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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 Jan 21, 2020 4:02:34 GMT
Do you have a combat balance mod? I have noticed that the mauls have all had extra AP have just looked up (did not install mods for a long time so do not remember): installed DA2 Style 2-handed attack weapon mod: - it doesn't work for me (read comments, I am not the only one turned out); - shouldn't make those weapon changes according to description at least; I am not a modder, but pretty sure such mods as "fix elven boots" don't use those weapon files. Do you think this DA2-style mod can be the probleme you have mentioned? If so, than everything was in vain. Wanted to play with everything original. Shit-shit-shit. Can't even comment further. Damn it. I haven't used that mod, so I am not entirely sure exactly what it does. I took a look at it on the nexus, it looks like it has variations of the files depending on if you installed Combat Tweaks or some other things. I am not entirely sure specifically what Combat Tweaks alters, but it did alter enemy stats and also weapon stats for balance. I don't know if the CT compatibility file in DA2 2H mod may have resulted in the small change to AP values. Maybe just pull that mod out of the override directory and see if the saves still work fine.
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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 Jan 21, 2020 8:14:58 GMT
I haven't used that mod, so I am not entirely sure exactly what it does. I took a look at it on the nexus, it looks like it has variations of the files depending on if you installed Combat Tweaks or some other things. I am not entirely sure specifically what Combat Tweaks alters, but it did alter enemy stats and also weapon stats for balance. I don't know if the CT compatibility file in DA2 2H mod may have resulted in the small change to AP values. Maybe just pull that mod out of the override directory and see if the saves still work fine. yes, it was the first thing I did between last two posts - nothing at all. I never used any mod involving weapon/armor changes. Did not use mods for a long time. Only heard mods can break in a sort a game (it happened to me but it was something obvious a long time ago). Maybe this mod broke the game on constant basis. If so (or whatever reason) - only reinstalling can help. If don't mind -I'll delete the last stupid post - too emotinal and useless anyway (to be a human is not always good).
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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 Jan 21, 2020 8:49:51 GMT
Uninstalled, reinstalled several times - mod started working after 4th attempt (abilities I mean, looks intersting, DA2-stylish indeed). But still soloing was not fair, all tests/numbers etc etc were a fake (25 reloads  ), if it makes such changes even for enemies as well. Waste of time, not a solo. Time to switch to SnS warrior solo no pots, if not fall asleep. Have you tried it? Or DW rogue solo no pots. Damn it: that reinstalling with everything after.
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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 Jan 21, 2020 9:25:20 GMT
Revenants are somewhat unique in that they are one of the few enemies with high armor and high effective defense. Also, they have "Shield Tactics," so they are immune to flanking, and don't take normal backstabs (but do from Paralyze and Coup de Grace). Yep, PS is not needed at all with his Shield Tactics, immune to many things. When it comes down to "running around phase", when he is also unique to use "barrage", it is better to come back later. Might be a good idea to do it later. I also don't know what to say about the weapons again since Yusaris should be the best bet with the +20% Fire Resistance, and +10 dmg to dragons Think maybe because of the mod numbers were strange here as well. I may not have been clear, but I don't usually have Lifegiver during the Circle Tower quest because I don't have enough gold to buy it. that's what interested me. Bijouterie in during the tower quest. Btw, don you remember how many attemps you needed for Undred as 2h? For armor, Knight Commander Plate is the first thing I buy for a warrior because of the 40% spell resistance, the bonus stamina, and the fact that you get relatively high armor rating early for only a little over 20gold. With DLC, I would add on Cailan's Greaves (20% chance to dodge... which is crazy), and Cailan's Gauntlets (+critical damage) eventually. The chest can be either KCP or Warden Commander (+critical damage) depending on if there are mages, or you can just do more damage. Later in game it is worth getting Evon the Great's Mail because it has further chance to dodge, stamina and health regen, and good armor rating. If you have Evon's + Cailan's Greaves + Spellward you have a total of 40% chance to dodge attacks, which is great on a character with low defense score. Before I had the Ultimate Edition, I used a combination of Diligence gloves and boots, or the two items from Wade's Superior Heavy in combo with Evon's or KCP. For ultimate spell resistance, you want to use Ancient Elven Gloves and Antivan Leather Boots with KCP, depending on character and which runes you have. Helmet has always been Helm of Honnleath for me after I get it (except the very first game I played before I installed Stone Prisoner, in which case Executioner's is pretty good). Aha, I see. Will keep in mind. Thanks. And as connected to this: have you ever tried to play solo with other armor sets? Out of curiosity or something else? Or always followed the above scheme? All strength. 1 point if needed in Cunning. Never dexterity. You cannot raise your defense enough to matter using dexterity, and every point you put there will lower your total damage. You want to be in the highest armor rating you can get, preferably with some health regen and some % chance to dodge. For Uldred, he uses fire or cold on me but I try to have spirit, cold and hopefully a fire resistance potion/balm left by then to help. Asked about it in regards of Uldred close combat and his misses, which did not happen to me. Really, can't imagine how already to dance around him to win w/o OP trinkets. Do Honnleath. It helps for the last fight if you have an Acid Flask or two. ...yeah...thanks for the advice...
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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 Jan 21, 2020 16:25:26 GMT
OK, reinstalled the game, ckecked many old saves - working. Good. Mods are the same: fix elven boots + something simple. Ckecked 2h weapons everywhere where could - stats are the same as wiki says. Saw only some small differences similar to what you have described when reloading.
CHANGED FIRST WAS THIS
BUT what is strange: difference about Spiked Maul with 2 runes installed already - damg is higher than wiki says, did not change actually. Can runes somehow influence some stats or no? As other weapons, even with runes, are not changed (checked old and very old saves as well).
THEN HAPPENED THIS
Made some PT with another character, loaded save of Sinister again to check stats in case and stats changed: - Spiked Maul is the same as wiki ways; - Diamond Maul has now a little bit higher stats Strange...
No DA2-style-combat (hitting several enemies with some abilities). Good. Decided to leave for now my Sinister Dwarf and replay everything as I did with her (with weapons and battles checks). Maybe some changes will be but small ones. When check main battles/numbers/crits/quests that had with Sinister, will return to her again. Or maybe continue with Sheeva. Chose again the Origin to insult the anscentors/pollute the ground with my feet and pollute the proving itself. Atm still in the Origin, but everythinggoes as expected. Had some reloads as needed to choose tactics (again, that statement of yours proved itself). No DLC. And the main thing  - default weapon stats and combat itself - what I wanted originally. Alright,  can I still procede to write about everything: combat/questions/results of my tests? My progress at last? As I screwed up with that mod everything with Sinister 2h Dwarf. Thnaks anyway.
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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 Jan 22, 2020 0:05:40 GMT
Only heard mods can break in a sort a game (it happened to me but it was something obvious a long time ago). Maybe this mod broke the game on constant basis. If so (or whatever reason) - only reinstalling can help. I use a few mods, the ones that affect combat are the DA Rules Fixpack, and Dain's Fixes. They are strictly bug fixes, they benefit both player and enemy, or sometimes are detrimental to player or enemy. More in a bit. Time to switch to SnS warrior solo no pots, if not fall asleep. Have you tried it? Or DW rogue solo no pots. I have only done the one 2H solo with no health pots at all (beginning to end). I am not sure SnS would be a good idea, unless you start with some of the DLC gear. I think overall SnS is the weakest melee class. Part of that is that one of the bug fixes I mentioned earlier fixes the penalty for Shield Wall. In the base game the -20% penalty to your damage output does not work. If you do have DLC items from the get go, it would probably not be too bad though. Dexterity rogue is probably going to be much easier for a no health run though. You just need to have Lifegiver by the time that overwhelms are a problem (and maybe rock salve). On a related note, most enemies that use overwhelm (except notably spiders), only use it if your health is < 50%. In a regular solo you can prevent them by just using potions to keep your health topped up. that's what interested me. Bijouterie in during the tower quest. Btw, don you remember how many attemps you needed for Undred as 2h? I don't remember for the first time I fought him as 2H. But I had already done 5 nightmare solos before I did my first 2H. For the no pot run, I tried him a few times without Cailan's set before I gave up. After I went back to do RtO before Circle for that armor, I can't remember if I did it on the first attempt or not. I have notes I jotted down, but didn't mention that. The first solos I did were before I had all the DLC, so I couldn't use Warden Commanders or Cailans. The other stuff is mostly later game. So before that it is a matter of using the best you have picked up. Usually KCP is going to be about the best you can get for 27gold for most of the game though. I have used other armors in regular team games. For the most part though, I don't think it is worth it to run lighter armor on warriors, although Battledress or Felon's would be an exception. But it doesn't usually make sense in a solo to buy Felon's. Most medium armors aren't very good for armor rating, so I usually avoid them. I suppose depending on quest / location order, Varathorn's armor can be useful. For the most part though, I think if optimizing you usually end up with much of what I listed above. *shrug* Like I said, I had to use Cailan's Armor Set to do it without using health potions. In other runs, I would have just used potions as needed. Cold, Fire and Spirit resistance are helpful. And I think animation canceling gives a good boost to dps. Mostly I die against Uldred if I get knocked down by Massive Attack, or am too slow at the beginning and am hit by Crushing Prison. OK, reinstalled the game, ckecked many old saves - working. Good. Mods are the same: fix elven boots + something simple. Ckecked 2h weapons everywhere where could - stats are the same as wiki says. Saw only some small differences similar to what you have described when reloading. CHANGED FIRST WAS THIS
BUT what is strange: difference about Spiked Maul with 2 runes installed already - damg is higher than wiki says, did not change actually. Can runes somehow influence some stats or no? As other weapons, even with runes, are not changed (checked old and very old saves as well). THEN HAPPENED THIS
Made some PT with another character, loaded save of Sinister again to check stats in case and stats changed: - Spiked Maul is the same as wiki ways; - Diamond Maul has now a little bit higher stats Strange...
No DA2-style-combat (hitting several enemies with some abilities). Good. Decided to leave for now my Sinister Dwarf and replay everything as I did with her (with weapons and battles checks). Maybe some changes will be but small ones. When check main battles/numbers/crits/quests that had with Sinister, will return to her again. Or maybe continue with Sheeva. Chose again the Origin to insult the anscentors/pollute the ground with my feet and pollute the proving itself. Atm still in the Origin, but everythinggoes as expected. Had some reloads as needed to choose tactics (again, that statement of yours proved itself). No DLC. And the main thing  - default weapon stats and combat itself - what I wanted originally. Alright,  can I still procede to write about everything: combat/questions/results of my tests? My progress at last? As I screwed up with that mod everything with Sinister 2h Dwarf. Thnaks anyway. Yeah I haven't tested too much with things that alter stats.
Go ahead and list whatever you like.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jan 22, 2020 0:57:39 GMT
I had a save right before Uldred on that 2H run. Armor was Cailan's full set. Weapon was Yusaris. Apprentice Amulet, Iced Band, Surveyor, Ornate Leather Belt. It took me a couple attempts this time to get the timing back and remember exactly what I was doing. Used Swift Salve, ran to Uldred, used Rock Salve. Grenades on Uldred and Abominations (to clear out the Aboms). I had Lesser Spirit, Cold, and a Fire Crystal if needed. This time I also used a spirit damage poison, although I didn't when I played this a few months back. Main thing was avoiding the Massive Attacks, and using either Sunder Arms or just animation canceling the auto attacks under Swift Salve. And using the Littany to prevent adds. I had Precise Striking and Indomitable active the entire time. With the armor bonus from Rock Salve added to Cailan's with the health regen, Uldred is pretty doable without health pots, as long as you don't get hit by too many massive attacks and clear the abominations quickly enough. With Rock and Swift you have enough speed to dodge the attack if you are careful. I use movement keys bound on WASD like for a normal shooter, so that is how I get around instead of clicking and probably helps. For a low defense character like 2H, I am not sure it is practical to do him without health pots unless you get your regen somewhere, so it is probably going to be Cailan's or Lifegiver. Dex archer just needs Defensive Fire and burn one Incense of Awareness though, which seems absurd in comparison to 2H. ** I was thinking more about SnS and I suppose in some ways you do benefit over 2H with the higher defense. If Devour allowed for no health pot run, then maybe a Templar - Reaver SnS wouldn't be too bad. I know people have solod warriors without Templar, but to me it seems like when you have low or no spell resist it is almost a matter of RNG more than the tactics of whether you can beat the mages. I suppose this all comes down to opinion, since there are only self made rules for soloing. 
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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 Jan 22, 2020 1:11:08 GMT
I use a few mods, the ones that affect combat are the DA Rules Fixpack, and Dain's Fixes. They are strictly bug fixes, they benefit both player and enemy, or sometimes are detrimental to player or enemy. More in a bit. How to do everything you want if one thing can cross path for another? Want to try them, but no point to test weapons as want to do that in default game even with bugs. And how is that? Satisfied? How long have been using them? I have only done the one 2H solo with no health pots at all (beginning to end). One was enough? I think overall SnS is the weakest melee class Yes, it's in part why I mentioned it. Played it once, barely finished as was boring to the death. Played in the party. Now have another character, trying to use DAI idea - somewhat similar to my DAI 2h reaver party and tactics + damager. Finished fow now Lothering, but stuck in the camp because of 2h solo. But from the beginning imression is better than I thought would be, even if SnS in DAO is a poor example of damager. Trying to find a balance, maybe will notice something new. But the important part - for now it's rather good. And another - to try solo. Time only is needed for everthing. If you do have DLC items from the get go, it would probably not be too bad though. not the point as mentioned. Dexterity rogue is probably going to be much easier for a no health run though. ready to go from Lothering already as dex as well as cun rogues for solos. The probleme is time. On a related note, most enemies that use overwhelm (except notably spiders), only use it if your health is < 50%. Really? I mentioned vica versa. Hmm. I don't think it is worth it to run lighter armor on warriors, although Battledress or Felon's would be an exception. But it doesn't usually make sense in a solo to buy Felon's. Most medium armors aren't very good for armor rating, so I usually avoid them. I suppose depending on quest / location order, Varathorn's armor can be useful. I was talking about other warrior sets actually, but idea is clear. Yeah I haven't tested too much with things that alter stats.
Go ahead and list whatever you like. bien.
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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 Jan 22, 2020 1:28:01 GMT
I had a save right before Uldred on that 2H run. Armor was Cailan's full set. Weapon was Yusaris. Apprentice Amulet, Iced Band, Surveyor, Ornate Leather Belt. It took me a couple attempts this time to get the timing back and remember exactly what I was doing. oh, great, thanks. I know people have solod warriors without Templar, but to me it seems like when you have low or no spell resist it is almost a matter of RNG more than the tactics of whether you can beat the mages. I suppose this all comes down to opinion, since there are only self made rules for soloing. every opinion has right to exist. Period.
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Jan 25, 2020 19:06:39 GMT
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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 Jan 22, 2020 9:29:09 GMT
All of the Paralyze runes have a 5% chance to paralyze per hit. The different levels only affect the length of paralysis. In any case, usually they are better on a DW where you can use more of them and you hit at a faster rate. At least this is the case in the base game. For 2H I try to use the best Dweomer runes I have for spell resistance, and maybe the best Hale rune to buff physical resistance (reduce length of sunders). forgot to write about it with that..whatever. What you have written "length-effect-lvl" is an interesting information. New, did not pay attention. Even so: yes, there is no point even to argure about DW characters, but about my PTs - experimental approach. Most of the 2h PTs I use paralyze rune even if 2h is condsidered kinda of slo-mo, but with PRs on, often hits, sunders = more paralisings (even with novice rune it was happenning rather often, do not know why with that Revenant with 25 reloads had not much - maybe the case of that mod, who can say). And that actually helps a lot even for a character who is one-on-one-oriented: a bunch of enemies, hits are often/or mostly often, while some is palalized, deal with the other and so on (or some boss fights). Example is simple, but shows how that helped me not to be killed when tried those runes with old 2h character as I wrote - cauze was curious (party and solo battles). With solo 2h will of course try it again as "an old custom", and, of course, compare everything. Maybe with solo it is indeed better to have something else or have several weapons with different runes - just find suitable weapons and runes and gold (a small matter...). One more thing wanted to ask. About physical resist. Again, knew to me, did not pay attention: reduce length of sunders (btw is that all? 100% physical resist still could effect me sometimes, but 150 was always enough to reesist dragon/revenant attacks). Did you yourself notice that "length"? Or info from sources? Btw: do you trust info from internet (or in most part), as I have so many doubts about it sometimes a reason: many times made one quest or another/used this or that and watched the result/ etc, rather many things turned out do have diffent outcome or effect, not as internnet said. Thus better to check myself or, as in this case, ask some who already has experience with matters. Hmm?
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Sept 25, 2023 22:32:51 GMT
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capn233
1,707
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jan 23, 2020 1:29:18 GMT
It is getting a little unwieldy to do all the BBcode with the quotes, wish it was easier. Plus I am back from happy hour, heh. So in order (more or less) - With bug fixes, I don't think the weapon hierarchy changes all that much. Because, for the most part, these are fixes to abilities rather than weapon stats or the like. I was always trying to be as "frugal" or cheap as possible in solos anyway so I never personally tried everything as I knew where some good free weapons would drop and planned around those. I don't even remember how long I used the fixes, I like having them overall. I feel like it is more like the game was supposed to be. - For no health pot, funny you should ask. At the time I did think that it was enough, frankly that 2H run was very tedious. That was part of why I did 2H because I figured if I could do a character with low defense, I could probably do others. But to pull it off I had to use a whole lot of "exploits," and it wasn't as if I necessarily breezed through with no reloads. I actually tested a couple things with SnS in the Dwarf Noble origin and will talk about that in a bit. - SnS has some interesting features. Shield Pummel is a great skill. And it is possible to build a SnS character with good armor and good defense . It is just that if you do that the shield talents suffer (they use your Strength for physical resistance checks). - For sunder length reduced by physical resistance, I first got that info from dainbramage on the old forum. After I started to run the hale runes on my warriors, it did look like sunder length was reduced. But I did not run very formal testing. dainbramage's info always seemed solid and I think he might have originally got this from the game files. - Paralyze runes aren't too bad in 2H necessarily, but like I keep mentioning I am pretty cheap in solos. I destroy, or just put in the storage chest, the promo and reward DLC items so I do not get huge gold from Reaper's Cudgel or anything. I did use Paralyze runs against Cauthrien in my 2H no pot run. They did not proc very often, which isn't surprising, but when they did it was still helpful. As you say, once you get two good weapons, it is helpful to have one that either has paralyze or damage runes, and the other that has spell resistance. That way you can use the one for most encounters, and switch to the other if fighting a mage. For DW I definitely have it set like this. For 2H it seemed like it was harder to get two good weapons until late game so I didn't bother as much. If runes scaled differently (ie higher value on 2H) or proc'd on specials, then it might be a different story. *** So as alluded to, I spent some time messing with an SnS warrior in the Dwarf Noble origin. The funny thing with this origin I think is that you do the hardest fights (mercs before the shield) at Level 1 probably, but can skip another fight depending on dialogue. Anyway, I tried a "normal" strength first build where I put all points in character creation into strength, picked Pummel and Shield Defense* as my talents, and pointless Coercion. Did not use Formari or Grimoire of Frozen Waste tomes. So that first run I had to use two health potions. Took several reloads just to get to that at the mercenary fight, even using my position exploit and a bow (ha). I started over and put the character creation points into dexterity instead and ran through it. Instead of a sword, I ran the Noble Dagger, which was hitting for about the same as the sword and had +1 lightning damage. Not surprisingly, with those points in dex, it was a noticeable difference in the amount of shield pummels that enemies resisted compared to the all into strength. Even though we are only talking 5 points, this is so early that it makes a difference. Fighting the Genlock Alpha, 2 out of5 of my pummels were resisted. Shield Bash seemed to also be pretty mediocre, even in the proving. That said, I did manage to get through the origin without using any health potions in the dexterity run. I think that was partly due to more practice and getting some rust off, and also because I found some Fire Arrows, which helped against the mercs. It may be that I could get through it with the "all strength" build too, at least if I do the merc ambush "correctly." What I hate about this origin is that without removing the party via console, it is difficult to prevent them from taking any damage after the cutscene, and in my solo I want mandatory party members not to tank anything. So I waste reloads drawing aggro while I run the party away. Actually the first time I solod this origin (DN SnS in fact) I made a topic on the old forum asking how to do this part without the party taking damage, and there wasn't much response. That time I finally just ran myself away and waited for my party to be killed, then fought the mercs. Oh well. As it relates back to solo with no health pots, the high dex build can probably get through many encounters fairly easily with high defense and good armor rating. Auto attack DPS should be ok with a good dagger. But since shield talents get nerfed a good deal with low strength, I don't know how well it will perform against something like the High Dragon, where the "typical" no pot strategy is to use activated talents on melee warriors from the flank (to avoid being kicked). Alternatively, if dex early, back into strength leveling scheme is employed, I don't know how well this will work in Korcari Wilds against Gazarath if you choose to engage him in melee (ie Shield Bash then Assault, then kite, repeat). Granted, the "best" way to solo Gazarath is just to go behind the chest near the statues and pincushion him with arrows. Which then gets back to what I was saying about positional exploits and trying to break the game in no health potion melee solos. Grey Wardens do whatever it takes to win though, right? 
* almost forgot. Shield Defense is +5 defense, and also -5 attack. At level one it probably isn't worth running, the -5 attack reduces dps too much. The problem I have is what alternative do we have? At level 2 you can take Shield Balance to remove the attack penalty. And then continue on to Shield Wall, then go back to offensive shield talents. Maybe the +25 health in the warrior line is worth it here.
Wondering about no health 2H in this origin. I think probably Sunder Arms needs to be a skill at level 1. One sad thing is that they auto-assign a talent for all race-class combos, and none of them are a 2H talent. A real shame that we can't just pick any 3 talents at creation.
---
edit: I redid the DN origin with the SnS strength character. Did it without any health pots pretty much the same way (exploit map near bridge). I think the difference before was just more practice before the dex run, and the fire arrows helped.
Not entirely surprising, 5 dex instead of strength just gives 2.5 defense, which isn't really a whole lot. Warrior can't really avoid a lot of damage this early regardless (rogue gets extra 5 defense for free).
As far as damage, with the points back in strength, the longsword out damages the Noble Dagger. Hits are usually 12-14 range for the sword, the dagger usually is ~9 +1 lightning. The other advantage is that you can wear the Proving Helm (requires 18 Str), and you can also use the Dwarven Guard Armor (requires 20 str) when you pick it up after exile too.
Trian was dead when I got there again, so avoided that fight. Although good idea to avoid if trying to do it without health potions. I don't know if I want to run this character to the end of the game.
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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 Jan 23, 2020 10:10:21 GMT
It is getting a little unwieldy to do all the BBcode with the quotes, wish it was easier. Plus I am back from happy hour, heh Yes, I know. You are not the first to point it out. Try to get rid of that and remember it's an English forum. This post in another reminder for me to be more careful. With bug fixes, I don't think the weapon hierarchy changes all that much. Because, for the most part, these are fixes to abilities rather than weapon stats or the like. I was always trying to be as "frugal" or cheap as possible in solos anyway so I never personally tried everything as I knew where some good free weapons would drop and planned around those. I don't even remember how long I used the fixes, I like having them overall. I feel like it is more like the game was supposed to be. Understood. Read the description before. I want to install them, I know there are bugs in game, but still have that feeling, that tests, cetain PTs (like this solo + some other things) are not "game-clean". Game offers this (even with bugs), I prefer to play as much as possible with what the game offers. Otherwise - it doesn't feel right. Elven boots fix is one thing - won't use it - no boots for you. Changing abilities - here I already do not know. Planted doubts with that post of yours. But after my ab 30-40th PT (played about 50-60 times in DAO), started to use here or there respec mod as what is left? Tests! (builds/ team/armor/weapon). See no harm in this mod at all now as played the "clean" game 40 times already. For no health pot, funny you should ask. At the time I did think that it was enough, frankly that 2H run was very tedious. That was part of why I did 2H because I figured if I could do a character with low defense, I could probably do others. But to pull it off I had to use a whole lot of "exploits," and it wasn't as if I necessarily breezed through with no reloads. I actually tested a couple things with SnS in the Dwarf Noble origin and will talk about that in a bit. I asked about it for one reason (actually several, but they are clear or included in the first one): pot PT solo - one thing, no-pot solo- different in every possble way thing. You know it and wrote about it a lot. Thus came that question. For sunder length reduced by physical resistance, Alright. Thanks. t was harder to get two good weapons until late game Ohh, yeas. Very true.... I spent some time messing with an SnS warrior in the Dwarf Noble origin Great. Very useful. And helpful indeed. Soo, dex run pulled the Origin off...that's interesting. But you still put points in strength. That is what I am trying to do now with my SnS as saw dex and strength were both useful. Ahh, and run in rogue armor (a team chatacter). Nothing else to add to the above post, as still in the camp. What I hate about this origin is that without removing the party via console, it is difficult to prevent them from taking any damage after the cutscene, and in my solo I want mandatory party members not to tank anything. always causing troubles. "Go there" + "Hold" usually works as attention to my character (doesn't even need taunt, which anyway works half of the time), or as you mentioned - they die of this ot that (like Leliana exploded 2 times in her quest very quickly - got lucky). Wondering about no health 2H in this origin. I think probably Sunder Arms needs to be a skill at level 1. One sad thing is that they auto-assign a talent for all race-class combos, and none of them are a 2H talent. A real shame that we can't just pick any 3 talents at creation. I agree. But 2h characters do not live long in the game unless you control them yourself. Even if tactics is set. Probaly that was the reason not to have even 1 Origins as 2h warrior Still sad; having options is always good. -- 2h no-pot replay-Dwarf. Note: DA2 mod for sure made PT easier at least in Origin itself, how will be later - we'll see. But the mod itself is still good. In general - nothing changed, but number of reloads. Escaping (before that anyway was simple). Simple Duster Armor + very simple Maul (will write stats later as will be comparison in KW - have some other weapons). Used respec mod (tried another combination of abilities but in vain) thus used Sunder + PS + Passive Powerful. Had Indomitable but used from time to time as had low STA and poor attack and needed my 2 abilities - helped a lot PS. Really a lot. Tactics did not change: lured enemies not to get surrounded by many (a couple of reloads). What gave trouble: Baraht battle. Tactics also included "run!" - the very first thing in order to try to separate the three of them. Indomitable switched on only in the middle (Beraht always use ability to stun you at that time), before that PS for him, Sunder/simple hits for his buddies. Most of the time the battle ended in a way "who will hit first - get the prize". I got it only after about 30 attempts. Not much, as after reinstalling needed some other things to do.
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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 Jan 23, 2020 15:47:03 GMT
Alright, just have to ask this: when you did no-pot or pot solo - what do you do with your companions if they I forced to be in the quest? You have already written that they are a trouble. What I mean(!): do you get rid of their armor and weapon actually....just in case they could slap an enemy and you just did not noticed (with fists they do not do much damage). I remember you wrote about Wynne in the circle and you had to watch her not to ram someone. I like to think things through, to think of furhter possibilities, "what wil happen if"... And as I wrote to minimize the damage (if I miss the case, everything can happen) I get rid of their armor and weapon, and ty to get them killed (like Lelianan e.g.), or "Hold + run over their". It works. But I have a whole camp of half-naked companions...Disturbing. How do you deal with their armor/weapon situation to minimize "just in case/did not notice/etc" sitiations? Or just make it simple as you always like and do not care?
Added: plus thir tactics?
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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 Jan 23, 2020 22:36:09 GMT
Understood. Read the description before. I want to install them, I know there are bugs in game, but still have that feeling, that tests, cetain PTs (like this solo + some other things) are not "game-clean". Game offers this (even with bugs), I prefer to play as much as possible with what the game offers. Otherwise - it doesn't feel right. Elven boots fix is one thing - won't use it - no boots for you. Changing abilities - here I already do not know. Planted doubts with that post of yours. But after my ab 30-40th PT (played about 50-60 times in DAO), started to use here or there respec mod as what is left? Tests! (builds/ team/armor/weapon). See no harm in this mod at all now as played the "clean" game 40 times already. In that case, I suppose I would not install the bug fixes, except maybe for some unobtainable items, as you mention. I noticed that Dain must have uploaded a newer version of his fixes, which has more things changed. Or at least he seems to be replacing more and more of the DA Rules Fixpack fixes. Right, but after redoing the origin with the 5 creation points into strength, I think that build is probably better. I continued that one a bit into Korcari Wilds. As it pertains to the fixes, the -20% damage penalty for Shield Wall is pretty noticeable (dropping Ser Garlen's sword damage from ~20 to mid teens). Without that fix, you can practically turn it on and leave it. But with strength first build, I think Shield Defense suffers as the 5 defense is barely noticeable at this stage. Needs more buffs from Shield Mastery and Expertise, but those are unavailable until Level 12. All that said, I think a dex SnS would probably be superior to 2H in a lot of encounters for a no health potion run, it is just that some other encounters will be a bit more painful (Branka and High Dragon, IMO). You won't have any reliable knock-downs with high dex since the shield talent resistance checks are against your strength. So more or less you have to just go about auto-attacking. On hit effects can help (paralyze runes, poison). But Dex DW does this a lot better. Alright, just have to ask this: when you did no-pot or pot solo - what do you do with your companions if they I forced to be in the quest? You have already written that they are a trouble. What I mean(!): do you get rid of their armor and weapon actually....just in case they could slap an enemy and you just did not noticed (with fists they do not do much damage). I remember you wrote about Wynne in the circle and you had to watch her not to ram someone. I like to think things through, to think of furhter possibilities, "what wil happen if"... And as I wrote to minimize the damage (if I miss the case, everything can happen) I get rid of their armor and weapon, and ty to get them killed (like Lelianan e.g.), or "Hold + run over their". It works. But I have a whole camp of half-naked companions...Disturbing. How do you deal with their armor/weapon situation to minimize "just in case/did not notice/etc" sitiations? Or just make it simple as you always like and do not care? Added: plus thir tactics?
I have Advanced Tactics mod. The only reason I mention this is because I think the behavior tab might be slightly different, I don't remember. For mandatory companions, I blank out all the tactics, and set behavior to Cautious. I leave their weapons on, usually some armor too. The reason I leave the weapons on is for some reason the Cautious behavior doesn't work quite right if they have no weapons. They are not supposed to fight back, and don't if they have weapons. But if they have no weapons, they seem to try to punch the enemies if attacked. I try to place them on Hold somewhere where they will not be seen. This is a problem when there is a cutscene and I can't control getting dropped into combat, as you sometimes have to try to run the companions away and draw all the aggro quickly so they don't take damage. I know that many of the soloers in the past just set them to passive and hold, and didn't care so much if they got hit or killed, so long as they didn't contribute to damage. I suppose it is all personal preference. It is possible to remove party with console, but the command I know technically removes them from being available, and I am not sure how that affects mandatory plot bits. So I haven't tried it.
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Jan 25, 2020 19:06:39 GMT
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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 Jan 24, 2020 19:54:33 GMT
In that case, I suppose I would not install the bug fixes, except maybe for some unobtainable items, as you mention. I noticed that Dain must have uploaded a newer version of his fixes, which has more things changed. Or at least he seems to be replacing more and more of the DA Rules Fixpack fixes. Read more about those two mods + comments. People write all the time about bugs here or there. In your game everything is fine? Or it is a matter of "read the description carefully" in comments? For present 2h solo will do as you wrote (elven boots fix) + some other solos if have time, but in general still interested. Right, but after redoing the origin with the 5 creation points into strength, I think that build is probably better. I continued that one a bit into Korcari Wilds. have you ever played more dex SnS warrior? Or tried it only in Origin? Ask since you redone with strength build and continued strength build. And wrote more thoughts about it further. But actually do you have anything to compare with in practice or you only think it is better since it is working well? For mandatory companions, I blank out all the tactics, and set behavior to Cautious. I leave their weapons on, usually some armor too. The reason I leave the weapons on is for some reason the Cautious behavior doesn't work quite right if they have no weapons. They are not supposed to fight back, and don't if they have weapons. But if they have no weapons, they seem to try to punch the enemies if attacked. wrote about it in PT further. I use movement keys bound on WASD like for a normal shooter, so that is how I get around instead of clicking and probably helps. Aha, only I also use it all the time actually. Everywhere. Still did not help for me. (Note: it is from an older post about Uldred battle, just fotgot to mention it). no-pot-2h-replay-dwarf Korcari WildsWeapons in use: Maul (bought in Ostagar, before had tier 1 with a bit lower stats) Greay Iron Tier 2 Dmg - 9.90 Crit chance 0.55 AP - 8.05 SM - 1.25 Balanced GreatSword (found in Origin) Iron Tier 1 Dmg - 11 Crit chance 1.50 AP - 3 SM - 1.10 Chasind Flatblade (GS) Grey Iron Tier 2 Dmg - 12.10 Crit chance 1.65 AP - 3.45 % SM - 1.10 +1 melee critical chance +1 armor penetration Chasind Crusher Maul Iron Tier 1 Dmg - 9 Crit chance 0.50 AP - 7 % SM - 1.25 Bonus + 3 % crit chance Penalty -5 attack Weapon comparison with Gazarath. Tbh it was not what I expected to do. Anyway results + some thoughts + some info: - tons of reloads; - no salves left at all (rock salve only made things worse); - again will mention a matter of luck: sometimes he just spammed fire/slam/leap/all of it in a row all the time, sometimes resisted PS all the time, sometimes it was something inbetween; - the main thing was PS ability then make damage; - my tactics: run around waiting for PS CD + PS + simple hits; if had a chance used Sunder and MB; Inbomitable is off for more STA; - the problem: when use PS he as well make damage to you (but sometimes he missed or I interrupted his slam/leap or whatever), then you just act assessing the situation. So the description of the battle: if you are lucky - you will be the first to kill him, everything depended on damage/hits/crits/misses/spams/etc. - made many "ramming" tests out of curiosity to watch the numbers from weapons, used all abilities I had + simple hits (knew will die but just was interesting): the best numbers got from those 2 Mauls. Flatblade was good, just numbers are lower and died quicker. Now, I cheated imo. Do not know can it be called cheating in this exact PT but what happened: - weapons here meant nothing at all; - I used that tactics and always managed to get rid of only about 1/4 of his health bar. Always; - changed the belt to + 1 const and all of a sudden managed to get rid of more that a half of his health; - made another ton of reloads trying to kill him; Conclusion: GW with my tactics at least and a matter of luck again just did not have enough health to endure the rest of the battle. Then I used respec mod and put more point to cont. Damage was a little bit lower (needed at least 20 strength for armor and weapon). After about 10 attempts with more health killed him (different weapons, did not matter at all again). Since I felt very bad and guilty and still feel very bad and guilty as think it is sort of cheat (I already put points, had build, but used respec mod to kill one enemy as w/o enough health my tactics did not work), I reload old save with old build: another ton of reloads trying to kill him with the same result - still got rid only of 1/4 of his health. FOR NOW (about Gazarath): - spent 2 days for him with million of reloads; - maybe my tactics did not work, but I could not think of something else for him; - weapons with him did not matter at all - the same result in the end - dead; - will leave save just in case, maybe later will try again and will be lucky to spend another million of reloads for him; - still feel very bad and guilty that had to respec in order to kill him, like cheating for me. Do not know. capn233 , what was your strategy to kill Gazatath? Maybe I just screwed up with tactics or build?
Will continue with the old strength build of course.
------ Comparison of those 4 weapons in general in KW battles: - all the time used the Maul (Chasind Maul got in the end only); - a couple of times Balanced Greatsword (damage is low, so put it aside, useless); - switched to the Chasind Flatblade first, but started to die a lot, thus switched back to the Maul; - the final battle before meeting Morrigan - the Chasind Crucher Maul (took it because of the test above - got best numbrers, though a simple Maul tier 2 was also good). Conslusion from KW did not changed opinion about AP (at least for now): - a simple Maule with no bonuses/slower swing/damage, but higher AP was better than a Chasind Flatblade with higher damage/faster attack/ but lower AP - better in a way I had higher damage all the time. I do not say Chasind Flatblade was bad - still a good sword, nice damage. Only Mauls are still better as tests show. ------ A couple of things more: - did not put point into "Precise Striking", but hit very often. Strange - considering I used Maul almost all the time; - had MB - out of curiosity, when situations were not dangerous, managed to use it: direct hits all the time but 2 (what also surprised me), damage about 35 (lvl 3)-45 (lvl 4); checked with Maul + some MBs with Crusher + once Flatblade; - at lvl 4 took Stunning Blows passive (thought it could help): never saw it working for some unknown fo me reason (3 battles were left to check starting with a bridge + Gazarath + before Morrigan). It actually always works, but never noticed from what lvl exactly. Turns out SBs Parrive for some reason does not work now even if taken? The same thing was with PSs Sustained ability - I mentioned that it started working and helping only from lvl 8 in the Circle, but before that only harmed in battled (but at the same time you wrote that in your case it is helping and almost always on). Strange. ------ Another thing (do not know if it is even useful at all, just an observation to which before this 2h solo did not pay attention): there are 2 attack animations for 2 h: 1) from above to the ground; 2) from left/right to another lower left/right/ Noticed that in case N1 hits 100 %. Never-ever missed. In case N2 hits about a little bit less than 50 %. And more oftern I saw attack animation N2. ------ Also checked companions behavior since asked you about it and you wrote a lot: - did as you had written: some armor + causion. - on purpose made situations where enemies attacked them and I just stood and watched or tried to draw attention to me. The result: weapon or no - before Gazarath they still did nothing, not a single punch. After him started doing what you said. Gave them weapons and all was fine. Thanks for the tips.  All for now.
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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 Jan 25, 2020 0:55:30 GMT
Read more about those two mods + comments. People write all the time about bugs here or there. In your game everything is fine? Or it is a matter of "read the description carefully" in comments? For present 2h solo will do as you wrote (elven boots fix) + some other solos if have time, but in general still interested. I have an old version of Dain's, it looks like he expanded it and it is supposed to outright replace DA Rules Fixpack. Anyway, I don't think I have noticed many or any bugs that came from these mods. There is one issue that I can think of though. The fix for "Weakens Nearby Darkspawn" applies the debuff for the enchantment as was intended. The problem with that is that in some areas or fights were there are lot of darkspawn, it can drop the framerate. So I think I ended up leaving that uninstalled. Other than that, usually the only issues I have in this game are when it might crash to desktop, but that is I think a base game issue with some spells / combos and their graphics. I haven't played the dexterity based one further than the origin. I know that shield talents will be weaker with it than more in strength though. The bit about High Dragon comes from knowing that it is useful to be able to use an activated damage ability in melee rather than auto-attack, as the former can prevent you from being kicked as they often work from slightly further range then an auto-attack. I made some DPS calculations for T2 Flatblade vs T2 Crusher but not against T1 Crusher. For that Crusher is ahead against low defense targets with 5 armor or more. It switches if target has higher defense. In my run I was a Human Noble. The reason this matters is because that origin has a lot of XP, so I was able to get to Level 5 before Gazarath by returning the vials of darkspawn blood to Duncan before I picked up the treaties. The reason this matters is that the more strength you have, the more likely it is that Gazarath fails the resistance check and Pommel works. I can take a look at the save to see what gear, but I know it was Flatblade as the weapon. I think I just had Alistair's Splintmail, but had Hardy's Belt (from stealing it). The way I did it was somewhat similar to what you are saying. I used Pommel Strike on him to draw him away from the mandatory companions. Then I ran down the hill to the row of spikes (pickets or whatever they are) near the bridge. I ran a circle around them while Pommel and Sunder Arms were on cooldown, and so stamina could go up to 46 so I could use both. If you do it right, sometimes Gazarath gets hung up making a turn and so you can gain distance from him. If Pommel Strike failed, I had to run immediately away, or else he uses one of his special moves. You practically have to avoid all of them to kill him before you run out of health. Getting hit with Flame Blast basically means you won't win. It took a while before I was able to do it well enough to beat him. I can't remember if I used Precise Striking or not, but it was possible if Pommel worked to get in both Sunder Arms and an animation canceled melee. On a related note, my DN SnS strength character I mentioned got to him last night, and I tried to do similar tactics but using shield bash. The problem is that at Level 4 I did not have enough strength, and Shield Bash was not very reliable for knockdown on him. On top of that, damage was bad with Ser Garlen's sword. I know from an old solo guide that Level 5 HN SnS can beat him with that basic tactic, but using DLC gear. I am not sure with base game gear it will be doable as damage output per hit.
**edit:
Loaded the save at Level 5. HN - 32 Str.
Thane Helmet T2 Splintmail gloves, chest, boots (from Alistair). Mud Idol (cold resist) Hardy's Belt (+1 con) T2 Chasind Flatblade
I didn't run Precise Striking here because I didn't have it. Took Powerful (+25 health) at this level.
Mentioned what I did above. But there is also a much easier way to beat him that is more like a positioning exploit than cheating. If you draw him off, you can run back towards the two statues, where you fight the wolves. If you go near some objects along the way, Gazarath probably will get slowed down trying to go around them. Even if you don't, he probably can't completely kill you. So when you get to the statues, go behind the chest. Gazarath can't get to you, and you can just switch to a bow and kill him. Sort of similar to the "easy tower ogre" method. If there were more high defense enemies, Flatblade would look a little better. I imagine it out-DPS the mauls against any of the Hurlocks with shields in Korcari. I do not know their exact defense though, but it is higher than the ones with just one sword. With everything into strength, you have good attack, and most of the enemies in Korcari don't have much defense rating. Although I think some of the Genlock Rogues and the Hurlocks with shields have a little more. Mighty Blow has a +10 Attack bonus when it is executed. Critical Strike has +5. So they should hit slightly more often then auto-attacks against the same enemy. Stunning Blows only works on critical hits. So first you have to get a critical hit, and then you have 50% chance. So basically chance of stun is half of your critical chance. Mighty Blow is always a critical if it hits, so it should have half a chance to stun. Precise Striking, right? Besides +10 attack, it also improves your critical chance, with a bonus that increases per level. At low level the attack bonus can be nice. At higher level, the critical chance bonus starts to be pretty significant. Yeah, this sounds right. Yeah I don't know. I had tried them without weapons in the DN origin, and they would punch at the mercs. It is supposed to be that they don't fight back in melee regardless, so it is probably a glitch from something.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights
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Post by Sonya on Jan 25, 2020 9:59:26 GMT
Anyway, I don't think I have noticed many or any bugs that came from these mods. There is one issue that I can think of though. thanks fot the info. With everything into strength, you have good attack, and most of the enemies in Korcari don't have much defense rating. Although I think some of the Genlock Rogues and the Hurlocks with shields have a little more. I meant I usually missed like crazy at those lvls, even if strength was 30 (like I had and have now). So defence or no on enemies, it mattered nothing in previous runs, only now, with the same strength (30) hits almost all the time. (It doesn't mean I did not miss at all. In comparioson with previous runs with the same everything else often hits were noticable w/o counting them.) Mighty Blow has a +10 Attack bonus when it is executed. Critical Strike has +5. So they should hit slightly more often then auto-attacks against the same enemy. "Slightly more often" is not the same as "almost all the time". Again the same thing: very often hits in comparison with previous PTs, thus as you mention, more often hits. But not almost every time. That is why mentioned those two things as "strange". Mighty Blow has a +10 Attack bonus when it is executed. Stunning Blows only works on critical hits. how do you know that? The game description says nothing of these two things ------ Alright, than. That makes no sense in my preesent PT. SBs - only crits MB is only a crit according to the description in the game. My MBs all the time in KW, so it means crits all the time. But SBs did not work (and still do not work - in he beginning of the tower now, lvl 5)
------ Besides +10 attack, it also improves your critical chance, with a bonus that increases per level. At low level the attack bonus can be nice. At higher level, the critical chance bonus starts to be pretty significant. hmm, I mentioned it more (in that previuos post, with the above one it seems clear) in a way you did not mind slower attack and managed to survive somehow with slower attack on lower lvl (as I had written), as had written you used it even early in the game (turn on and off). I tried it in the same way, but it did more harm for me until lvl 8. Spent too much time for Gazarath that already write some stupid and obvious things not worth mentioning? it is probably a glitch from something probably. Companions in the Tower now started to fight back even with weapons from time to time (+ 1 such case with Gazarath in KW). I made some DPS calculations for T2 Flatblade vs T2 Crusher but not against T1 Crusher. For that Crusher is ahead against low defense targets with 5 armor or more. It switches if target has higher defense. If there were more high defense enemies, Flatblade would look a little better. I imagine it out-DPS the mauls against any of the Hurlocks with shields in Korcari. I do not know their exact defense though, but it is higher than the ones with just one sword. yeah, good to be from the same native-speaking group... In those cases you mean Flatblade looked better as DPS better other than the Maul's? And thus no matter enemy stats in general Flatblade still would look better because of DPS? On a related note, my DN SnS strength character I mentioned got to him last night, and I tried to do similar tactics but using shield bash. The problem is that at Level 4 I did not have enough strength, and Shield Bash was not very reliable for knockdown on him. On top of that, damage was bad with Ser Garlen's sword. you continue your SnS run? no-pots? Aha, thanks. The thing is that with a "fair" fights (abilities from time to time from both sides), it is OK. But when real spamming starts - no reason to continue. Only because of my stupid stubborness I had those milion reloads only just to see how many fair fights I might have and how many times the game itself let Gazarath cheat in every possible way. In part in hope to figure out something useful. I was just interested even it makes no sense - spamming is spamming, what does it matter how many and in what ways anyway. In normal fights Gazarath did not resist PS (only several times); but yeah, if he used fire even once even in the beginning of that normal fight - it always ened up in death.
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1,669
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1,315
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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 Jan 25, 2020 11:05:49 GMT
Alright. Now in the Tower, lvl 5.
MBs are still all the time. SBs started to work - always with MBs.
The question is why SBs did not work in KW with MBs? Never.
------
Out of curiosity.
How often finishng animation got you killed during solos?
It looks fine and well, but during that animation I am not invincible and still get punches from enemies loosing my health.
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1,669
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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 Jan 25, 2020 14:35:17 GMT
The Tower of Ishal lvl 5 - a lot of darkspawn with similar battles + some difficulties here and there, so just used weapons to check numbers. - Chasin Maul + Maul tier 2 + Flatblade + a Battleaxe you get from Hurlock Alpha before entering the Tower (wanted to check crits as usually do not use BA) Darkspawn Battleaxe Grey Iron Tier 2 Dmg - 11 Crit chance -3.30 AP - 3.45 SM - 1.10 +0.5 melee critical chance -1 dex Used different weapons everywhere. Second floor: compared with 2 reloads the whole battle BattleAxe and Chasind Maul - as BA has the higherst crit chance wanted to check that stat. Battle Axe was not bad at all: - MBs - ab 45-50 all the time (with other weapons never had close to 50 crits); - Sunder + hits ab 30-35; - several times had crits with simple hits - ab 45-50; - on purpose used PS + simple hits to watch how often I'll get crits - on the second floor about 4-5 times; Chasid Maul still was good, but numbers are a little bit lower. Other weapons did not compare. The whole Third Floor decided to run with the Battlaxe: - slower? Yes; - but all other stats are as on the Second Floor + still crits with simple hits (also about 4-5 times). Question (there are calculations and formulas for those things): 4-5 crits from simple hits on the whole floor with that BA is high? Or still bad? Maybe pay more attention to BattleAxes as well.... I think will try to get not only Mauls (to check AP), but also Battleaxes (to check crits chances - did not payed attention tbh, now intrested in those crit chances). The Ogre- useless to check weapons at all as get hits all the time (saw a vid with a solo rogue long ago with lots of bombs/poisons/dodges/runnnings) - thus placed my GW near the left side of the entrance and used a bow while an Orge was standing in front of me. capn233 , did you try anything else but the bow with this Ogre? My attempts to do anything with melees failed all the time.
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1,707
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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 Jan 25, 2020 17:59:17 GMT
I meant I usually missed like crazy at those lvls, even if strength was 30 (like I had and have now). So defence or no on enemies, it mattered nothing in previous runs, only now, with the same strength (30) hits almost all the time. (It doesn't mean I did not miss at all. In comparioson with previous runs with the same everything else often hits were noticable w/o counting them.) Looking at my SnS in Korcari, the attack rating is only like 67 IIRC. %ChancetoHit = {Attack - Defense) + 54 Unforunately there is not a stat sheet for enemies that I am aware of, but they scale with level and rank. This makes theorycrafting against any one enemy hard. I suspect the defense on nightmare for these enemies is around the base class defenses, so ~45 for warrior. Against say 50 defense, I would only hit 71% of the time, and miss 29%. Early game the character sheet should be accurate for hit rate (it can be wrong late game). Sure, but if you average them over time, they won't hit all the time. But it does depend on current attack rating and enemy defense rating. You can see this when you use Mighty Blow against more elite enemies and it whiffs. So level 7 human 2H without gear bonus using T2 Flatblade should have about 76 attack. Against the 50 defense, I have an 80% chance to hit, or if I use Mighty Blow, it is 90%. Or if I use Mighty Blow with Precise Striking active, it is 100%. If enemy has 70 defense, then it is only 60% chance to hit, or Mighty Blow will only hit 70% of the time. If Mighty Blow used with Precise Striking on, it has 80% chance. I don't know if I am misunderstanding some of the point or not, but that is how the attack chance should be working. But like I said the thing that I do not know is defense of any given enemy necessarily. From the wiki and old discussions. Stunning Blows here. ------ I will take some time later to go back and look if that was bugged, but it was supposed to be each crit has 50% chance to stun. It only affects auto attack swing, talent speed is not changed. I animation cancel all my auto-attacks, so the speed difference is smaller for me. No, I mean your observation is probably right that the maul is better against more real enemies you face, except maybe some elites with high defense. Yes, but I only did through Korcari. Then I did the "dex" character, but he had some in strength so had 20Str and 20 Dex at Level 3 after getting to Ostagar, to equip armor and Ser Garlen's. Then +3 dex at Level 4. He was about the same against most enemies, also bad against Gazarath. Yeah, I sometimes paused right after pommel to try and see if it worked, and give more chance to run. But it is tedious. Alright. Now in the Tower, lvl 5. MBs are still all the time. SBs started to work - always with MBs. The question is why SBs did not work in KW with MBs? Never. Maybe just bad luck with the RNG ------ Yeah it is very annoying if this happens. I don't remember quite how often. The Tower of Ishal lvl 5 - a lot of darkspawn with similar battles + some difficulties here and there, so just used weapons to check numbers. - Chasin Maul + Maul tier 2 + Flatblade + a Battleaxe you get from Hurlock Alpha before entering the Tower (wanted to check crits as usually do not use BA) Darkspawn Battleaxe Grey Iron Tier 2 Dmg - 11 Crit chance -3.30 AP - 3.45 SM - 1.10 +0.5 melee critical chance -1 dex Used different weapons everywhere. Second floor: compared with 2 reloads the whole battle BattleAxe and Chasind Maul - as BA has the higherst crit chance wanted to check that stat. Battle Axe was not bad at all: - MBs - ab 45-50 all the time (with other weapons never had close to 50 crits); - Sunder + hits ab 30-35; - several times had crits with simple hits - ab 45-50; - on purpose used PS + simple hits to watch how often I'll get crits - on the second floor about 4-5 times; Chasid Maul still was good, but numbers are a little bit lower. Other weapons did not compare. The whole Third Floor decided to run with the Battlaxe: - slower? Yes; - but all other stats are as on the Second Floor + still crits with simple hits (also about 4-5 times). Question (there are calculations and formulas for those things): 4-5 crits from simple hits on the whole floor with that BA is high? Or still bad? In base game, the base critical chance is bugged and is 0% for the Warden. So you probably have very low chance. Precise Striking is practically the only thing that can give much at this stage of the game (no great gear), but the bonus at low level is also low. If you can get critical damage up, the axes can be good. I could not beat him in melee with regular game gear. I could only beat him in melee with a better weapon (like Cleaver). The problem is stun length is too low with forced 3 companions, and also damage is too low relative to your health and no regen. With DLC items, it actually isn't too hard, just a little tedious. I am not sure it can be done with vanilla game gear on 2H.
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Jan 25, 2020 19:06:39 GMT
1,669
Sonya
1,315
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 Jan 25, 2020 18:47:26 GMT
Many calculations. Tanhks. From the wiki and old discussions. Stunning Blows here. of course, wiki. Need to look into it more often not to ask obvious questions. Good. I animation cancel all my auto-attacks, so the speed difference is smaller for me. understood than. No, I mean your observation is probably right that the maul is better against more real enemies you face, except maybe some elites with high defense I see. Yes, but I only did through Korcari. Then I did the "dex" character, but he had some in strength so had 20Str and 20 Dex at Level 20 to equip armor and Ser Garlen's. Then +3 dex at Level 4. He was about the same against most enemies, also bad against Gazarath. the same? Maybe the real difference will be seen later. In base game, the base critical chance is bugged and is 0% for the Warden. So you probably have very low chance. Precise Striking is practically the only thing that can give much at this stage of the game (no great gear), but the bonus at low level is also low. I used it with PS on as well - the same thing. 0% means - nothing. How can it be "probably low" if it is 0% with pure GW w/o anyting crit-giving. I could not beat him in melee with regular game gear. I could only beat him in melee with a better weapon (like Cleaver). The problem is stun length is too low with forced 3 companions, and also damage is too low relative to your health and no regen. With DLC items, it actually isn't too hard, just a little tedious. I am not sure it can be done with vanilla game gear on 2H. thank you.
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Sept 25, 2023 22:32:51 GMT
2,701
capn233
1,707
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jan 25, 2020 20:45:13 GMT
No, I mean your observation is probably right that the maul is better against more real enemies you face, except maybe some elites with high defense I see. To be more definitive, I would need to run more calculations for different combos of defense and armor, but I think generally this will work out for any "all strength" character in the early parts of the game. I had bad typing above, I mean the character had 20 Str and 20 Dex at Level 3 after getting to Ostagar so he could use items with 20 Str requirement. Then I added 3 dex at Level 4. Will edit. The drop in damage from lower strength was noticeable, as was the slight drop in chance to stun or knock down with Shield Bash. But the extra defense, at least when combined with Shield Defense, and ability to use Davith's Longbow when needed makes up for it. Other difference was that I took Powerful instead of Overpower, since I didn't have enough strength, and the +25HP also helped make the second guy more durable. Ser Garlen's sword did ~15 dmg per hit or so with the second build, but it did nearly 20 per hit with all in strength. Since neither build seemed like it was going to pass Gazarath in melee using only vanilla items, I don't think one is better than the other yet. Defensively, I could see good results at the end stacking Chasind robes and Thane Helmet for even more defense when fighting the Hurlock elite at the end of the mission. But defense didn't really help enough against Gazarath, since he just hit me harder when he did hit as I had less armor. Probably by level 12, a dex biased build should have enough defense to make a lot of fights pretty easy. Maybe I will continue it, but I don't really know how much I want to do no health. -20% Damage from my fix with Shield Wall makes me sad.  I was also starting to think of something more absurd though, which is a Dalish Elf Rogue using weapon and shield despite no training, but having the rogue talents. You would be able to use Dirty Fighting all game, which does not work via resistance check. At high dex (mixed with cunning maybe for Bard), the shield talents would have low chance to succeed late game anyway. But it might be kind of boring just auto-attacking and using Dirty Fighting. 0% base, the weapons all have a critical chance, so if you have a weapon it isn't 0 any more. If you have an ability that forces crits, the actual chance also does not apply. Yeah so it is basically a choice between whether you want to beat him in melee using DLC gear, or beat him out of melee without using it (aka bow and barrel trick). Another thing though, dwarf noble can have a lot more gold than HN at this stage of the game, so I might need to run this with DN 2H and see if I can beat it with some bought weapon. Magic Greatsword might work, but it was probably made unobtainable because the stats are very good for this stage. Although Dragonbone cleaver is much better than that.
edit: Loaded my L6 save in the tower with HN (first floor), and wasted some time with Magic Greatsword: it isn't going to work most likely. Really Cleaver isn't a necessity, probably the only item needed to do him no pots melee 2H is Dalish Promise Ring, in which case it is more about patience. If Stunning Blows worked on every crit, this would probably be completely different. Even so, Mighty Blow will miss him even at 101 attack from time to time (81+10+10). Without regen at all, Cleaver + Battledress + Lion's Paw is going to be pretty safe bet, but even my attack rolls at 103 attack with MB missed a time or so. **** All right, fought ogre with: Thane Helmet T2 Splintmail Set Hardy's Belt Warden's Oath Dalish Promise Ring T2 Chasind Flatblade It did come down to patience, I don't know how many times I ran around the room. Mighty Blow outright missed twice. Seemed like I had bad luck with stuns too. Really I could have been naked or ran Chasind Robes for this. Kept Precise Striking active. Mighty Blow then Sunder Arms if stunned, otherwise run as soon as MB hits (or misses). I don't think I was able to use Critical Strike here... not enough stamina with PS on and without stamina bonuses (like you can get from Cleaver or Battledress or whatever). Oh one more thing, I did use 'runscript zz_dropparty' so I didn't have any companions in here. Actually I did that at my prior save, and it skipped the other cutscenes in the tower, but still played the one before the Ogre.
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Jan 25, 2020 19:06:39 GMT
1,669
Sonya
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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 Jan 26, 2020 10:54:15 GMT
To be more definitive, I would need to run more calculations for different combos of defense and armor, but I think generally this will work out for any "all strength" character in the early parts of the game. you make calculations using calculation from wiki keeping all knowledge in your head about how what works/stats etc? What about bugs? They are not all written, say, in wiki. Or a mattr of luck? Those things can spoil calculations, and not just a little. Does not it bother you? 0% base, the weapons all have a critical chance, so if you have a weapon it isn't 0 any more. If you have an ability that forces crits, the actual chance also does not apply. these two phrases in one sentence conncected with "and" confused me In base game, the base critical chance is bugged and is 0% Thus the question. Than what do you mean "crit chance is bugged"? Like the thing I wrote when decided to run around in the tower with the Battleaxe with PSs on, but got the same results with crits as if PSs off? The drop in damage from lower strength was noticeable what is "noticable" for you? Difference in 10 ponits for the beginning of he game fits that notion? (Like aprxx I had after respec Gazarath battle). chance to stun or knock down with Shield Bash yes, after respec PS worked noticeably less. But it is an ability matter here. defense didn't really help enough against Gazarath, since he just hit me harder when he did hit as I had less armor. that moment I remember clearly and it is really noticable (like when I switched for Hardy's Belt + 1 cont, the stolen one). Maybe I will continue it, Let's hope. And this statement of yours Maybe I will continue it, but I don't really know how much I want to do no health. -20% Damage from my fix with Shield Wall makes me sad. me as well, only if I start thinkining of that as another trial (further destiny of such GW build is another matter: survivability, damage, dodge etc), it doesnt sound so sad at all actually. But people differ. I was also starting to think of something more absurd though, which is a Dalish Elf Rogue using weapon and shield despite no training, but having the rogue talents. You would be able to use Dirty Fighting all game, which does not work via resistance check. At high dex (mixed with cunning maybe for Bard), the shield talents would have low chance to succeed late game anyway. But it might be kind of boring just auto-attacking and using Dirty Fighting. using mods? I saw several such combining different talents. If yes (maybe there is another way, I know nothing of), I wanted to try (as I always want to try something interesting), but was afraid it could break the game/numbers/ change things I needed to stay defaul etc (considering my experience with mods). Just remember e.g. tha last DA2-style-combat-mod - thing in my PT. tired of reinstalling the broken game just because I decided to use an interesting mod. Can stop me, for a while at least. Yeah so it is basically a choice between whether you want to beat him in melee using DLC gear, or beat him out of melee without using it (aka bow and barrel trick). yes. Or a matter of stabborness. Plus patience as you have written.
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Jan 25, 2020 19:06:39 GMT
1,669
Sonya
1,315
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 Jan 26, 2020 15:34:58 GMT
How did you pass Dog encounter + bandits on the road as solo? As HN there was no Dog, but e.g. as DW Dalish warrior at least (did not find info in your PT descritiond as DW Warrior).
Fow now if there is a bunch of enemies which I can't lure - they attack me all at once and I am dead. Had poison + 1 bomb - useless anyway. Poison did not work at all (bad luck), SBs did not work again (bad luck). Tried to reload the game - for now the same things: bad luck + see no way how to pass Dog encounder as solo anyway.
Bandits: can lure them but if there are 3 of them at least - dead. ANd there is always 3 of them when I lure them (leader, 2h + DW warrior). Archer stayed away at least.
I know it is enough to kill a leader to have a dialogue and more money, but then what? Let them go and try to kill later with that simple armor set from bandit leader + maybe with better weapon? How did you write back there? Such things make me sad. Turns out some quests (even which seem simple) can't be passed as no-pot -solo. Already imagine I won't be able to get Leliana with "all-dead- end" - that means less exp.
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Sept 25, 2023 22:32:51 GMT
2,701
capn233
1,707
August 2016
capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on Jan 26, 2020 19:36:26 GMT
you make calculations using calculation from wiki keeping all knowledge in your head about how what works/stats etc? What about bugs? They are not all written, say, in wiki. Or a mattr of luck? Those things can spoil calculations, and not just a little. Does not it bother you? I have a dps spreadsheet that dainbramage made. Also there is a mod called Detailed Tooltips that shows more information about things in the game when you hover over them. For this particular comparison, pulled the 2H warrior comparison, adjust the stats for Level 7, switch the weapon stats from Starfang and CGM to Flatblade and Crusher, and then do some work to modify formulas and calculate at other armor ratings and defense. I had to look up what it was doing for armor exactly, since I had forgotten. Actual value for any attack roll varies slightly, where it is minimum of 70% the rating, max 100% the rating. Uses a random function, but the point is that on average attacking something with 5 armor really works out to 4.25 average armor. As far as bugs go, I do not think there are so many to affect damage, critical damage, DPS, etc. More affect abilities, and so not really calculating things like stun chance or whatever. I don't take the numbers to be the absolute truth necessarily, but it works well enough if you want to compare what happens if you change some attributes from Strength to Cunning, or switch gear. A naked player with no gear and no weapon should have 3% critical chance (I think I wrote 4 above, but I will correct). Which is the same as enemies and companions. There is a bug that this chance is not applied for the player, so you start at 0%. Equipping Chasind Flatblade, I get +1.65% critical chance. Turning on Precise Striking I get a level dependent critical bonus. At level 5 or 6 in Ishal it will only be ~5%.* If I do not have a fix for base critical chance, then my total melee critical chance should only be 6.65%. If I have the bug fix, it is 9.65%. * bonus critical chance from Precise Striking = 2.5 + 0.5*PlaverLevel As for whether or not this is noticeable, I suppose it depends on how many hits you look at over time. Garlen's sword was doing more like mid-teens damage per hit instead of near 20. So ~4 or 5 dmg per hit, and that was noticeable. Actually the drop in damage from lack of strength is enough that in Ishal last night on this guy, I ended up using Enchanted Dagger instead of a sword (since dexterity improves dagger damage). It hit for similar damage, but with more hits over time. This is part of why I am resistant to playing dex SnS for much of the game. As dexterity grows, but strength remains low, the chance to stun from Pummel, or knock down with Bash gets lower and lower. In Ishal at Level 5 or 6 where the loss is ~9-12 points, it becomes very noticeable against elites. More at the end. I did through Ishal last night with no health pots, after getting to 20 strength, it has been points into dexterity only. Since I could not get Overpower, I had started on the last shield line. In retrospect, I thought that the more sensible thing would have actually been to start and get the first line of Archery such that Master Archer would be obtained by Level 9 or 10, which is where the Uldred fight would be, making it fairly simple. This obviously wouldn't be a pure SnS any more, but really for the best shield experience you need more strength. Really all of the melee weapon styles go off of strength for resistance checks (DW has one check vs cunning - Riposte). It would have to be a mod to combine trees, but no I was actually speculating about using weapon and shield without the shield talents since they would get weak anyway. DPS would be ok just because of attack speed, but it doesn't make much sense to do it outside of novelty. I was trying to see if I could get a "lucky" run with just vanilla game items yesterday. That is a streak of stuns better than 50% enough to beat him. But it just didn't happen. If anything, luck trended the other way. I was even just reloading if the first Mighty Blow did not stun.  Maybe I will put some more effort into figuring out if this is plausible without any health regen using only normal game items. But I am not optimistic, even using DN origin with the +25gold from the bribe. Grenades can help a bit, and you can buy the quartermaster's stock twice. I try to save at least one Fire Bomb and some others, which works decently, and maybe another grenade. You can't control Dog, so he always is taking aggro and helping. Really I think the grenade and maybe a deathroot poison. Most of the time it seems two grenades kills or weakens enough that you can beat them. The "toll collector" bandits don't give out armor, unless I am misremembering. What I do in solo is intimidate them first so that I can get his "donation" and go into Lothering. That is helpful because you can then use the party picker and remove Dog, Alistair and Morrigan. After that, if you go back up you can fight them either by talking to them, or looting one of their crates. It is possible to run very far away if need be, which will stretch them out, and you can find a corner to fight them where only one can get to you at a time. For the "Bandits Everywhere" quest, I don't think there is dialogue. For most of that quest, you pretty much have to break up the groups into smaller ones via whatever luring method and position you like, then fight them, and maybe drop out of combat to heal. For the last bit, I am not sure if it is possible to get the 2H by himself, I think that like you say the DW always follows. So you can try to run back towards one of the cottages or other places, or try to knock down the 2H and kill the DW as fast as possible. Deathroot is helpful here again. I suppose it depends on the rules or definition. I don't mind using a bow if necessary. Also in something with mandatory non-controllable allies, I don't worry so much if they draw some aggro or do damage. For Leliana, if you don't mind her fighting with you, you can move to the kitchen and LOS them. Or you can just damage the leader as fast as possible and let him surrender. *** I don't have much more to say about the "dex" SnS guy. I did try Ser Garlen's sword vs Barbarian Mace vs Enchanted Dagger, and I think dagger worked best at 20 str and 26 dex. As far as the ogre went, my first two Pummels did nothing, the third actually did stun him. This was a problem because he hit me every time. With my poor damage from attacks, I wasn't going to spend a lot of effort beating him toe to toe, I was more interested in whether Shield Pummel would work at all at 20 str instead of 32. Ogre and Gazarath both sort of encapsulate the whole soloing thing. Many early game encounters are going to come down to exploits of one kind or another, the difference in power or just hit points, between enemy and player is too great. Some people thing luring, or even just standing in a corner where enemies all can't get you is like an exploit. There is something buried in the wiki by IN about soloing, and IN's own rules were quite a bit different. More about minimal gear, active talents, and no pots. So the type of challenge is different. Gazarath with SnS using Battledress and Blightblood. Ogre with 2H using Dalish Promise, and Cleaver.
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