Thus for daggers this value will be 1. The 1. Step 2: Average the two numbers above and call the result T. This is your attack interval. Whether backstabbing or attacking from the front, you will alternate hands every T seconds. Don't believe the backstab animation, which looks like it's attacking with the mainhand only. Also, when backstabbing, it appears that the mainhand runes trigger or have a chance to trigger on every attack, even when the offhand should be attacking.
Offhand runes never trigger. I can only assume this is a bug. Because your attack speed is the average of your two hands, the DPS-conscious rogue with a fullsize weapon in her mainhand will usually want to use a dagger in her offhand, to speed up her attacks.
This also saves her attribute points that would have gone to dex for DW Mastery. Thus I ignore them for purposes of the DPS calculations, since they'll affect all builds by the same proportion. Edited by Discobird, 13 December - AM.
User mini profile. Discobird Status: Offline. Suggestions welcome! Why not maces? They swing slower than axes and longswords, do not have a higher attribute multiplier to compensate, and have a smaller damage range multiplier to boot. Most importantly, the best unique maces are not as good as the best unique axes and longswords. I assume that all builds will want to get Momentum ASAP, before going to the Fade or choosing specs, just because it's so powerful throughout the game.
You can get it in the origin stories if you beeline for it. I also assume all builds will want Master Stealth at some point because stealthing is so useful for backstabbers, so they will need a natural cunning of 22, although this can wait until after the Fade. Madmenyo Madmenyo 5, 6 6 gold badges 40 40 silver badges 73 73 bronze badges. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.
Screenshot of the Week. Submit your photo Hall of fame. Featured on Meta. Now live: A fully responsive profile. Screenshot of Week 51 [Submissions Closed]. Related 9. If the character has Evasion , the dodge animations are forced to play more frequently. With Evasion, the animations will play during the "Wait" command, or the "Attack" basic attack command, or when the command is invalid.
If the character is in the middle of performing a basic attack, this attack will be interrupted if the dodge animations are triggered. Certain spells, namely Winter's Grasp , Cone of Cold , Blizzard , and Hand of Winter can temporarily incapacitate a target if effective.
Some monsters are completely immune to certain damage types. This immunity can not be bypassed with Vulnerability Hexes. Elemental resistance determines the character's ability to withstand various elemental effects, specifically primal magic fire, ice, electricity, nature, spirit. A high elemental resistance fire, ice, electricity, nature, spirit resistance allows a character to limit the damage of the elemental attack.
The red meter outlining the left side of the character portrait tracks this statistic percentage left vs. Health is increased by constitution , 5 health points per 1 level constitution.
Mental Resistance determines the character's ability to withstand various special effects, specifically combat Bard songs or magic effects which affect the mind of the character. A high mental resistance allows a character to either completely shrug off the effect, or take a limited negative buff instead. The speed at which a creature is able to move. Physical Resistance determines the character's ability to withstand various special effects, specifically combat or magic effects which affect the body of the character.
A high physical resistance allows a character to either completely shrug off the effect, or take a limited negative buff instead. Stamina and mana regenerate at different rates depending on attributes and whether the creature is engaged in combat. Refer to Regeneration article for additional information. Physical and mental combat effects have a chance to be resisted by a target as modified by various factors. When frozen or petrified by a spell, a target can possibly be shattered by a critical hit or by the effect of specific other spells , effectively killing it instantly.
The duration of a temporary hostile status effect may be modified by party size and target rank. Most hostile effects from standard talents and spells are affected by these factors. If the target is not a party member, a hostile effect applied on the target is increased by 1 second for every missing party member.
The reasoning behind this is that there are sequences in the game in which the player character has to progress without a full party, even alone.
Some characters depend more heavily on temporary status effects than others, depending on their class and ability selection. After party size modifier has been factored in, the effect's duration is further modified by the rank of the target, becoming shorter against target of a higher rank.
The following table includes data for the duration of effects based on creature rank and game difficulty. The stun effect, in particular, receives another modifier. This modifier is applied last, separately from party size and target rank, and is always in effect, unlike the latter two. Forgot your username or password? User Info: Uzamaki Uzamaki 11 years ago 1 I am wondering how exactly damage is calculated in this game.
I plan on making a rogue and since I learned my resource for Fangs stats were false I relised in order to pick the best daggers I need to fully understand how damage works in this game. How much extra damage do you inflict with a critical hit? Say your using a sword how well would Strength add to damage? Would each point in strength add one point of damage so if I had 13 strength and a sword that did 7 damage I just take the standard 10 away from strength and with my sword I do 10 damage?
User Info: widget widget 11 years ago 5 Just one note The 0. Dark Ritual or Loghain Sacrifice??? EA Play Gamepass server issue.
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