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Post by roro4066 on Feb 28, 2017 19:04:12 GMT
Thanks for the confirmation about the "research table" word...it's very much appreciated to help me improve my vocabulary. concerning my annoyance, no item is appearing out of nowhere, it's more the fact they are used without producing any bonus. Moreover, believe me i'm always aware if i have already picked up sthing or not , because i pay quite a lot attention for everything i loot. what is interesting in your answer is that you said you sometimes need a certain number to get the bonus. If that's true it could explain my problem and i thank you for the info. do you know the item i was talking about as exemple (dropped by the darkspawn hurlock leader like the one you have to defeat at the end of valamar) how many exemplars do you need to collect to get the bonus?. in french the name of that item is a weird name: "canon d'avant bras de chef de meute hurlock", so something to difficult to translate for me. cheers
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Post by roro4066 on Feb 28, 2017 16:47:37 GMT
Don't know if this is post trespasser related, but i 've got this following annoyance: evrey time i go to the reasearch table (don't know how you call it in english) at the same floor where dorian is, only 1 or sometimes 2 research items are properly registered. i mean with "bonus damage to the ralated foe acquired" pop up. There are cases i'm 100% sure of not having found the item i'm dropping on the research table before. so i'm actually throwing them away for nothing. This bug is really annoying with very rare research items like the one you get from the darkspawn bruiser hurlock leader. is it just me? is it post trespasser related?
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Post by roro4066 on Feb 28, 2017 7:33:29 GMT
Rynas, Very interesting way to approach the question. it becomes much clearer. And as you say, 75% def is for sure reachable in one or even 2 categories but definitely not in the 3 defenses at the same time. Thanks for the productive answer. i think people often overlook the question of belt effectiveness and never trully benefit from them. See you rynas
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Post by roro4066 on Feb 27, 2017 19:23:47 GMT
My thanks go to both of you alanc9 and papacharlie.
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Post by roro4066 on Feb 27, 2017 19:21:57 GMT
Thanks for the advice bro, but i'm pretty sur my connection was ok. i've checked out the requirements on internet and it shoulds be 7 braziers + 8 shards... Anyway thanks again for having taken the time to answer.
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Post by roro4066 on Feb 27, 2017 11:00:03 GMT
Sorry papacharlie i post here because you seem to be the bug expert of that game and i've been searching on internet forever to find out what is going wrong in my case. i explain: i can't get the trophy firestarter of jaws of hakkon despite i destroyed all 8 shards (including the 3 ones spawned by the boss) and lit all 7 braziers and still can get the trophy. i don't think it's post trespasser related but you could maybe know sthing about it. Normally i don't care about trophies but it's only thing remaining, so... This must be definitely a bug imo. thanks.
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Post by roro4066 on Feb 26, 2017 21:13:53 GMT
Papacharlie, that makes sense, now my weapons are hitting pretty hard and it's true i noticed very low damage output at the begining of the game in the hinterlands, especially against bears and defenders templars with shields. anyway i've got now my imbued tusket hides and dragon webbing so let's go for crit damage bonus for my final dagger... just wait a bit to kill hakkon to get ice dragon scales for my crit hit chance for the little sister... Once again thanks for your feedback papacharlie.
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Post by roro4066 on Feb 26, 2017 15:40:19 GMT
i've always wondered what should be better: having amor pen or attack/crit damage bonus.
So i have been doing several tests with my DW rogue inquisitor vs hakkonites warriors, hakkonites bruisers and standard animals in jaws of hakkon DLC. keep in mind that my inquisitor has taken the "Ambush passive skill" that gives 50% armor penetration while in stealth and 6 sec after the first attack out of stealth. other than that no armor pententration at all. I did those tests with 2 differents sets of gear:
1/ armor penetration bonus of 42% (which brings my inquisitor to 92% with ambush) 2/ critical damage bonus of 36% (didn't have imbued tusket hides yet to get more)
as results:
against a medium armored hakkonite (65 armor rating) i got 2 times 4200 damage with twin fangs by performing a crit with setting 1 2 times 4000 damage with setting 2
against an heavy armored bruiser hakkonite (97 armor rating) i got 4200 with setting 1 3300 with setting 2
against a low armored archer or animal ( between 25 and 35 arm rating) i got 4300 with setting 1 4700 with setting 2
So as conclusion, ennemies that have a minimum of 65 armor rating represent for sure less than the half of the ennemies you encounter in the frostback bassin ( which is one of the hardest area in DAi if not the hardest), that's why i would say that most of the time you'll do more damage with better attack or crit damage bonus ( with enough crit chance of course) than with armor penetration, especially if your party has abilities to sunder armors very often.
So as other conclusion if you're a rogue or a warrior with no possibilities to sunder armors, i'd say try to reach about 40% or even 50% armor penetration before boosting your attack or any other damage bonus like critial dam bonus. if your party is efficient at sundering armor often enough ( i would say about 3 sunders per ennemy), you'd better go with attack or crit damage bonus. Hope this will help some gamers that are a bit confused with armor penetration (as i was) and feel free to add in or comment this thread. have fun!
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Post by roro4066 on Feb 26, 2017 3:56:07 GMT
I confirm that this shit ignores barrier and guard as well from what i've seen. Even my tankiest characters(warriors mostly) got one shoted by HW. I'm also currently running through the frostback bassin with about 65% cold resistance for the entire party, and despite that varric got one shoted already. Aside all af this i'm really surprised how well the fight against hakkonites packs are going so far. There are very few elites ones and except them the others go down very quickly. maybe it's because i've come here it at level 20 and i haven't explored the north river with the shards temple yet.... i know they can be really tough and nasty ones there. I think Wrath of hakkon one shots anyone immediately ignoring guard, barrier and frost resistance. I have to pay attention to the numbers on the screen to see if they are getting so high that despite the damage reduction you get from your resistances you'll get one shooted anyway. Thanks for your infos mate
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Post by roro4066 on Feb 26, 2017 0:18:54 GMT
ok fair enough and clearer now, but one question remains.... when does the insane damage of wrath of hakkon activate? is it after 3 shots? 6 shots? can hakkonites activate it like mark of the death from the assassin tree? Thanks for the reply and the nice picture charlie.
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Post by roro4066 on Feb 26, 2017 0:10:42 GMT
Thanks charlie, i didn't know that guard was calculated on max health. very usefull info. And as you say capn, the percentage of defensive belts is to low and not effective in every situation. So i guess i'll keep my max health belt then except for the frostback bassin, belt of cold resist of course!
thanks again to both of you.
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Post by roro4066 on Feb 26, 2017 0:04:39 GMT
Most of the belts are meh, it's not like there are big advantages or disadvantages either way. The exceptions are: * Guard belts for warriors * Pact belts for mages * Max health belts for everyone (assuming you have gain guard on hit) Max guard is calculated from max health, so a max health buff belt is the equivalent of a guard belt on a warrior, it buffs guard. Plus the extra health doesn't hurt. There are also a couple of unique belts that are pretty useful, like The Bind That Guides and the Belt of Urgency. Finally, if you are fighting a dragon or Hakkonites, it's worth using an elemental defense belt. Like a fire belt if fighting a fire dragon, or a cold belt if running through JoH.
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Post by roro4066 on Feb 25, 2017 14:17:57 GMT
nice! good work Rynas! What do you think is the funniest mage build? i'm planning to play as a fire rift mage in that regard. knight enchanter is definitely the most effective but i played it too many times and necromancer is bugged with guardian shield...
have fun!
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Post by roro4066 on Feb 25, 2017 6:09:58 GMT
You are making me doubting with mages, but i think everytime i clicked on an hakkonite, only the archers had this ability. i will check it as soon as i encounter them again. yes rift mage is pretty efficient to keep them down: veil strike, fire mine, pull of the abyss (with the new upgrade) is as effecient as funny. What do you mean a snowflake? i know it stacks but why do you sometimes see your character dying almost instantly (i mean about 4 sec after the fight starts) and sometimes much more later? And what is the meaning of the numbers you see on wrath of hakkon when you click on your character? example: "wrath of hakkon(6)" or "wrath of hakkon(3)" ?
Anyway thanks for the quick feedback mate
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Post by roro4066 on Feb 25, 2017 5:55:16 GMT
Hi everyone
I was wondering what i should better put on my companions belt slot. I used to prefer defensive belt before, like magic defense or mele defense, but now i have switched to health belt to avoid a few "one shot" from ennemies. so what is more efficent in your opinion?More defense or more health? what are yout favourite belts except the mages ones (like inferno, storm...) which i always use.
Thanks for every feedback
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Post by roro4066 on Feb 25, 2017 5:41:40 GMT
Hey charlie, think i got sthing for you, i was finishing the pride temple with the shards quest to get elemental resistances for Jaws of hakkon, and i once again got that annoying bug! i explain: When one of my teamates triggers an elemental mine by walking on it, the mine kills him by using one of my inquisitor masterwork. In my case i'm talking about walking bomb 100% and hidden blades*5. With hidden blades it's quite ok and fun, but with walking bomb you can't see your friend anymore because he has just exploded. have you already heard about that?
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Post by roro4066 on Feb 24, 2017 17:46:26 GMT
alright then... It seems you won't be able to move faster unless you use the bow you can find in tier 2 chests (don't remember the name), it has a special effects on it, allowing you to move 25% faster in stealth. It has a blue icon and is around level 15 (so level 12 required to use it). yes you can indeed switch to an archer if DW doesn't fit you, just use the amulett you can buy at the blacksmith in haven or in skyhold. Have fun!
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Post by roro4066 on Feb 24, 2017 15:49:02 GMT
i will soon enter the frostback bassin with my rogue inquisitor, so i'd like to really understand how this pesky ability works. From what i've already noticed, all hakkonites archers have an ability called "wrath of hakkon" that can kill any party member in 1 hit. I also know that they first need to hit you once to apply that negative effect and that you can dispell it with a mage or a templar, but i don't know WHEN the INSANE damage will proc. So could you please tell me what you know about it guys?
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Post by roro4066 on Feb 24, 2017 15:38:26 GMT
No it's just a masterwork item you randomly get by killing lurkers in the hissing wastes. Just use it when you caft an armor or a weapon and here you go!! Ah, you also need to be arrived at skyhold to be able to use it... the easiest way to get that item is to save and load when grabbing your trials rewards if you have trespasser dlc installed. If not hope to be lucky by killing lurkers... try to save near 3 or 4 lurkers, kill them and if they don't drop it, reload. You also can find tier 1 and tier 2 version of that item on fennecs (everywhere) and quillbacks in the western approach (if i remember well). With the tier 1 version you only get 25% bonus speed which is already nice if you have one, but not so effective. it doesn't worth the effort killing fennecs to drop it IMO. With the tier 2 it's 50% bonus which is really ok. It's a shame there is no running alternative for exploration in that game....
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Post by roro4066 on Feb 24, 2017 14:45:24 GMT
It also annoys me a lot so here is what i do:
for rogue inquisitor: fade touched lurker scales (75% mov speed while in stealth) but you have to do little jumps often enough to stay in combat stance to benefit its effect. but with that, believe me you'll run really fast! For mage inquisitor you can use the same item but you'll have to use the ring of doubt to get stealth, or you do as many others do: you use fade step. Warriors inquisitors get the worst part of it, since the best thing i've found so far is to use charging bull (more effective with the new upgrade of the ability) Hope that helps a bit... cheers
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Post by roro4066 on Feb 24, 2017 10:44:09 GMT
One other thing that could also be relative to this topic, is that compagnions get walking around very far from your inquisitor when exploring, like about 40 or 50 meters away from her or him as if they were leading the way instead of you. This can become annoying because they sometimes run into packs of ennemies before you get in range of them. i don't think this happened during my first playthrough of DAI.
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Post by roro4066 on Feb 24, 2017 8:47:59 GMT
Although unbowed no longer exists, i've been doing some testing in emprise du lion with the fadetouch aurum volcanic ( don't know if this is well written in english)and cassandra was getting guard for every ennemy in range. I was controlling her manually to be sure she doesn't do anything that should generate guard and she ended up the fight with 1/4 guard. So you can still get that ability with a masterwork, but it seems a bit underpowered to me compared to fade touched silverite or many other ones. Anyway thanks for the tough work papacharlie and see you...
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Post by roro4066 on Feb 23, 2017 12:11:48 GMT
thanks
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Post by roro4066 on Feb 23, 2017 8:42:04 GMT
thanks for your feedback as well papacharlie, but as rynas has already said, we are not talking of average damage calculation but damage bonus when doing a critical hit by performing the twin fangs ability. maybe i wasn't clear enough and should have titled this topic: "critical damage calculation by using twin fangs with enhanced ring of twin fangs or 2 superb rings of critical damage bonus" but a bit long isn't it... Your formula is intersting as well though. But if i understood it correctly, in my case, i should remove the critical hit chance mulitplier because i'm talking about an ability which has 100% critical hit chance when flanking (that's what i do). feel free to add more info about that topic if you have any idea. So thanks again to both of you and i'll see you maybe again on my next topic "the imbued tusket" because i've been farming these little pinky asses for quite a long time in kulsdotten swamp. cheers
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Post by roro4066 on Feb 22, 2017 18:55:06 GMT
Thanks a lot bro, So i think this is what i was looking for, i mean your formula : 1.81*1.3 This doesn't explain the quite large difference of about 17% but it explains why the enhanced ring brings more to the table than the 2 superb rings. So i guess we have to admit those enhanced rings are really powerfull if you use the related ability often enough. Actually they can be more powerfull in some builds than all purple rings like attack or critical damage bonus for example. i play a tempest so don't need to tell you how important twin fangs is for me.... So i think i will keep my blue ring and add anyway a purple one in the other slot since you can't stack the blue ones (from what i have tested). Thanks for your help and have fun
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