inherit
11368
0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jun 30, 2020 20:56:06 GMT
Small post about checks of paralysis runes.
After RtoO went right to Flemeth for checks - actually killed her, but not with what wanted.
Had million of reloads but did everything on purpose.
The best way to check - add speed. Thus for this used momentum + DSM + swift salve (+ fire-proof balm).
Attempt when killed her had above sustains + 2 swift salves and took about 2 min (before that still had many reloads).
First went there with the best dagger (t4/3/2) + Duncan's dagger but w/o runes and they still worked. Went to the camp and used only ParRunes (6 of them: 1t4/2t3/3t2). Returned and on purpose rammed her all the time. Runes worked in 9.5/10 attempts picturing Flemeth in different positions and attack moves.
Tried to kill her only with momentum + swift salve (for speed) - had many "almost" kills.
Considering this still last save is near Flemeth hut. Will try again, only not today already.
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capn233
1,708
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jun 30, 2020 23:22:37 GMT
Each paralyze rune has a 5% chance to activate when it rolls for a hit, doesn't matter which level as the level only affects duration.
The runes have individual rolls, so that means chance to paralyze per hit is this:
One rune = 5%
Two Runes = 0.05+0.95*0.05 = 9.75%
Three Runes = 0.05+0.95*0.05+0.9025*.05= 14.2625%
The main problem I would see with these is that with backstabs, the offhand runes aren't applied, it uses mainhand runes only.
For Zevran, if you were in Denerim at ~13 or so, sounds like he might have been hit with Scattershot, which can hit stealth characters and pop them out of stealth.
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inherit
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 1, 2020 7:57:42 GMT
Yes, about duration: how exactly is it decided what rune should work? In my cases it was very random with any enemy - boss or not. The level does not affect duration according to encounters and checks. One rune = 5% Two Runes = 0.05+0.95*0.05 = 9.75% Three Runes = 0.05+0.95*0.05+0.9025*.05= 14.2625% From all that recognize only "5 % chance of each rune". About the used formula will try to find out in the interent later. the offhand runes aren't applied, it uses mainhand runes only. Read about that part, only there was no way to check it and that "random" part complicates everything. Hence, the quesion. Information 100 %? Do not mean "wiki says". Maybe you actually know how that can be checked? For Zevran, if you were in Denerim at ~13 or so, sounds like he might have been hit with Scattershot, which can hit stealth characters and pop them out of stealth. In case of scattershot/hight dragons or something similar would not have menioned it at all. Above that the last case "Zevran under attack in stealth" was with wolves. Above that have written about Zevran other facts. But thanks for trying to explain.
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 1, 2020 13:15:58 GMT
FlemethGot her. 15 attempts. Level 14 Used momentum + bard sta regen sustain + swift salves (several)+ greater fire-proof (2). The same gear. The best dagger in the main hand with ParRunes t4/3/2 + Duncan's dagger with ParRunes which do not work anyway. Always "almost" got her, and had spammming in the end. Last time got lucky. As usual: killed Flemeth (need to check what is going on with the build and gear), reload, take the book and leave Flemeth alive. ----- One more thing about this the offhand runes aren't applied, it uses mainhand runes only followed by this Read about that part, only there was no way to check it and that "random" part complicates everything. Hence, the quesion. Information 100 %? Do not mean "wiki says". Maybe you actually know how that can be checked? Made several checks (about 5) with Flemeth as described: ParRunes are only in off-hand, the main had SR. Zero paralysis.
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capn233
1,708
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jul 2, 2020 1:11:38 GMT
Yes, about duration: how exactly is it decided what rune should work? In my cases it was very random with any enemy - boss or not. I am not sure which order is, although I assume the rune slots are numbered internally in some way. The only way to tell in game which one is activating is to look at duration. Imagine the rune slots were actually numbered in game with a 1, 2, 3. They will have individual rolls, so rune 1 rolls first, then rune 2, then rune 3. The first one has a 5% chance to paralyze. If it is successful, it doesn't really matter what the other two rolls do. There is a 95% chance that it will fail. So at that point rune two has a 5% chance of that 95% chance to cause the paralyze. There is a 95%*95% chance that rune 1 would fail, and then rune 2 would fail. Then rune 3 will have a 5% chance in that case to cause a paralyze. I guess you already looked at this yourself, but this was very noticeable to me on a rogue solo vs the high dragon. I usually had paralyze in offhand, and damage runes in mainhand. The problem was that with Combat Movement, the flanking area on the dragon was such that in my preferred spot to attack it, I was flanking and got backstabs only. That meant I never paralyzed it since those were all offhand. I reloaded a save at camp and swapped them, and started getting paralyze to work while flanking. An easier way to check is just to put something like a flame rune in mainhand, and a lightning in offhand, and see which one activates on backstabs. Hmmm. Howl can knock out of stealth IIRC. I don't know how high the wolves' perception score was. Other than that, if targeted before entering stealth, an attack started before going into it still proceeds, although this is supposed to be converted to a miss. Secondary effects (stun or knockdown) can still be applied, which can drop the character out of stealth. If none of this, I don't know what is going on. Enemy is supposed to need perception score > stealth score to detect stealthed characters.
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inherit
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 2, 2020 14:54:05 GMT
The only way to tell in game which one is activating is to look at duration. The thing with this is it can go like this (examples from my PTs with different enemies, including last Flemeth million encounters): - runes t 4/3/2 e.g. (there were other rune orders as well) - o.2 sec, in a sec 1.5. sec, after 0.5, after 3 sec, after again 0.2. etc - periods btw paralysis are usually short/really short/no rune roll at all Guess there is no way at all to check what rune has priority and periods btw rolls are detemined by that formula with 95 % chance to paralyze. Imagine the rune slots were actually numbered in game with a 1, 2, 3. They will have individual rolls, so rune 1 rolls first, then rune 2, then rune 3. The first one has a 5% chance to paralyze. If it is successful, it doesn't really matter what the other two rolls do. There is a 95% chance that it will fail. So at that point rune two has a 5% chance of that 95% chance to cause the paralyze. There is a 95%*95% chance that rune 1 would fail, and then rune 2 would fail. Then rune 3 will have a 5% chance in that case to cause a paralyze. Even a child could comprehend such explanation. Very understandable. -- I am a bad detective: wanted to find out something about that formula - failed. Formula from wiki? I guess you already looked at this yourself, but this was very noticeable to me on a rogue solo vs the high dragon. I usually had paralyze in offhand, and damage runes in mainhand. The problem was that with Combat Movement, the flanking area on the dragon was such that in my preferred spot to attack it, I was flanking and got backstabs only. That meant I never paralyzed it since those were all offhand. I reloaded a save at camp and swapped them, and started getting paralyze to work while flanking. An easier way to check is just to put something like a flame rune in mainhand, and a lightning in offhand, and see which one activates on backstabs. ..yeah..suppose you do not remember and do not care: mentioned taking meddrugs/pills/tablets/whatever they are called in your country with side effects. Wrote the post about "how to check" under those side effects. After a while read the post with the thought "wtf is that" - embarrassing, but can do nothing about that; really sorry you had to write such obvious explanation If none of this, I don't know what is going on Aye, me neither. None of the above is fitting. Wrote about the same build, usual PT, levels - in general everything is as usual. Maybe simply unlucky in this PT with Zevran.
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August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jul 2, 2020 23:28:59 GMT
The only way to tell in game which one is activating is to look at duration. The thing with this is it can go like this (examples from my PTs with different enemies, including last Flemeth million encounters): - runes t 4/3/2 e.g. (there were other rune orders as well) - o.2 sec, in a sec 1.5. sec, after 0.5, after 3 sec, after again 0.2. etc - periods btw paralysis are usually short/really short/no rune roll at all One thing I wasn't thinking of before is that the difficulty, and enemy rank affects effect duration, there is a table here.Elite boss on nightmare has duration scaled by a factor of 0.2, which is a lot of lost duration. It was on the old forums in a few places. I am not sure how it was determined that each had a roll, I assumed they used the toolset. Maybe I will try a search.
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inherit
11368
0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 14, 2020 14:32:31 GMT
DW-rogue-no-pot-solo-PT
Haven
lvl 14 (before Kolgrim)
+ 3 cun
Mark of Death: - from wiki: "Mark of Death usually translates into an effective +20% damage bonus" - in practice (maybe only in my PTs): it seems it does nothing at all as the damage is always the same. Even without it got higher damage further, even in the very end. Maybe there is something else about this talent simple people do not know. But at the same time always see in PTs players use it.
Just some random thoughts (+ practice): I go after "exploit weakness" to get higher backstab damage, but according to some previous posts - that will be the only thing I will be able to get most of the time as: - ParRunes are working 99% of the time: 3 in main hand - thus only higher backstabs and if lucky to get crit - it will matter nothing at all as "exploit weakness" passive is working, will get only some crits - with "Exploit weakness" as passive should have higher backstab 99 % of the time As conclusion: why do I need any gear for ctits if "exploit weakness" + 99% working ParRunes mean - crits will not work most of the time? Just in case?
High Dragon - fast enough with several deaths + greater fire-proof + constant working ParRunes - was lucky the dragon was rather lazy to spam something - thanks to speed from momentum + swift salve + paralysis - the encounter was rather fast
No Spell Resist at all, all the time caught spells Had 8% +8% +2% = 18 % After Haven had gold for Spellward, Felon's Coat was also needed.
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 14, 2020 14:40:55 GMT
DW rogue-no-pot-solo-PT
NOTE: considering "Zevran-question" took him everywhere even if he was not needed, like in Leliana's quest e.g.
Camp
Bought Spellward Amulet as had very low SR - 8 + 8 + 2 = 18 - every time caught spells. Plus dodges are always good.
Still had gold to buy Felon's Coat - just had to finish some smaller tasks.
Rearranged runes - many weapons, many runes. Wanted too check something rune-connected.
The main are: - main gand: the best dagger with thee paralysis runes (t4/3/3) - off-hand: crow dagger (from somewhere with 15 crit) 8 + 8 SR.
The thing is: - a fact: ParRunes do not work in off-hand: - a question is: what other runes do work? - hence put different runes in different weapons to check in case have a chance with the best dagger in main hand.
Forest:
Encounter "Twisted Forest" with several sylvans: easy.
Encounter with brainless yelling dalish: killed.
Mages' Treasure: hitting, running (for health regen), pull, running, hitting, pull. Several attempts each time.
Encounter "Bandits where the Hermit was": ramming. Easy.
Encounter "Brother's Killer" for Mages' Collective: one acid flask + simple hits. Almost died.
Denerim:
tunred in and took some quests. Needed 6 gold for Felon's Coat. Had to leave Denerim.
Orzammar
Encounter "Stolen Tome": vey easy, sold it of course.
Unofficial Provings: several attempts as needed to assess the situation. In general: easy.
Had enough to buy Felon's Coat.
Though not to waste time first finished Thaig task for Bhelen so could finish Crow's tasks and get my arms already.
Aeducan Thaig
Level 16
+ 3 cun Skill Nature 2 Talent "Exploit Weakness"
Time to check cun-depending passives. The result somewhere in the end.
Now the apprx difference btw backstabs is about 5-7 points. Impressive.
Denerim
Finished Crow quest and got my 15 crit arms.
Bought Felon's Coat.
Wynne
1) both (Zevran is always in the party now thanks to that strange "whatever" that still continues) are alive. Rammed through everyone
2) agaim ramming, leaving the mage for dessert; though now both ended up dead.
Did Wynne's quest in the Forest just be done with both.
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 14, 2020 14:51:17 GMT
DW Rogue no-pot-solo-PT
Soldiers'Peak
Tried it, was rather fine but no SR at all. Just realoded and left for later.
Now have 30 % (amulet) + 2 % (ring) + 8% (rune) + 8 % (rune) = 48 %. BUT maybe it is not 48% (+ 8 + 8 runes) but only 32 % as do not know if the runes in off-hand are working and see no way to check. Have mentioned this "rune-question" in some previous post.
Hoped for spell-resist balms.
Soldier's Peak
Usually close the veil with Sophia-Demon.
Five reloads when 2 rage demons and 2 Ash Wraith appeared. Or before several simple shades got rid me of my health as no PR with them at least. Used balms, lesser and gretaer.
== Btw, noticed, with Rage Demons (as well as with high dragons) lesser fire are useless. Lesser spirit - 40/60 useful, so better have greater. With cold resists it matters nothing at all as DD or mages use freezing spells and according to my PTs, it is simple RNG, but with fire and spirit for some reason not. ==
Orzammar
Official Provings
Nothing difficlt, but died once in the end when 2h (the last alive) used "Crit Strike" and killed me with full HP (not full, about 5 points were missing).
Level 17 +3 cun Talent Slealth 3
As got Stealth 3, decided to deal with Leliana's quest; finally.
1)Leliana's Ambush - killled 3 melees, used Stealth so the witch went back on the hill (but was able to use her lightning). Killed with three bow shots, after the Leader, using that tree again. Stealth broke once. Leliana died (from the leader, her stealth was useless).
3) Marjolaine Several atttempt but only because could not think straight choosing stupid tactics. With proper one - nothing difficult at all, even with 50 damage from Marjolaine fists.
Back to Orzammar
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0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 14, 2020 15:01:11 GMT
DW Rogue-no-pot-solo-PT
Orzammar
Carta - considering my GW is the same class, nothing difficult. Plus, if anyting, Stealth 3 helped.
Jarvia
Used: swift salve (2) + simple poison (which did not work) + 2 bombs (for "help" archers far away)
3 attemps.
What interfered - Zevran (as suspect, it is really a bug) - he drew enemies' attention even in stealth; enemies were just standing near him while he was in stealth in the far corner, then someone attacked, or Stealth silmply broke and instead of dealing with others tried to save Zevran. During the third attemp he died.
Jarvia herself: resisted "DF" 2 times, paralysis helped a lot, but worked not so often; even with Haven Dragon it wokred all the time, after - rather rare (have t 4/3/3). Anyway, for Jarvia to force her for "I need help" state: DF, Reposte, paralysis - that was enough.
Stealth did not work.
To be honest, this encounter was really fast: momemtum + swift salve + paralysis + cun-passives.
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August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jul 15, 2020 1:19:06 GMT
DW-rogue-no-pot-solo-PTI go after "exploit weakness" to get higher backstab damage, but according to some previous posts - that will be the only thing I will be able to get most of the time as: - ParRunes are working 99% of the time: 3 in main hand - thus only higher backstabs and if lucky to get crit - it will matter nothing at all as "exploit weakness" passive is working, will get only some crits - with "Exploit weakness" as passive should have higher backstab 99 % of the time As conclusion: why do I need any gear for ctits if "exploit weakness" + 99% working ParRunes mean - crits will not work most of the time? Just in case? Gear bonuses here are usually something like "+10% Critical / Backstab Damage" so it should apply in either case. Or are you talking about a different bonus like crit chance (less common). Also, Paralyze Runes certainly do work in the off-hand, it is just that if you are backstabbing no off-hand runes will be triggered. Similarly, other off-hand runes also worked for me, like Hale or Spell Resistance. Spell Resistance is hard to know definitively until you get to 100%, in which case it is pretty clear that it works. I think only dwarven rogue can get to 100% usually, partly due to the lack of GM spell resist drops via normal means.
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 15, 2020 10:10:22 GMT
Or are you talking about a different bonus like crit chance (less common). Talking about this (in short, very simple, and, as have mentioned - random, but disturbing, thoughts). The fact - I hope (from previous posts at least): "To sum it up, it goes like this: a backstab is influenced by every single critical damage bonus. Not every backstab damage bonus influences critical damage. The backstab damage bonus that do not influence critical damage are only Shadow Striking and Exploit Weakness". Thus it goes like this: Without "EW -passive": crits + backstab = good. I have backstab, after have crit and crit is added to backstab damage - should have greater damage (does not matter now I did not have such great situations; the "actual working" fact what matters here). BUT with "EW-passive": crit + backstab = 99 % not good. Why? "Exploit Weakness" passive works, paralysis works. So I have backstabs almost all the time that means getting crit gear becomes not so important. Let's even take "crit chance gear" (as I had very rare and low crits anyway, but much higher backstab damage). MY POINT: with exploit weakness (this passive works all the time as understand) there is no point to get "crit gear" as with "EW -passive" backstab and crtits do not get along. Of course there are very rare situations without bckstabs, but they are indeed rare. And in such situations crits happened, but were very low. Get "crit gear" only for such very rare situations with very low crits? Hope now the thought disturbing me very mych is clear. ADDENDUM: I understand the situaltion (not everything, but in general it is clear). What I am looking for here is sort of confirmation/non-confirmation/hearing "you are very mistaken"/"I would have done this or that"/etc - something like this. Looking for thoughts and opinion and facts from people knowing the game, capn233 and other players. But sharing my own experience at the same time as simply have knowledge from books - is one thing, but without practice it means nothing at all. I am trying to understand the game with many bugs (have only Dain's mod), the game sometimes doing what it wants and living its own life. Also, Paralyze Runes certainly do work in the off-hand, it is just that if you are backstabbing no off-hand runes will be triggered. Thanks, but not so true according to practice (info about damage in further PT posts). But it is good to know for some other PT without backstabbing all the time. For this PT the important fact: in off-hand ParRunes do not work. Similarly, other off-hand runes also worked for me, like Hale or Spell Resistance. Spell Resistance is hard to know definitively until you get to 100%, in which case it is pretty clear that it works. I think only dwarven rogue can get to 100% usually, partly due to the lack of GM spell resist drops via normal means. Alright. Damage runes: you explained some things (fire, electro etc), I also had some experience - in further PT posts about damage to darkspawn which was strange; but with damage to undead it was different. Again strange. Hale Runes: if you say so. As for my PT with 100 PR it was about 50/50. Spell Resist: again, if you say so; but have nothing to add as during the whole PT had about 50 % SR only. But thank you for information. At least SR and some damage runes are clear now, can't say the same about the rest. ---- Would like to ask again some things that have mentioned in PT posts, maybe someone knows something as it is useful anyway for everyone interested. Mark of Death: - from wiki: "Mark of Death usually translates into an effective +20% damage bonus" - in practice (maybe only in my PTs): it seems it does nothing at all as the damage is always the same. Even without it got higher damage further, even in the very end. Maybe there is something else about this talent simple people do not know. But at the same time always see in PTs players use it.
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inherit
11368
0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 15, 2020 19:36:33 GMT
DW-Rogue-no-pot-solo-PT
Strange/difficult/annoying/important/etc parts.
Caridin's Cross
Vial Revenant (the last): almost died but actually was easy; did not use anything additional.
Level 18
+ 3 cun Skill Nature 3 Talent Bard "Distraction" (crawling to Song of Courage now)
Ogre (where you get topside bladepart) - ram spam, nothing new.
Before going to Ortan Thaig sold junk.
Had gold (about 60) and bought the talent tome.
Talent Bard Song of Courage (+ attack/damage/crit chance) Math time later
Two king fanatic encounters - easy
Jarvia fatatics - easy
Made some more poisons/bombs
Ortan Thaig
Asunder
Used cold/fire balms (in vain) + swift salve. Kiting, one paralysis, twice got hit, once resisted whatever he wanted to do, in the very end caught fire spell but even without the balm would have been able to survive it (had enough health).
Interesting that some enemies were paralyzed, but nevertheless there were no any backstabs (and crits, that is what I have mentioned with the post about "crit gear").
Spider Queen
Spent about 10 min on that encounter. Had to take breaks running across the bridge (that was enough), otherwise could not handle the situation unlike with three previous warriors. Used greater + lesser nature resists, but the probleme was OV from her entourage all the time, and after the Queen used OV - period.
What helped here at lest - split her helpers, even if her poison made a greater damage (Dain's Mod - half of the part concerning the queen).
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inherit
11368
0
Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 15, 2020 19:45:24 GMT
DW Rogue-no-pot-solo-PTDead TrenchesIn off-hand was crow dagger (15 crit) with two runes +10/6 damage to darkspawn (in Duncan dagger 8+8 SR - I used all the time in off-hand). Took the crow with damage to darkspawn as simply did not know if it could work considering the situation "runes in main-hand weapon work, in off-hand - no". What runes actually work in off-hand here is difficult to check (only damage type). Turns out in the area I was it was better to have "damage-runes". Did not return to the camp, just used that crow dagger, it has good stats anyway, and + 4 dex is not a huge loss (even w/o it rushed through the area). As for how it works (runes + damage to darkspawn):- with backstabs (any type) - they do not work, checked many times; BUT very rare noticed it did make additional damage under stun like dirty fight I mean - that is strange - as simple damage (no stun or anything) - work just fine. BroodmotherArrows + melee + lesser nature resist (2). Almst died, did not even notice. ==== What bothered me really a lot - could not put on Legion of the Dead Armor Set (plus I am a huge fan of that armor on any race). Mod "Oghren recruite" is uninstalled. Went back, took Oghren and went with him to fight the evil shade. After that already took him and Zevran (still check his aggro ability) - I really love Deep raods but not to the point run through the same parts again and again. Oghren as well as Zevran are simply a burden, nothing more. Zevran details in the end of PT. ==== Gangue Shade encounter with Oghren help (I cheated btw, he did not have enough str to put the armor on, so used respec mod for Oghren) - easy, the shade missed a lot, as well my GW. ++++ Level 19+3 cun Talent Lacerate (the last passive wanted to check whithout any ideas how exactly can check it now) ++++ Made some tests with golems Weapon with the highest AP was a bow = high AP + stats +2.5 AP. From melee weapon there was nothing worth mentioning. Used a bow against some golems from hiding place - killed in seconds in comparison with melee. Plus, higher CUN had effect as people say. Pity did not take melee weapons with higher AP and with stats AP (have some, with runes even), but needed to empty the bag for junk to sell for...do not know what for, best useless armor? ApparatusMention this only because of test with a bow (no point in bow talent at all) - the highest number - 80. Died two times as did not watch GW HB - did not want to use spirit -proof. Used only momentum + Bard sustain - speed was high to kill everyone while taking damage from everywhere. Tried before the last attempt swift salve - speed was already indecent. BrankaDied several times from....did not understand from what. Eveything I needed worked just fine. Used some bombs. Oghren died, Zevran was alive (did not notice who killed Oghren). Without golems killed Branka in several seconds - used momentun + Bard sustain + simple poison. Almost all the time she was palalyzed or stunned. Does not mean I did not get asskicking from her while golems were alive. They, btw, were also almost all the time paralyzed. Did other small quests (LoftheD casta, Orta etc). Need to do Shale's Quest and get boots I wanted. Hope they will be useful. And be done with Orzammar.
Edited Some image won't hurt anyway
[/spoiler] [/div]
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capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jul 16, 2020 0:57:30 GMT
Why? "Exploit Weakness" passive works, paralysis works. So I have backstabs almost all the time that means getting crit gear becomes not so important. Let's even take "crit chance gear" (as I had very rare and low crits anyway, but much higher backstab damage). MY POINT: with exploit weakness (this passive works all the time as understand) there is no point to get "crit gear" as with "EW -passive" backstab and crtits do not get along. Critical damage bonus gear is always valuable though, since the enchantments are almost always like on Rose's Thorn: "+30% critical/backstab damage." There is no alternative with just backstab damage in daggers, I don't think there is any in gear. For critical chance, then I agree, that bonus is not useful if you are just getting backstabs. Hale Runes: if you say so. As for my PT with 100 PR it was about 50/50. Physical resistance is capped at 100 in Origins, so if you already had that, then the Hale runes won't add any more to it, regardless of which hand they are in. Mark of Death: - from wiki: "Mark of Death usually translates into an effective +20% damage bonus" - in practice (maybe only in my PTs): it seems it does nothing at all as the damage is always the same. Even without it got higher damage further, even in the very end. Maybe there is something else about this talent simple people do not know. But at the same time always see in PTs players use it. I don't know, I would have to look into it again, but I recall a rogue game where I was testing specializations in Lothering and I thought Mark of Death was helpful in killing the bandit leader 2H enemy at the end.
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jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 16, 2020 7:58:21 GMT
Critical damage bonus gear is always valuable though, since the enchantments are almost always like on Rose's Thorn: "+30% critical/backstab damage." There is no alternative with just backstab damage in daggers, I don't think there is any in gear. For critical chance, then I agree, that bonus is not useful if you are just getting backstabs. True, forgot to mention about limitied armor in the game. Maybe you remember about your CUN-ROGUE: did you have CRITS often when there were no backstabs? Ask since in this solo-PT those crits are so rare and very low. If they happened: low to the point "backstab" damage was much -much higher. Thank you for opinion. Physical resistance is capped at 100 in Origins, so if you already had that, then the Hale runes won't add any more to it, regardless of which hand they are in. That part was not about PR cap (is it 100%? You mentioned about 75 % in your opinion at least). It was about working/not-working runes in off-hand while having paralyzing runes in main hand and backstabbing all the time. Hale Rune in off-hand with ParRunes in main hand is still unclear: - PR 60-75 %: 50/50 - PR 100 % again 50/50. Just like with SR. I don't know, I would have to look into it again, but I recall a rogue game where I was testing specializations in Lothering and I thought Mark of Death was helpful in killing the bandit leader 2H enemy at the end. Hhmm. Tested as well many times, the same thing: no damage bonus all the time. ------------------------ DW Rogue no-pot-solo-PTCampSold junk Rearranged runes Bought talent tome Talent EvasionOghren's Quest - done Shale's QuestFuckng Ogre started to spam with usual Ram also "Grab" in all possible ways. Spent about 30 attempts on him, was already tired of that so used with momentum and swift salve DSM + poison - even after had about 10 reloads. First time in my PT history. Got my useful (as turned out) Stompers at least - good. RedcliffeAs usual - went there w/o approaching the bridge, got Aistair's quest. Did Alstair's Quest, got about 50 dissaproval from all that. Encounter " Bloody Plains" - Alistair and Zevran died, almost died myself (stealth 3 helped). Killed the mage and some enemies. In stealth disarmed traps (high cun, but no points in any talent/skill), after just killed the rest three. Enconter " dwarves (IIRC) vs DS": do not remember any dwarves already in the beginning, the ogre on the hill as always was kind to help with stones, damaging the other ogre as well. Anyway - easy. Redcliffe Did small quests in the village before the attack - usual PT (turned in quests/village quests/took in some other quests). Returned the Asala. ==== Level 20NOTE: made some calculations, but about that later. +3 cun Skill Nature 4 Talent Stealth 4 ==== Preparations are usual - moral, armor, amulets, moral, drinks, moral, no oil. Lloyd: according to Bella from the tavern "I've seen nothing". Night AttackGot my helm from the first attempt. Momentum + swift salve (IIRC) + 2 corpse damage runes in off-hand.
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Jan 25, 2020 19:06:39 GMT
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1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 16, 2020 8:14:02 GMT
DW Rogue no-pot-solo-PT
Did some small quests.
Went into the castle
Let Jowan go to get his quest later.
During half of the mission used "tained blood" (when it was rather safe as health goes down) - when all conditions met - got damage about 105.
And again as usual: tried DD fight and later angry Irving went to the fade.
Desire Demon
Very quickly. Nothing difficult.
Encouner "Unintented Consequences" - easy.
Irving in the Fade
Died several times - Rage Demons. In general - preventive measures helped.
Camp
Removed "dead damage" runes, used "spell resist" in off-hand of the dagger in use. There are other daggers with different runes as well just in case as usual.
Encounter "Treacherous Path" (had earler but clear what had happened): several attempts. The great probleme - no PR; most of the time was just on the ground. Used in the end everything for speed and during the last attempt FINALLY paralysis worked and had PR for some reason.
-- SR: 4 + 8 + 8 + 30 PR: 69 --
Encounter "Caravan Down" - easy.
Encounter "Desperate Haven" - two are alive at least. What helped - very convenient enemies' positioning for backstabs, paralysis runes worked very rare (master + 2 expert).
== Got level 21
+3 cun talent DWM ==
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December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 16, 2020 8:23:22 GMT
DW Rogue no-pot-solo-PTEncounter "Redcliffe Soldiers vs Darkspawn" - three left alive, paralysis worked at least + back and flanking. Called the Landsmeeting Encounter "Brother and Sons" - easy (forgot about it) Crime Wave "The Crown: killed evryone Encounter " Zevran Ambush: easy with stealth. Gaxkang: two attempts. Have no idea how killed as simply saw so many "misses" from GW and the damage was low. Used greater cold/spirit resists + swift salve + demonic poison (forgot about bard sustain only). GW spell resist: 4 + 8 + 8 + 30. Resisted many Arcane spells, only curses and horrors were annoying. Encounter "K L.t.": easy. Encounter "K' Hidout": easy. Encounter "Jowan's intentions": easy Encounter "Dwarven Fanatics": easy just running around and getting hit. Rescue the queesnDid not use disguise, killed everyone on the way not to waste time later. HoweStealth is very handy. Killed everyone in the room. Very quickly. CauthrienFirst tried approaches in the hall itself: several attempts starting with a mage, after the guard, forced to melee, etc. But always the same: dead. Have no idea how capn233 could fight in th the hall (description was, but still not clear; pity). Anyway: far room as usual, though the fight was fast, ran around only a little. DF - 0.2., reposte worked 50/50, bleeding. Paralysis happened two times. Kiting, DF (helped as least to reposition), she missed a lot, if not - ran around the table two times wating for health regen and using DWS from time to time (bleeding) at my own risk. Used: momentum + swift salve (here it was useful) + bard sustaied + demonic poison (simply had many - fetish to have different poisons). The rest killed in the room: the mage, after running back and forth, forcing to melee, bleeding, stealth if anything, etc. In general - fast encounter (do not mean deaths).
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jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 16, 2020 8:34:36 GMT
DW Rogue no-pot-solo-PT
Before going to the city, did Fake Crime Wave Quest: stealth helped, as well as running around, backstabbing evryone.
Robbing nobles is profitable: ordered "better armor" even knew not going to use it.
The Alienage
Will say right away - stealth helped a lot.
Killing spree, even with Devra, where I always died.
With Caladrius had three attempts. Always assess the situation if possible. Why died? - forgot resists and swift salve which turned out were needed + used simple poison for Caladrius - forgot his guard was still alive so was OV'd even with stealth and was too lazy running to other rooms - backstab, several hits with stun, Reposte with stun, stealth, hits, DF, several hits and he was done. One thing to mention - last time always restored his health with BM killing his "friends" (and not small part of it), thus Caladrius was more busy with restoring his health and killing the guard instead of proper using of magic and I got a chance to hit him a lot more. After the talk Reposte for Caladrius and his four men. Got lucky last time to have really stupid BM.
Otto Quest (did after getting final "better armor" but was no point in delay): - reloaded 3 times as Otto died: always keep him closed behind several doors, just sometimes he still appears out of nowhere; - last room: * no point to have "fire" armor as cap is still 75 %: simply using the greater balm could have been enough * always used fire resist + swift salve + some poison: died because of DoT fire from simple Rage Demons (several relods) * with warrior had enough health; here stealth is useless while burning, thus could not think of something else but to exploit DSM * according to what have seen - several attempts and maybe would have been lucky to win but hate this stupid quest, in the end just wanted end it.
==== Level 22
+ 3 cun skill trap-making ("whatever" reason at this point of the game) talent feast upon fallen
+ skill tome (gold nowhere to spend) traps 2 ====
Encounter "Change in Leadership": Taoran is dead, one circle around the carte, the rest - melee.
== Worries the fact "paralysis" runes work 50/50. ==
Landsmeeting
Duel: easy
== talent cripple + As usual, took off the helm as hate them (in team PT never use them, in solo - have to). Put it on in difficult situations only. ==
Encounter Andraste's Tears "Crime Wave": rammed to the vault, killing everyone could find. Killed Golems this time just for the hell of it.
== Level 23
+ 3 cun talent Punisher ("whatever" but tested - later with some enemies might be useful) ==
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 16, 2020 8:48:17 GMT
DW Rogue-no-potsolo-PTRedcliffe village: stabbed in stealth the mage, then the rest. Managed to die three times because of "ram-spam". Denerim BattleMarket DistrictToo many ogres, really many - stealth helped. General - several seconds as paralysis worked. The AlienageSpent an hour trying to look clever and think of different sneaky tactics. But poor SR: curse of mortality and lighting are favorites. Stab using stealth + speed + poison almost worked (enemies around had nothing to do with my deaths, only the mage). Simply the mage decided to resist that all almost all the time and spam spells (two curses in a row + lighting = death). After an hour lured the mage to the tree, used everything for speed and continued. At some point it was sort of cheating imo, but at another - saving my time luring other enemies before deal with the mage (stealth was still useful). == Got level 24+ 3 cun skill trap 3 talent rapid shot ("whatever" talent, but will help in case failed CUN -approach in the end at least) == Drakon StepsThe same as with the Alienage finding out what could be done at all. Every time ended up dead because of spells and nothing else. After half an hour: - in stealth two bombs to the right (not acid but bombs as have smaller kill zone), two bombs for three archer closer to mages and a dragon, as usual - one acid flask to the left (my hiding place in solo) - lesser fire resist + swift salve for a dragon + some melees ran closer - the second dragon: the same (good thing in both cases paralysis runes worked) - killed some usual melees with a bow + ran closer to throw some bombs and acid - after: stabbed lonely mage to the right, stealth, stabbed the second mage, killed some melee, alpha was the last Btw: interrupting spellcasting does not work, have checked earlier as well (but did not look for information about this stat in the internet). Dracon insideShapeshifter: usually have problemes with shades; that time shades were very simple, but the mage always killed with mortality curse. Several the same attempts, last time paralysis worked and that saved - already started casting his curses. The rest part: nothing unusual - fast and simple, as one of the reasons : no need to run in circles waiting for health regen, face-to-face encounters. ArchdemonFirst attempt was my own fault: was kicked far away in the very end. Second attempt: - used greater spirit resist (1) + swift salve (3) + poison (2) - usual High Dragon flanking places to hit + palalysis worked all the time; after a bow with low damage, final flanking ignoring others and that was all. Eamon came, in the end noticed Irving. In general the encounter was very short, can even say like in rbsrobson video, aside from "no team" part and the "bow part" as had worse version of the weapon - found somewhere but about it later. What is left:- finals - gear - Zevran probleme - math (need math for cun-passives at least). But about it later already.
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Jan 25, 2020 19:06:39 GMT
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Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 16, 2020 12:07:56 GMT
DW Rogue-no-pot-solo-PTFinals:capn233 likes to give final bank account in the end of the game. Do not care about that in the end of the game (unlike the beginning and the middle), but still want to give my final possessions. As have poison fetish (+ have to use bombs and resists so they are also included here, though do not care about them), always get as many as I can of different kinds even if do not use them. And like to see them all - the quickbar (always seen in last three solo PTs + this one) In this PT (in comparison with warriors solo-no-pot-PTs) have really many of them all. They are seen in the images in the very end (and not all). In this post final images + armor + weapon + stats.FOR NOW Armor (with the helm, which did not use closer to the end of the game) - Felon's Coat - Helm of Honnleath - Red Jenny Seekers - Cadash Stompers Trinkets- Andruil's Blessing - Spellward Amulet - rings Key to the City/Lifegiver Weapons (had different, but now describe the last used) - main hand The Rose's Thorn (3 paralysis runes) - off-hand Dead Thaig Shanker (+ 10/6 damage to the darkspawn) - used it because of cunning stat Bow (do not remember where have found, suspect in the Deep Roads) damage 9 crit chance 1.50 AP 8 Stats rapid aim/+2.5 AP ---- With Bard sustain Song of Courage (+ tainted blood: only damage) Armor 28 Defense 104 + 14 Attack 88 + 27 main hand off hand damage 40.6 (59.2) 40.1 (58.7) crit chance 42.60 42.30 AP 18 17 ---- Missle Deflection 124 MR 50 PR 69 Dex 64 Cun 78 So, ratio dex/cun is 55/45 ====== Zevran probleme: seems to be a bug in this case. Compared with other PTs - fine. Unlucky him. ====== What is left - make some calculations. Might seem not important, but for me, for CUN-depending passives, this build - it is ideed important. The problemes are: - study the formulae - study descriptions and additional information from players - make calculations - combine information to give numbers That takes time in my situation, but to finish 100 % DW Rogue no-pot-solo-PT will need one more post. Images
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capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jul 17, 2020 2:36:35 GMT
Maybe you remember about your CUN-ROGUE: did you have CRITS often when there were no backstabs? I didn't do a cunning rogue solo. I usually went mostly dexterity, then did all cunning late in the game. I think archer might have had more cunning than the dagger, but I don't remember. But largely it is hard to get a lot of bonus to critical chance, especially in a solo. So no, I don't think I had many crits. If the hale rune increased the physical resistance score when the weapon is equipped, it should be working. For passing or failing the checks, you need to know the enemy attribute to calculate the chance, or look at enough iterations to get the chance. And make sure it is an attack that is using a check. The player is also capped at maximum 75% chance to resist via physical resistance check, so it can never be 100%. I loaded DAO last night to look at this, used the strength rogue who had a save right before the two ogres near the grave stone in the Brecilian Forest. I did not run a lot of iterations, but the damage was increased by MoD for regular and crit/backstabs for both offhand and mainhand damage. I didn't really log it, but it didn't seem like rune damage was increased. One problem is that damage is randomized a little per hit, and so is armor, which makes the damage fluctuate a bit. So you need a lot of attack rolls. I wrote down hit numbers, and averaged each then compared. I didn't feel like doing a huge number, but here is the percent difference I saw with MoD: Offhand normal hit: + 20.7% Offhand crit/backstab: + 37.2% Mainhand normal hit: + 18.2% Mainhand crit/backstab: + 16.1% If I had run it more, I would imagine those would have all been closer to 20%, or at least consistent. But as it stood, damage was always higher for the hits. Offhand crits were the least common, which is probably why the number is the furthest away from 20% (luck with randomization). But the lightning runes I had did not appear to increase, so I didn't even write it down. Those should not be randomized, and should have been easier to see. With Nightmare resistance, they showed +1, +1, +4 each hit. In reality, all damage numbers on screen are actually truncated floating point values, so that GM Lightning should really be doing 4.75 dmg per hit (5 - resistance), it just is rendered as 4. If it was buffed by 20%, it should have showed 5, but I don't think it did. As far as backstabbing is concerned, I had Coup de Grace, so could force with Dirty Fighting. It seemed to work as I remembered. The animation may seem to be the same, but it does alternate hands, which can be seen with different damage. On hits from mainhand, my lightning runes in the main all triggered. On hits with offhand, no offhand runes triggered. But with regular hits, offhand runes could trigger.
edit:
The reason I started keeping track of gold in the game was due to a discussion on the old forum where someone couldn't believe how much gear could be had in solo without glitching gold. So I just started logging how much was accumulated at different points for the next run I did just for information's sake. And then after that I tried to keep track of it just to compare different origins / characters and how much they could get.
For Cauthrien, I don't remember if dex rogue could do no pot simply with Incense, Swift Salve, Momentum, Poison and Paralysis runes, but probably could with the right gear.
The cheese tactic getting some mooks to block Cauthrien in the corner is somewhat tricky to pull off, but it is somewhat a matter of positioning / movement and stunning Cauthrien briefly to allow the two melee guards to take up the space next to you in the corner. Then you can usually just kill Cauthrien while she won't attack. You just have to be able to dodge/absorb the damage of the two guards.
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Jan 25, 2020 19:06:39 GMT
1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 17, 2020 7:25:30 GMT
If the hale rune increased the physical resistance score when the weapon is equipped, it should be working. For passing or failing the checks, you need to know the enemy attribute to calculate the chance, or look at enough iterations to get the chance. And make sure it is an attack that is using a check. Have mentioned: if you say so. Maybe with more checks with my GW of Hale Runes the result would have been different. But if you did have working Hale runes in off-hand with paralyzed runes in main hand - so Hale-Rune question is closed with such condtions.
I loaded DAO last night to look at this, used the strength rogue who had a save right before the two ogres near the grave stone in the Brecilian Forest. I did not run a lot of iterations, but the damage was increased by MoD for regular and crit/backstabs for both offhand and mainhand damage. I didn't really log it, but it didn't seem like rune damage was increased. One problem is that damage is randomized a little per hit, and so is armor, which makes the damage fluctuate a bit. So you need a lot of attack rolls. I wrote down hit numbers, and averaged each then compared. I didn't feel like doing a huge number, but here is the percent difference I saw with MoD: Offhand normal hit: + 20.7% Offhand crit/backstab: + 37.2% Mainhand normal hit: + 18.2% Mainhand crit/backstab: + 16.1% If I had run it more, I would imagine those would have all been closer to 20%, or at least consistent. But as it stood, damage was always higher for the hits. Offhand crits were the least common, which is probably why the number is the furthest away from 20% (luck with randomization). Hhmmm. Clear with armor,rolls, main/off hand. If you still had increased damage with everything and not many tests, strange about my tests: different enemies, levels, armor, number of checks etc. Still the same result: nothing. Maybe my MofD is bugged. It can't be "nothing" all the time; close to + 20 % should be seen anyway.
But the lightning runes I had did not appear to increase, so I didn't even write it down. Those should not be randomized, and should have been easier to see. With Nightmare resistance, they showed +1, +1, +4 each hit. In reality, all damage numbers on screen are actually truncated floating point values, so that GM Lightning should really be doing 4.75 dmg per hit (5 - resistance), it just is rendered as 4. If it was buffed by 20%, it should have showed 5, but I don't think it did. According to this: do not trust what you see? As far as backstabbing is concerned, I had Coup de Grace, so could force with Dirty Fighting. It seemed to work as I remembered. The animation may seem to be the same, but it does alternate hands, which can be seen with different damage. On hits from mainhand, my lightning runes in the main all triggered. On hits with offhand, no offhand runes triggered. But with regular hits, offhand runes could trigger. Yes, you have mentioned it. Had the same result. Was and it concerned about some other rune types. Mentioned them in PT-posts, but you ignored those parts. Appreciated the time to check your rogue. The reason I started keeping track of gold in the game was due to a discussion on the old forum where someone couldn't believe how much gear could be had in solo without glitching gold. So I just started logging how much was accumulated at different points for the next run I did just for information's sake. And then after that I tried to keep track of it just to compare different origins / characters and how much they could get. I see. Bank account was not an issue, simply noticed you do it each time. Was not part of the old forum, thank you for clarification. For Cauthrien, I don't remember if dex rogue could do no pot simply with Incense, Swift Salve, Momentum, Poison and Paralysis runes, but probably could with the right gear.
The cheese tactic getting some mooks to block Cauthrien in the corner is somewhat tricky to pull off, but it is somewhat a matter of positioning / movement and stunning Cauthrien briefly to allow the two melee guards to take up the space next to you in the corner. Then you can usually just kill Cauthrien while she won't attack. You just have to be able to dodge/absorb the damage of the two guards. Thanks again for more detailed description, will try again as still curious how it can be done. -------- DW Rogue-no-pot-solo-PTNo calculation wanted to do . Can't now and might take forever when will be able. Maybe indeed a little bit later. Can add only that enjoyed it, wanted originally one build, changed later and do not regret. Fourth no-pot-solo-PT is finished. Thank you everyone for your help.
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1,712
Sonya
1,332
December 2019
jackmorte
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jul 17, 2020 9:29:58 GMT
capn233 , have a huge (meaning several) question for you if you do not mind explaining again and again (as suspect since there is much information). About a rogue. Will explain first why ask. Read explanations, information in internet, made tests, checks in PTs. The thing is - read e.g. wiki in English, but after reading the same information in other languages got really confused about rogue attack, damage, weapons (you have mentioned daggers and full-sized weapon e.g.) - such things (there are more of them). Read about your "str-rogue" which just added confusion - the main word here. There are many guestions but the main e.g. 1) About Attributes connected with attack and damage. According to the English version (https://dragonage.fandom.com/wiki/Attributes_(Origins)#Cunning) there is one explanation, but in other languages information was different or not full. Interested here is str + dex. According to wiki a) str and dex are important for rogues. What is what? Attack and damage I mean. E.g. if I have str/dex with ratio 50/50 (it is just example to understand). Damage depends on dex, yes? And adds attack? Str in this case is also damage according to description? Where is attack? Dex? Or also Str? Further, according to description "str + dex" combination should give me damage. If it is "true", do they both stack? Again, if it is "true" with 50/50 example I should have damage from both, can have nice dodges and use heavy armor. b )Already confused about this description from wiki (in comparison with other languages as well): "Increases attack score by 0.5 per point above 10" What does it mean? 2) Weapons. Remember you explained about dagger and full-sized weapon in main and off-hand. If remember right, according to you, full-sized adds damage (or also attack - still not clear), depends on str only, dex adds only attack to full-sized. So dagger adds attack to full-sized in the main hand, but adds attack + damage in off-hand. And it is the higherst damage rogue. Confused. In case of 50/50 example, what would be actually right to take and in what hand. Remember explanation, but with that str+dex attack or damage it is another confustion. One confusion leads to several others. Can't make some calculation or choose a weapon as there are so many confusions. ------ If it is too much to ask to explain again the same things in some places - understandable of course. If still have time - would be appreciated, but in that case suspect there will be other further clarifying questions. Thanks anyway.
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