willpower, and constitution. (Already have a cunning of 15.)GawainBS wrote:It does. Not to mention that with multiple sustained spells, 225 mana might be a tad low.
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Huh. I've been toying with the Blood Mage part of my character, and apparently, spells cast through Blood Magic do not suffer any (or suffer severely reduced) added cost from fatigue. My character has around 85% fatigue. A spell that costs around 80 mana to cast, only cost 52 through Blood Magic, which makes Willpower completely useless if you ever intend to take the Blood Mage specialization.
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But if you hit Blood Mage as your second specialization (and I've not encountered it yet, so I've no idea whether you even have a shot at it for your first), then you have a great deal of in-game time where willpower does matter. This seems to be a tradeoff: you raise an attribute that ultimately is useless.Crenshinibon wrote:Huh. I've been toying with the Blood Mage part of my character, and apparently, spells cast through Blood Magic do not suffer any (or suffer severely reduced) added cost from fatigue. My character has around 85% fatigue. A spell that costs around 80 mana to cast, only cost 52 through Blood Magic, which makes Willpower completely useless if you ever intend to take the Blood Mage specialization.
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