inherit
861
0
Nov 14, 2019 14:57:04 GMT
2,489
deadlydwarf
1,321
August 2016
deadlydwarf
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by deadlydwarf on Feb 6, 2017 19:29:32 GMT
I've always focused on offense/defense slots versus utility slots. My thinking was giving a staff "barrio penetration" was more important than adding magic or willpower. I note with weapon schematics, however, that masterworks tend to do the opposite: focus on utility slots.
Generally, what works out better? Giving the warrior more strength? Or increasing guard penetration? Sunder? Etc.
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inherit
2703
0
2,011
Lazarillo
1,025
January 2017
lazarillo
Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, SWTOR
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Post by Lazarillo on Feb 6, 2017 19:34:09 GMT
Generally, an attribute will boost two fields, but you'll get half the effectiveness from the same number of mats. So if you have a schematic that gives 10 Cloth utilities, and one that gives 10 Cloth offense, then with a tier 1 item, you could get +10 Magic in the first, increasing your attack by 5% and barrier damage by 5%, or you could just get +10% to one or the other with the second. Which is better depends a bit on what you're looking for, and what your alternatives are, I'd say.
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inherit
✜ Forge Mechanic
352
0
Aug 30, 2023 16:01:17 GMT
6,256
PapaCharlie9
3,851
August 2016
papacharlie9
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
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Post by PapaCharlie9 on Feb 7, 2017 0:17:04 GMT
I've always focused on offense/defense slots versus utility slots. My thinking was giving a staff "barrio penetration" was more important than adding magic or willpower. I note with weapon schematics, however, that masterworks tend to do the opposite: focus on utility slots. Generally, what works out better? Giving the warrior more strength? Or increasing guard penetration? Sunder? Etc. Better for what? That's not a rhetorical question -- optimization needs a goal and there are many goals to go for in a warrior build. Increasing guard pen might be perfect for one build and a waste on another. In a very broad sense, here is an overall crafting priority. It just speaks to the benefit-per-unit-material ratio of each buff, not to what you should pick in all cases: 3% Flanking Dmg > 1.75% Attack > 3% Armor Pen > 1.75% Crit Chance = 1.75 Dexterity (rogue) >1.75 Willpower > 1.75 Magic (mage) = 1.75 Strength (warrior) > > 1.75 Cunning > 3% Crit Dmg > 3% Barrier Dmg > 3% Guard Dmg Note that that priority was created before the three content DLCs came out, so some items should move up and some move down, as new materials, schematics and gear were added. Armor Pen shouldn't be so high. Or better to say, Armor Pen is high priority for as long as your average damage is about the same as average enemy armor, which is just in the early game. Once you get to Skyhold, there are better options for the slots and Armor Pen should fall way down the list below Crit Dmg. If you are optimizing for damage, you want the buffs that have the fewest restrictions. Guard penetration doesn't do a thing for you if the enemy doesn't have guard. Likewise for Barrier Pen (unless you have Walk Softly enabled). That's why they are towards the end of the priority list. Attack and Crit/Crit are going to do so much more for your damage improvement than any kind of anti-protection bonus. All classes should invest in Attack and Crit/Crit to some extent. For a warrior, after Attack and Crit/Crit, go for max health. Max guard is calculated from max health, so you get 2-for-1 benefit on investing in max health. Then the rest is dependent on your play style. Are you more of an offensive style or defensive style player? DPS or tank? Choose buffs accordingly. If you need to choose between Utility and Offense crafting, first consider your resources. If you have a ton of mats that boost Strength, but few that boost Attack, go with Utility. If you've mats enough for everything, consider which schematic yields the highest combined offensive stats. If one schematic has 10 Utility slots and another has 6 Offense slots, all else being equal, use the 6 Offense, because +6% Attack is better than +5% Attack (Utility to Strength), even if the Utility schematic gives you +10% guard damage bonus, because the usefulness of that combat stat is low. Compare to a rogue optimizing for crit/crit damage. For a rogue, Utility for Dexterity is almost always the best choices, because you get +1% Crit Dam for ever +0.5% Attack. It's one of the best exchange ratios in crafting.
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inherit
861
0
Nov 14, 2019 14:57:04 GMT
2,489
deadlydwarf
1,321
August 2016
deadlydwarf
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by deadlydwarf on Feb 7, 2017 4:40:34 GMT
I've always focused on offense/defense slots versus utility slots. My thinking was giving a staff "barrio penetration" was more important than adding magic or willpower. I note with weapon schematics, however, that masterworks tend to do the opposite: focus on utility slots. Generally, what works out better? Giving the warrior more strength? Or increasing guard penetration? Sunder? Etc. Better for what? That's not a rhetorical question -- optimization needs a goal and there are many goals to go for in a warrior build. Increasing guard pen might be perfect for one build and a waste on another. In a very broad sense, here is an overall crafting priority. It just speaks to the benefit-per-unit-material ratio of each buff, not to what you should pick in all cases: 3% Flanking Dmg > 1.75% Attack > 3% Armor Pen > 1.75% Crit Chance = 1.75 Dexterity (rogue) >1.75 Willpower > 1.75 Magic (mage) = 1.75 Strength (warrior) > > 1.75 Cunning > 3% Crit Dmg > 3% Barrier Dmg > 3% Guard Dmg Note that that priority was created before the three content DLCs came out, so some items should move up and some move down, as new materials, schematics and gear were added. Armor Pen shouldn't be so high. Or better to say, Armor Pen is high priority for as long as your average damage is about the same as average enemy armor, which is just in the early game. Once you get to Skyhold, there are better options for the slots and Armor Pen should fall way down the list below Crit Dmg. If you are optimizing for damage, you want the buffs that have the fewest restrictions. Guard penetration doesn't do a thing for you if the enemy doesn't have guard. Likewise for Barrier Pen (unless you have Walk Softly enabled). That's why they are towards the end of the priority list. Attack and Crit/Crit are going to do so much more for your damage improvement than any kind of anti-protection bonus. All classes should invest in Attack and Crit/Crit to some extent. For a warrior, after Attack and Crit/Crit, go for max health. Max guard is calculated from max health, so you get 2-for-1 benefit on investing in max health. Then the rest is dependent on your play style. Are you more of an offensive style or defensive style player? DPS or tank? Choose buffs accordingly. If you need to choose between Utility and Offense crafting, first consider your resources. If you have a ton of mats that boost Strength, but few that boost Attack, go with Utility. If you've mats enough for everything, consider which schematic yields the highest combined offensive stats. If one schematic has 10 Utility slots and another has 6 Offense slots, all else being equal, use the 6 Offense, because +6% Attack is better than +5% Attack (Utility to Strength), even if the Utility schematic gives you +10% guard damage bonus, because the usefulness of that combat stat is low. Compare to a rogue optimizing for crit/crit damage. For a rogue, Utility for Dexterity is almost always the best choices, because you get +1% Crit Dam for ever +0.5% Attack. It's one of the best exchange ratios in crafting. Thanks. I definitely need to keep your chart handy. I've never really studied the equations behind the attributes and focused strictly on what sounded good by description.
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inherit
✜ Forge Mechanic
352
0
Aug 30, 2023 16:01:17 GMT
6,256
PapaCharlie9
3,851
August 2016
papacharlie9
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
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Post by PapaCharlie9 on Feb 7, 2017 19:21:03 GMT
Thanks. I definitely need to keep your chart handy. I've never really studied the equations behind the attributes and focused strictly on what sounded good by description. Here's an even simpler rule of thumb for each class: MageOffense: Attack, some Critical Chance Utility: Magic Defense: Max Health RogueUtility: Dexterity Offense: Attack, Critical Chance then Critical Damage Defense: Max Health WarriorOffense: Attack, some Critical Chance Defense: Max Health Utility: Strength NOTE: Gear, like the Ring of Doubt, or abilities, like Knife In The Shadows, can remove the need to buff Critical Chance.
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inherit
861
0
Nov 14, 2019 14:57:04 GMT
2,489
deadlydwarf
1,321
August 2016
deadlydwarf
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by deadlydwarf on Feb 8, 2017 22:51:36 GMT
Thanks. I definitely need to keep your chart handy. I've never really studied the equations behind the attributes and focused strictly on what sounded good by description. Here's an even simpler rule of thumb for each class: MageOffense: Attack, some Critical Chance Utility: Magic Defense: Max Health RogueUtility: Dexterity Offense: Attack, Critical Chance then Critical Damage Defense: Max Health WarriorOffense: Attack, some Critical Chance Defense: Max Health Utility: Strength NOTE: Gear, like the Ring of Doubt, or abilities, like Knife In The Shadows, can remove the need to buff Critical Chance. For armor, I do tend to try to maximize health when metal defensive armor slots are available. But what about when your defensive slots are for cloth or leather? An example of something I just crafted: the Keeper Robe for my elven mage. It has a cloth utility slot, a cloth defensive slot, and a leather defensive slot. Since we're dealing with a mage here, I thought the best attributes to get were: magic for the utility slot, magic defense for the cloth defensive slot, and ranged defense for the leather defensive slot. Alternatives? Use the cloth defensive slot for healing. Most leather defensive slots focus on elemental resistance which is too situation dependent, so "ranged defense" seemed the best option for leather. Oh, and I used the Fade-touched Obsidian for the special slot to give her hits on guard and harden an otherwise squishy mage. (I farm the FT Obsidian in that room in Redcliffe.)
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inherit
✜ Forge Mechanic
352
0
Aug 30, 2023 16:01:17 GMT
6,256
PapaCharlie9
3,851
August 2016
papacharlie9
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
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Post by PapaCharlie9 on Feb 9, 2017 2:53:26 GMT
Here's an even simpler rule of thumb for each class: MageOffense: Attack, some Critical Chance Utility: Magic Defense: Max Health RogueUtility: Dexterity Offense: Attack, Critical Chance then Critical Damage Defense: Max Health WarriorOffense: Attack, some Critical Chance Defense: Max Health Utility: Strength NOTE: Gear, like the Ring of Doubt, or abilities, like Knife In The Shadows, can remove the need to buff Critical Chance. For armor, I do tend to try to maximize health when metal defensive armor slots are available. But what about when your defensive slots are for cloth or leather? Make the best of what you're stuck with. If you have no choice, never hurts to have Cold Resistance or Sundered (leather) and Spirit/Magic Resistance or healing bonuses (cloth). Looks fine. Sometimes it's better to go for quantity, though. Like if you have a ton of Tier 2 cloth that gives healing bonus, that's better than using your last scraps of Tier 1 cloth that give a puny amount of magic resistance. Do you not have an AI controlled warrior in your party? If you do, it's more cost effective to give that AI warrior Horn of Valor/Fortifying Blast on AI Preferred. Then it will spam and give the whole party guard on hit without using up a Masterwork slot. It's not a huge deal, but when you start getting the really juicy Masterworks like Walking Bomb and Hidden Blades, you don't want to have the slot taken up by defense.
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