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papacharlie9
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
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Post by PapaCharlie9 on Aug 7, 2016 2:11:30 GMT
Veterans of the single-player (SP) campaign have become so desensitized to these known issues that we don't even think about them anymore, but for players who are coming to DAI for the first time, they are often a shock. Why not collect the accumulated wisdom of dozens of playthroughs and record them all in one place? Inspired by @maverick827 NOTE TO NEW PLAYERS: Don't be put off by the length of this list. You may get the impression that the game is riddled with bugs and a complete fail, but you would be mistaken. Trust us, it used to be a lot worse. A lot worse. For a game of this size, the outright game breaking bugs are at a minimum. Most of the problems are just annoying.. BUGSBroken into topic areas: General Gameplay, Active Abilities, Passive Abilities, Gear, Accessories, Upgrades General Gameplay Stand and do nothing bug: This is possibly the worst bug of the entire game. In combat, one or more of your AI-controlled party members will stand and do nothing for the entire combat. It's completely random and unpredictable, but does seem to be related to the number of AI driven objects on screen -- the more there are, the more likely the bug is to happen. Happens a lot in Descent mob battles, for example. Workaround: switch control to the affected character and do a single jump or ability. That seems to reset the AI. Bad targeting with Twin Fangs, Deathblow, Shield Bash and some others: If the target is anything other than a normal sized humanoid, your character can chase the target all over the place before finally landing a blow. Particularly annoying when you set up an attack in the flanking cone and after activating the ability, chase around the target until you are in front. No workaround. Weakened status on top of Shocked status turns into Sleeping status: This is mostly an issue for Rift Mages, who have passives that count on the Weakened state persisting. If your Rift Mage happens to use Storm abilities, or you have another mage that uses Storm abilities, you might run into this. Does not happen in the other order (Shocked on Weakened). Workaround is to exploit the Sleeping status for combos. Cullen locked out of War Table missions: In the Crows Operation Chain, the game allows you to do two conflicting missions, such as A Lead From the Crows and Word from Zevran Arainai, when you open the mission completion, the follow-up mission Evading the Crows will immediately activate with Cullen, with no countdown to completion, effectively removing Cullen from the Wart Table missions for the rest of the game. This is highly dependent on your world-state at the start of the game. If Zev is dead or off chasing the HoF, no problem. Running in place bug: Sometimes all characters are stuck in place. If trying to move, the animation plays but the character is stuck. Characters can act, but not move around. Fixed by saving/reloading, which often can't be done when it happens as it tends to happen during combat. It thankfully doesn't happen often. Rogue random blink bug: Sometimes, or rather in some locations, using an ability results in the player character teleporting away a bit from the location. I always play a DW Rogue, so it might only be connected to their abilities (Twin Fangs, Flank Attack etc.). Thankfully, it happens very seldom. Seems to happen mostly in the Hissing Wastes. Trapped after closing a darkspawn hole: Can occasionally be problematic. The problem? If a party member (or PC, if not the mage performing the act of securing the hole) is standing too close to the "activation" spot, when a mage engages it, they may get stuck behind the newly formed structure. Have had this happen in Valammar and Coracavus. No first Throne accessory: a bug that skips getting first throne accessory. It just grants you second accessory, making your throne look as it should with both, but the quest counts it as just one. Golden Nug pretty much solved this problem for those with multiple pts, but those on first run (or without completed collection on any pt) might be surprised. Judgment cutscene fail: After interacting with throne - you're stuck outside the cutscene. Or you go into infinite black screen loading. Workaround: load from earlier save. Combat graphics glitch/trap: Sometimes, usually when fighting a dragon, your character can get stuck in a graphics glitch. The screen flashes multiple colors, kind of like you are inside the dragon. Workaround: switch characters. No way to get free until the rest of the party kills the dragon. Inquisitor stuck after talking to Requisitions: Sometimes, the Inquisitor freezes and can't move after speaking to the Requisition officer at camp. This often happens in the Hissing Wastes. Workaround: reload from save or switch to another party member and do a random attack to unfreeze the Inquisitor. DoT vs Flanking bug: the 1 damage per tick thing is a general bug with DoT damage interacting incorrectly with flanking. Basically if the source of the DoT is in a flanking position and under normal conditions would have an effective flanking bonus greater than 0 (so flanking >0 if within 3 meters, >25 if not), DoT ticks deal 1 damage. Thrown objects fly away/physics glitch: Sometimes, instead of landing on the ground or on the intended target, a thrown objects, like a grenades or Elemental Mines, fly up into the sky, to get stuck in trees, walls, or clouds in the sky (stop at some altitude). Dialogue wheel options can't be selected: Rarely, perhaps by doing an Interact with some object just before a dialogue pops up, you can get stuck and not be able to select any dialogue options. If it is a soft lock dialogue you can walk away from, walking away clears the problem. If it is hard locked, there is no work around. Gain guard doesn't work on one or more characters: Confirmed on MP, not yet confirmed on SP. One or more characters do not gain guard when they are supposed to, due to Horn of Valor or Fade-Touched Masterwork or Katari intrinsic trait in MP. Lost max health/health bar loses vertical lines: After eliminating effects and gear, like Pact belts, that reduce max health, there is still a bug that can cause you to lose max health temporarily, as shown in the screenshots in the spoiler. The first shot shows only 3 vertical lines, the second shows 5 vertical lines. There is some evidence that the health loss happens when using a mount. Workaround: switch to a party member and mount/dismount, seems to clear it. Or, save, exit the game, restart the game, reload. Active Abilities Combat Roll/Coming Through upgrade: Does twice as much damage as listed (500% instead of 250%) with a small radius AoE. Energy Barrage glitch: resets Winter Stillness timer. Fade Step glitch: Sometimes (perhaps often with KE), your character will return to it's original position. Or, you will be able to do another Fade Step immediately after the first, no cooldown. NOTE: The free second casting may have to do with Flashpoint triggering if you have the Frost Step upgrade and do critical damage. Fire Mine with Flaming Array upgrade 1 damage glitch: When a Flaming Array mine is triggered, it sometimes only does 1 damage, even to a target that is vulnerable to fire damage. UPDATE: testing shows that the 1 damage bug arises from the same conditions as the DoT vs Flanking bug (see above). In other words, if you cast the array too close to the target while also in the flanking cone, you'll only get 1 damage. Flank Attack glitch: Rather often only the first part of Flank Attack works, resulting in the character only doing the first attack and not going into stealth if having the Skirmisher upgrade. Another Flank Attack glitch: If you have the Clinging Shadows upgrade to Stealth enabled and you start a Flank Attack with Skirmisher while you are still in Stealth, you will not continue to be in Stealth after the attack. This is because the timer for leaving Stealth imposed by Clinging Shadows is treated as more important that the Skirmisher effect. Workarounds: make sure you are not already in Stealth before doing Flank Attack, or, toggle the Stealth upgrade over to Lost In The Shadows if you intend to use Skirmisher for entering stealth. Stealth glitch: Sometimes a stealthed rogue remains stealthed after combat indefinitely; it's just a graphic glitch because opponents can see him, but other chars of the group dont follow close. Workaround: auto-attack thin air and this clears the visual glitch. Artificer's Elemental Mines One Shot upgrade happens randomly: Even when no upgrade is purchased, or the toggle is set to Throw Everything, sometimes an activation of Elemental Mines acts as if One Shot were enabled, and only one big mine is thrown. Artificer's Elemental Mines bug vs. big monsters: Giants and Great Bears do not trigger Elemental Mines when they step on or near them. Elemental Mines are triggered by High Dragons. Spike Traps and mage's Fire Mines are triggered by Giants and Great Bears and High Dragons, so it seems to be something specific about Elemental Mines. It's worth noting that Elemental Mines are not triggered by Arcane Horrors nor Wisps, but this is expected, since those monsters float above the ground. Wall of Ice costs 100 mana instead of 50: Happens whether Trespasser is installed or not. The spell can be cast if you have less than 100 mana and more than 50, but it will zero out your mana when the two-part cast is done. Workaround: none, however it appears that if the Sigil of the Great Bear is equipped, the total amount of mana deducted is only 50 -- the Sigil seems to fix the bug. Passive Abilities The label DISPUTED means some people complain that it doesn't work, others claim it works fine.
NOTE: The DISPUTED discrepancy could be due to the difference between using Tactical and not using Tactical. For example, Chaotic Focus seems to work as listed if not using Tactical, but if using Tactical the bonus may be smaller. Chaotic Focus: Full barrier doesn't give the damage bonus as specified for Flaming Array. Detailed explanation here, TL;DR the code mistakenly uses the last (instead of current) value of barrier from the last application of Chaotic Focus. Flaskmaster: Sometimes, the extra grenade/tonic is lost after fast traveling or changing zones. See Grenade/Tonic belts. Ice Armor: Glitch in your favor, the armor sometimes stays active indefinitely. Rejuvenating Barrier: Doesn't seem to benefit party members, only the caster. Simulacrum (DISPUTED): The necromancer just dies, no extra time. Stormbringer (DISPUTED): Doesn't seem to generate lightning bolts. Gear The Best Defense (Shield) blue glow: Equipping this shield can result in your character having a blue glow that is permanent, even in cutscenes, even when the shield is not equipped. Workaround: remove from inventory entirely (store in Storage chest) and save/reload. Accessories Grenade/Tonic belts: Sometimes, the extra grenade/tonic is lost after fast traveling or changing zones. See Flaskmaster passive. Master Belt of Focus: from JoH has no effect. Enhanced Ring of Sundering does not show up in Inventory: A ring that can be stored and retrieved from the Storage Chest does not show in the Inquisitor's inventory. See video. Upgrades Fade-Touched mats that proc Unbowed (e.g., FT Bloodstone) (DISPUTED): The ability Unbowed no longer exists, was replaced with Livid, so these mats now do nothing. However, some players have tested FT Volcanic Aurum and reported that Unbowed does bestow guard for nearby enemies. Walking Bomb Masterwork extended Damage over Time (DoT): At least for a DW rogue, possibly other classes, the duration of a Walking Bomb Masterwork proc is 10 seconds, 6 ticks, instead of the listed 5 seconds. Some of the damage per tick might be just 1 point, due to the DoT vs Flanking bug (see above). PLEASE SEE POST #2 FOR THE SECOND HALF OF THE LIST -- ANNOYANCESLAST UPDATE: 05-MAR-17 .
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
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Post by PapaCharlie9 on Aug 9, 2016 19:55:44 GMT
ANNOYANCES Insane aggro critters: If a critter like a fennec or a ram takes minor damage, particularly falling damage by -- I'm not kidding -- tripping over a small rock, they go aggro, which puts your entire party in combat mode. This is particularly annoying in the Hissing Wastes, which already takes forever to traverse at full speed, never mind at the slow combat speed. AI party members chase critters: This can sometimes happen if the party member AI is not set to "Follow Controlled", but can also happen for no apparent reason. Party will chase after some innocent ram while a mob of demons is clawing your PC to pieces. Pathing glitches, bad navmesh, stuck/fall through floors: Can happen in or out of combat. Worse offenders: Storm Coast spider cave (the split level one) and Exalted Plains. Workaround: if it is your PC, switch to another companion, till the combat is complete (if it happens while in combat). You can also go into Tac Cam, and manually aim some spells or archery skills. A bit buggered, if you are playing a melee type character. Moving farther along, usually will fix the problem. If you are not in combat, quick save/load will generally also pop everyone back to their proper places. Brand schematic is under "staff" tab on crafting table: it's a longsword for a warrior. Permanent Exclamation Mark: Emprise du Lion: Completing "Restore Judicael's Crossing" mission before acquiring a quest for it from Baron Desjardins ends in permanent exclamation mark on the map screen where that quest should begin. Permanent Exclamation Mark: Specialization trainers in Skyhold: If you don't at least start the specialization quest with each of the three trainers, they will have a permanent exclamation mark on them in the map screen. There's no harm in starting a specialization quest and not completing it, other than having to listen to a long-winded pitch. Permanent Exclamation Mark: Special Shipments chest in the Haven bedroom or the Undercroft: Sometimes the Special Shipments chest has an exclamation mark, even when there is nothing in it. Cole's hat fail: sometimes you may not get Cole's hat, if your approval is too high Scattered quest in Skyhold: books are everywhere even after finishing the quest Extra walls glitch: The extra brick walls that mysteriously appear in the Inquisitor's quarters near the end of the main game. Invisible Skyhold Merchant: Sometimes, the 4th merchant in Skyhold doesn't appear after capturing all 3 keeps. You can still access goods to buy/sell, but it's like an invisible store. The Taken Shape visual glitch:During Trespasser, if the Inquisitor is wearing all 4 pieces of the Taken Shape set (the skin that stalks armour, the bind that guides belt, the hand that cuts ring and the eye that weeps amulet), his/her body disappears after defeating the big saraath mage boss. Female dwarf rogue armor glitch: Superior Hunter Armor, Sturdy Hunter Armor in medium armor section and Vanguard Armor in heavy armor section makes the character invisible, sliced up and exploded. Cole's crafted helmet visual glitch: Certain of his crafted hats make him look bald. Assassin's Hat SchematicWorkaround: There is a mod on Nexus to fix this bug and give Cole his hair back: Cole's hats schematics fix Only available for PCRoyal Sixteen Elk vs Exalted Plains water audio glitch: When riding the Royal Sixteen Hart, there will be no water sound effects in the Crow Fens at the Exalted Plains. Frostback Basin water, water, everywhere: Some players may experience sudden flooding of Frostback Basin. Storm Coast - Red Water missing key: In the side-quest that becomes available at XP level 16 and after doing the war table mission Red Templars On The Storm Coast, you need a "Red Templar Key" to progress. If the key is not looted from the first two groups of Red Templar enemies you encounter, back-track and use search until you find a corpse, usually around the two boats beached near the entrance. The key is on the corpse. Ocularum HUD glitch: After using an ocularum, the HUD may disappear and be impossible to restore without killing the game and restarting. On PC, it may be possible to open the console with ~ (might be invisible, so you have to just use it blind) and type UI.drawEnable 1 and hit ENTER. Not tested. MP HUD glitch: Similar to the Ocularum HUD glitch, in Multiplayer, the HUD may disappear after loading the game.  no UI, no mini map, no mission text on the upper right corner, my mouse didn't work either Melty facemorph in Inventory screen: A visual glitch makes some faces look melted and bug-eyed. Descent helmet head distortion during cutscenes or when Hide Helmet is enabled: The changes are different between each face and some are more severe than others. They all changed back when returning to Skyhold and save and reload should also fix it for a while. If it happens in the crafting screen it's usually enough to scroll over another full face helmet, wait a second and then continue crafting. Battlemage Armor Arms glitch: Specific to human females and LOD0 (which is responsible for Ultra High settings and cutscenes). The shoulder piece appears to float at a weird angle. Very distracting in cutscenes. Jaws of Hakkon, NPCs get stuck in front of the frozen gate, bad navmesh/path finding: When you join forces with the Stone-Bear Hold and attack the frozen gate of the Hakkonite stronhold (when day turns to night), the area in front of the gate has a bad navmesh. NPCs, friends and foes alike, get stuck and can't move around under AI control Jaws of Hakkon, Old Temple double warmth meter visual glitch: No workaround. Looks like this: Jaws of Hakkon, Storvacker Caged and Astrarium Cave NPCs get stuck: More navmesh problems. NPCs get stuck at the entrance to Storvacker's prison and the astrarium cave. You often end up fighting the Storvacker battle by yourself, if you stay in the prison. Sera cannot wear "elf-trained only" armor: This is not a bug or a glitch, it is by design. But it is still annoying. Orlesian Armor stretches Cassandra's neck: A weird visual glitch. Cullen's Skyhold office doors after romance cutscene: If you leave Cullen's left and right office doors open, the middle door stays locked, from inside or outside. Quick fix, either save/reload or travel outside of Skyhold and back. Promoted Magical Barriers never die: Nightmare and the Walk Softly + Even Ground Trials can result in magical barriers, like the ones around the corpse pits in the Exalted Plains ramparts, that are promoted to Elite status. If they roll infinite barrier regen as a trait (barriers with barriers), they are difficult, like spend 20 minutes wearing it down, to impossible to destroy. Workarounds: Save/reload forces all enemies to reroll their traits. You can also turn off Trials and reduce to Casual then save/reload, destroy the nerfed barrier, then turn them back on and save again. Or, you can use Dispel/Spell Purge as well as lots of elemental attacks to take them down faster. 2H upgrade schematics "disappear" when in the Black Emporium: If you enter the Black Emporium and look at your Inventory of Weapon Schematics, filtered by the 2H (two-handed) category (two-headed axe icon), all of your 2H upgrade schematics will be gone. For some reason, they are moved to the 1H category (sword icon). Skyhold great hall furniture/decorations missing/invisible after defeating Corypheus: You talk to each of your companions then suddenly, furniture and decorations disappear along with everything else. To fix this, travel to a random zone (ie. Val Royeaux) and back to Skyhold. Silverite removes the warrior-only restriction from shields, any class can wield them!: Use Silverite in the top slot of any shield schematic and then any class can equip the shield in an off hand. Doesn't appear to do any auto-attack damage when used by a mage or DW rogue. Pictures here: testscreenies.wordpress.com/2016/09/18/silverite-shield-for-any-class/Stacks of Elusive from Toxic Cloud + Lost in the Mist last forever: During cutscenes and in non-combat areas, such as Skyhold, any stacks of Elusive from Lost in the Mist are retained, including the purple shimmer haze and buzzing audio, which can be very annoying. Workaround: enable friendly-fire in a combat area and have party members hit each other until elusive stacks are gone. I'm not kidding, taking damage appears to be the only solution. Axe of the Dragon Hunter schematic upgrades glitch: The looted version of Axe of the Dragonhunter greataxe does not accept upgrades. The schematic version does, which appears to be unintended. If you upgrade the crafted version, the haft and pommel of the upgrade is drawn over the regular haft and pommel, instead of replacing them. Stuck in the Fade after Character Creation if forced to 60 fps on PC: If you use the -GameTime.MaxSimFps 60 -GameTime.ForceSimRate 60+ option to force cutscenes to run at 60 fps before you complete Character Creation, you will be stuck in the Fade and will be unable to triggered the cutscene that progresses the game, losing your CC settings since the auto-save happens after the cutscenes. Workaround: Don't enable the option until after you gain control of yoru character. Wall of Ice spell description says per second: The stat says "ICE DAMAGE: 75% WEAPON DAMAGE PER SECOND." But normal damage-over-time effects are every 2 seconds and the spell indeed only applies damage every two seconds, so this is a typo in the description. Spacing of party members are too far apart: When traversing in SP, party members tend to stick close to the controlled character, but after a battle, party members might be spread much farther apart, 4x to 5x farther than normal. Workaround: Change control to another party member and this seems to reset the follow distance. You can switch back to your normal character and continue to have the correct separation. LAST UPDATE: 24-FEB-17
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aznricepuff
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Origin: aznricepuff
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Aug 11, 2016 14:47:16 GMT
August 2016
aznricepuff
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
aznricepuff
aznricepuff
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Post by aznricepuff on Aug 14, 2016 19:27:02 GMT
Updated 09/04/16 I think it's pretty obvious by now that there are a lot of aspects of combat that aren't well-documented anywhere, leaving us to essentially figure stuff out as we go. It's not very fun trying to build and optimize your party when you don't know what your choices ultimately mean in terms of gameplay, so I decided to conduct some tests in an effort to de-mystify some of DA:I's less transparent combat mechanics. Below is a summary of my findings; hopefully it clarifies things and answers some common questions people have. I've included descriptions of mechanics that aren't explained in-game and clarifications where in-game descriptions are incomplete, misleading or incorrect. I've also made note of bugs where I was able to find and confirm them. Please keep in mind this is not an exhaustive list when it comes to clarifications or bugs; just because it isn't listed here does not necessarily mean it works exactly as advertised. Also, all results reported here are the results of empirical testing, so there is always the possibility of mistakes in the formulas and values I've derived. If you have reasonable suspicion that I've made a mistake somewhere, let me know and I will fix it once I get a chance to confirm. Note 1: All testing was done on PC in single-player. Note 2: For all [Mistake] and [Bug] tags: If the game version listed in the tag is older than the current version, that does not necessarily mean the mistake/bug does not exist in the most current version; it simply means I have not done any testing to confirm that it still exists. If a tagged item is fixed in a patch and confirmed by testing, I will make a note of it. Note 3: How to interpret bonuses to stat values presented in this guide: - "+x to stat": final value of stat is equal to stat + x.
- Unless specifically stated to be otherwise, if bonus A gives +x and bonus B gives +y to stat, then A and B together gives +(x + y) to stat.
- "Modifies stat by x%": final value of stat is equal to stat * (100% + x%).
- Unless specifically stated to be otherwise, if bonus A modifies stat by x% and bonus B by y%, then A and B together modify stat by (x% + y%).
AttributesStrength- +0.5% to attack_bonus for each point above 10 (warriors only).
- +1% to guard_damage_bonus for each point above 10.
Dexterity- +0.5% to attack_bonus for each point above 10 (rogues only).
- +1% to critical_damage_bonus for each point above 10.
Magic- +0.5% to attack_bonus for each point above 10 (mages only).
- +1% to barrier_damage_bonus for each point above 10.
Constitution- +5 to maximum health.
- +0.5% to melee_defense for each point above 10.
Cunning- +0.5% to critical chance for each point above 10.
- +0.5% to ranged_defense for each point above 10.
Willpower- +0.5% to attack_bonus for each point above 10.
- +0.5% to magic_defense for each point above 10.
Damage CalculationThis info is derived from some extracted lua scripts, and is consistent with what I saw in my testing. Note: When using the formulae below, first convert all percents to decimals (e.g. 150% -> 1.5). The formula for damage dealt by party members against enemy NPCs is: final_damage = (base_damage * rand(0.95 to 1.05) - armor * (1 - armor_penetration)) * (ability_multiplier) * (1 + critical_damage_bonus + flanking_bonus) * (1 + attack_bonus + damage_multiplier + type_bonus) * (1 - magic_resistance) The formula for damage dealt by enemy NPCs against party members is: final_damage = (base_damage * rand(0.95 to 1.05) - armor * armor_multiplier * (1 - armor_penetration)) * (ability_multiplier + attack_bonus + flanking_bonus + level_bonus + difficulty_bonus + rank_bonus) * (1 - magic_resistance) * (1 - min(defense + front_defense, 0.8)) - base_damage: Starting point for all damage calculations. For most attacks made by party members, this is equal to the value listed under the Attributes tab of the character menu as "Main-hand damage" and "Off-hand damage" (for more info on how this interacts with dual-wielding see the General Mechanics section below). Some attacks use their own specific base_damage values, most notably damage from runes and potions/grenades.
- Friendly Fire: For friendly fire physical damage (when both source and victim are party members), base_damage is multiplied by 2.5.
- armor: Armor value of the victim. Armor reduction only applies to physical damage. This value can be found under the Attributes tab of the character menu. For party members, if damage is taken from the front, the value listed as "Armor: Front" used, otherwise the value listed as "Armor" is used instead. Enemy NPCs do not have a separate "Armor: Front" value; they have one armor value that is used for incoming attacks from all directions (this armor value can be viewed in Tactical Mode by selecting/hovering the cursor over the enemy).
- armor_penetration: Armor penetration value of the source. Cannot be less than 0 or greater than 1 (default value is 0). For party members, this value can be found under the Attributes tab of the character menu.
- armor_multiplier: Used to normalize the armor values of party members to variations in enemy damage output across different difficulties. See the Difficulty Levels section for more information.
- ability_multiplier: Used mainly by abilities, but also by combo detonators. You can find specific values for abilities in their in-game descriptions. For the purposes of this guide, I will use the terms "ability_multiplier" and "weapon damage" interchangeably. For autoattacks this value is 1.
- critical_damage_bonus and flanking_bonus: Multipliers applied on critical hits and when flanking, respectively. For party members, you can find these values under the Attributes tab of the character menu. For more information on how critical hits and flanking work, see the General Mechanics section.
- attack_bonus: Represented in-game as "Attack". For party members, this value can be found under the Attributes tab of the character menu.
- damage_multiplier: A catch-all statistic used by various abilities. Default value is 0. In general when an ability description mentions a damage bonus without listing it as a percentage of "weapon damage" this is the value that is affected (this is not an ironclad rule however - see the Abilities sections for info on specific cases).
- type_bonus: The damage bonus from creature research. Default value is 0.
- level_bonus: Default value is 0. If the enemy NPC attacker is greater than 3 levels above the defender, this value is changed to 25% times the level difference.
- difficulty_bonus: Bonus applied based on difficulty level. See the Difficulty Levels section for more information.
- rank_bonus: Bonus applied based on enemy NPC rank. Possible values are: 0%, 12.5%, and 25%.
- magic_resistance: Either the fire, cold, electricity, or spirit resistance stat of the victim, depending on the type of incoming damage. If the incoming damage is not of one of the four aforementioned types, this value defaults to 0. For party members, capped at a maximum value of 80%.
- defense: Either the melee defense (vs. melee physical damage), ranged defense (vs. ranged physical damage), or magic defense (vs. magic damage) stat of the victim, depending on the type of incoming damage. Capped at a maximum value of 80%.
- front_defense: Additional defense only applied against non-flanking attacks (see the General Mechanics section for information on what constitutes flanking attacks). Unlike the general defense stat, the same front_defense value is used for all types of attacks (melee, ranged, and magic). Capped at a maximum value of 80%.
General MechanicsBarrier- Can only be applied by certain Mage abilities and passives.
- The initial strength of barriers applied by party members is based on the caster's max_barrier stat:
max_barrier = (base_damage + 10) * 48 - 300
- This value is defined as 100% barrier strength for all abilities that apply barrier. So an ability that applies 100% barrier will summon a barrier with initial strength equal to the caster's max_barrier stat, while an ability that applies 50% barrier will summon a barrier with initial strength equal to half the caster's max_barrier stat.
- This value can be modified by the Strength of Spirits passive.
- The maximum barrier value for enemy NPCs is a fixed value based on the identity and level of the NPC and the game difficulty level.
- Incoming damage affects barrier first, then guard, and lastly health.
- Damage dealt to barrier ignores armor.
- Damage dealt to barrier is modified by barrier_damage_bonus. This bonus is calculated after all other damage calculations (see the Damage Calculation section):
final_barrier_damage = final_damage * (1 + barrier_damage_bonus)
- Barrier strength is reduced when absorbing damage. One point of absorbed damage reduces barrier strength by one point. When barrier strength reaches 0, the character loses active barrier.
- For information on how damage that "overflows" barrier is handled, see this post:
- All barriers on party members slowly decay over time, losing strength at a constant rate per unit time.
- By default, there is a 1-second delay after barrier is applied before it begins to decay. This delay can be increased by the Energetic Defense upgrade.
- The default barrier decay rate is 9.1% of maximum barrier per second. This rate can be modified by the Knight-Protector passive.
- Barriers on enemy NPCs do not decay, and can only be reduced by damage or abilities that can dispel barrier.
Guard- Can be applied by certain Warrior abilities and the effects of certain Masterwork materials.
- For party members, maximum guard value depends on maximum health. The formula is:
max_guard = floor(max_health * max_guard_factor)
- max_guard_factor: Default value for all classes is 0.25. Certain Warrior abilities increase this number.
- The maximum guard value for enemy NPCs is a fixed value based on the identity and level of the NPC and the game difficulty level.
- Incoming damage affects barrier first, then guard, and lastly health.
- Damage dealt to guard is modified by guard_damage_bonus. This bonus is calculated after all other damage calculations (see Damage Calculation section):
final_guard_damage = final_damage * (1 + guard_damage_bonus)
- Guard is reduced when absorbing damage. One point of absorbed damage reduces guard by one point. When guard reaches 0, the character loses active guard.
- For information on how damage that "overflows" guard is handled, see this post:
- Guard provides some resistance to knockback and stagger.
Critical Hits- Base critical hit bonus = 40%.
- For AoE attacks and attacks that proc multiple hits, each individual hit has an independent chance to trigger a critical hit.
- Extra damage from runes can trigger critical hits, but they will not proc effects that trigger on critical hits.
- Damage over time ticks cannot trigger critical hits.
Flanking- Base flanking bonus = 25%.
- To qualify as a flanking attack, the attacker must be positioned in an 180-degree arc behind the defender. In other words, if the defender is facing 12 o'clock, the attacker must be located between 3 o'clock and 9 o'clock.
- All attacks except damage over time ticks can benefit from flanking.
- If the attacker is more than 3 meters from the defender, the attacker suffers a flat 25% penalty to flanking bonus (whether the attack is melee or ranged is irrelevant for this check).
Damage over Time (DoT)- All damage over time ticks at a rate of once every 2 seconds. This holds true even if in-game descriptions imply otherwise.
- General formula for calculating number of ticks of a DoT effect:
tick_count = floor(duration / 2.0) + 1
- Damage from DoT ticks cannot be critical hits.
- If a DoT is applied while a previous instance is still active on the same target, the new DoT will replace the old one. While the duration of the new DoT effect will be refreshed accurately, the timing of the ticks will still follow the same period. For example, suppose that a DoT effect ticks at t=0s and a new instance of it is applied at t=0.5s. Instead of a new damage tick triggering at t=0.5s, the first tick of the new instance will not trigger until t=2s. The practical effect of this is that a DoT instance that refreshes an existing one may not receive as many ticks as compared to a freshly applied instance.
- [Bug - Patch 11] All ticks of any DoT effect will deal only 1 damage if both of the conditions below are true:
- The damage source is in a flanking position relative to the victim.
- The tick would have had a flanking_bonus of greater than 0% (after the >3-meter penalty is deducted, if applicable).
Runes- Rune damage is triggered by hits from autoattacks and Spirit Blade attacks.
- For a very specific exception to this rule, see the entry for Energy Barrage in the Mage Abilities section.
- Each hit from an attack eligible to trigger rune damage triggers one separate instance of rune damage.
- Rune damage is applied as a separate hit instead of being added to the damage of attacks on which it triggers.
- Elemental runes apply damage that is typed according to the element of the rune.
- Racial runes (runes that apply damage vs. certain creature types) apply physical damage that ignores armor.
- Rune damage has a base_damage value equal to the stated damage value of the rune (in other words, a rune that grants +10 spirit damage will have a base_damage value of 10).
- Rune damage has an ability_multiplier value of 100%, except when triggered by Spirit Blade, in which case the value is 160%.
- Rune damage can critically hit, and does benefit from critical_damage_bonus and flanking_bonus.
- Rune damage does not trigger effects that proc on hit or effects that proc on critical hits.
- One exception is that rune damage will trigger the extra damage from Lightning Cage.
Status Effects- Types:
- Bleeding: Recipient suffers a DoT effect, taking physical damage (ignores armor) over time. Stacks.
- base_damage = 5.0 per level of the source.
- ability_multiplier = 100%.
- Does not benefit from attack_bonus, damage_multiplier, critical_damage_bonus, or flanking_bonus.
- Burning: Recipient suffers a DoT effect, taking fire damage over time. Does not stack.
- Chilled: Recipient suffers reduced movement speed. Does not stack.
- Shocked: Recipient suffers a -20% penalty to fire, cold, and electricity resistance. Does not stack.
- Stunned: Recipient is unable to move or take any action. Does not stack.
- Asleep: Recipient is unable to move or take any action. Taking any damage ends the effect. Does not stack.
- Frozen: Recipient is unable to move or take any action. Does not stack.
- Paralyzed: Recipient is unable to move or take any action. Does not stack.
- Fear/Panicked: Recipient runs in random directions and is unable to take any other action. Taking any damage ends the effect. Does not stack.
- Sundered: Recipient suffers reduced armor. Stacks multiplicatively (i.e. 2x 20% Sundered stacks is effectively equal to 1x 36% Sundered stack).
- Weakened: Recipient suffers reduced damage output.
- Poisoned: Recipient suffers a DoT effect, taking poison damage over time. Poison damage ignores armor. Does not stack.
- For stacking status effects, each instance of a status effect on a single recipient maintains its own timer.
- For non-stacking status effects, each new instance of specific status effect applied to a single recipient replaces any existing instance on that recipient.
Stamina/Mana Regeneration- All characters regenerate stamina and mana passively at a fixed rate. Passive regeneration is deactivated when sustaining abilities that drain mana or stamina.
- Warriors: 4% of max stamina per second
- Rogue: 4% of max stamina per second
- Mage: 6% of max mana per second
- In addition to passive regeneration, Warriors and Rogues recover a fixed amount of stamina with every autoattack. If a single autoattack strikes more than one enemy, stamina recovery will proc once for each separate strike.
- 1-H Warriors: 5 stamina per strike.
- 2-H Warriors: 15 stamina per strike.
- Double Dagger Rogues: 5 stamina per strike.
- Bow Rogues: 6 stamina per strike.
Dual-Wielding (Double-Dagger Rogue): Stats and Damage Calculation- Stat bonuses from both daggers are applied to the wielding character as a whole and used in damage calculations for every attack.
- When autoattacking, attacks will alternate between using main-hand and off-hand damage values (see Autoattacks section).
- In almost all other cases, including abilities and combos, only main-hand damage is used for calculating damage output (this is true even for abilities that result in multiple hits).
- There are two exceptions: Flank Attack (uses off-hand damage for both strikes) and Twin Fangs (uses main-hand damage for one strike and off-hand damage for the other).
Focus- Focus is required to activate special Focus Abilities.
- Focus is gained by dealing damage to enemies.
- Each party member maintains his or her own focus pool. However, focus gain is shared between all active party members.
- Each tier (up to 3) of the party's focus pool filled increases the duration and magnitude of Focus Abilities.
- See the following post for more information on how focus gain is calculated: forum.bioware.com/topic/543549-guide-documentation-for-combat-mechanics/?p=20388687
AutoattacksFor all class + weapon combinations with the exception of bow-wielding rogues, autoattacks are carried out in a repeating sequence of attacks. Not all attacks in the sequence are necessarily identical; attacks may have different wind-up times or may hit enemies in different arcs. If a character continuously autoattacks, they will run through their attack sequence in order and then repeat from the beginning when the sequence ends. If the character is interrupted for any reason (including being staggered, knocked down, stunned, or voluntarily taking another action such as casting an ability or moving to another position), the autoattack sequence will also be interrupted and the next autoattack will start from the first attack in the sequence. Below are descriptions and schematics for the different autoattack sequences in the game. Note that for now, I only describe AoE and attack arcs in general terms, mostly because it is extremely difficult to gather precise data on those topics through empirical testing (enemy AI in the game don't stand perfectly still for you to line up your attacks at just the right angle). [Bug - Patch 11] Using the search ping instantly resets autoattack sequences and the player-controlled character's animation, allowing that character to immediately restart their autoattack sequence from the beginning. Due to the timing of animations, this can be exploited to increase the effective autoattack speed of a character, most notably that of 2H Warriors. Note that for all autoattacks, ability_multiplier = 100%. Warrior 1H SwordAttack Sequence:attack_1 -> 0.58 s -> attack_2 -> 1.00 s -> attack_3 -> 0.83 s -> attack_4 -> 1.33 s -> [repeat] - attack_1: Attack hitting a medium arc.
- attack_2: Attack hitting a medium arc.
- attack_3: Attack hitting a medium arc.
- attack_4: Attack hitting a medium arc.
Total duration: 3.74 seconds No. of attacks: 4 Effective DPS: 107% weapon damage per second 1H Axe/MaceAttack Sequence:attack_1 -> 0.58 s -> attack_2 -> 0.58 s -> attack_3 -> 0.83 s -> attack_4 -> 1.33 s -> [repeat] - attack_1: Attack hitting a medium arc.
- attack_2: Attack hitting a medium arc.
- attack_3: Attack hitting a medium arc.
- attack_4: Attack hitting a medium arc.
Total duration: 3.32 seconds No. of attacks: 4 Effective DPS: 120% weapon damage per second 2H Sword/AxeAttack Sequence:attack_1 -> 0.87 s -> attack_2 -> 1.12 s -> attack_3 -> 1.12 s -> attack_4 -> 1.38 s -> [repeat] - attack_1: Attack hitting a large arc.
- attack_2: Attack hitting a large arc.
- attack_3: Attack hitting a large arc.
- attack_4: Attack hitting a 360-degree arc around the attacker.
Total duration: 4.49 seconds No. of attacks: 4 Effective DPS: 89% weapon damage per second 2H MaulAttack Sequence:attack_1 -> 1.12 s -> attack_2 -> 1.28 s -> attack_3 -> 1.84 s -> [repeat] - attack_1: Attack hitting a small AoE at the point of impact.
- attack_2: Attack hitting a small AoE at the point of impact.
- attack_3: Attack hitting a small AoE at the point of impact.
Total duration: 4.24 seconds No. of attacks: 3 Effective DPS: 71% weapon damage per second RogueDaggersAttack Sequence:attack_1 -> 0.42 s -> attack_2 -> 0.60 s -> attack_3 -> 0.37 s -> attack_4 -> 0.60 s -> attack_5 -> 0.52 s -> attack_6 + attack_7 -> 0.57 s -> [repeat] - attack_1: Attack hitting a small arc. Uses main-hand damage.
- attack_2: Attack hitting a small arc. Uses off-hand damage.
- attack_3: Attack hitting a small arc. Uses main-hand damage.
- attack_4: Attack hitting a small arc. Uses off-hand damage.
- attack_5: Attack hitting a small arc. Uses main-hand damage.
- attack_6: Attack hitting a small arc. Uses main-hand damage.
- attack_7: Attack hitting a small arc. Uses off-hand damage.
Total duration: 3.08 seconds No. of attacks: 7 Effective DPS: 130% main-hand damage + 97% off-hand damage per second Dual Blade DaggersAttack Sequence:attack_1 + attack_2 -> 0.78 s -> attack_3 + attack_4 -> 0.67 s -> attack_5 + attack_6 -> 0.93 s -> attack_7 + attack_8 -> 1.15 s -> [repeat] - attack_1: Attack hitting a medium arc. Uses off-hand damage.
- attack_2: Attack hitting a medium arc. Uses main-hand damage.
- attack_3: Attack hitting a medium arc. Uses main-hand damage.
- attack_4: Attack hitting a medium arc. Uses off-hand damage.
- attack_5: Attack hitting a medium arc. Uses off-hand damage.
- attack_6: Attack hitting a medium arc. Uses main-hand damage.
- attack_7: Attack hitting a 360-degree arc around the attacker. Uses main-hand damage.
- attack_8: Attack hitting a 360-degree arc around the attacker. Uses off-hand damage.
Total duration: 3.53 seconds No. of attacks: 8 Effective DPS: 113% main-hand damage + 113% off-hand damage per second Note: This autoattack sequence is used even when one dual-blade and one regular dagger is equipped. BowAttack Sequence:attack_1 -> 1.00 s -> [repeat] - attack_1: Standard projectile.
Total duration: 1.00 seconds No. of attacks: 1 Effective DPS: 100% weapon damage per second. MageStaffAttack Sequence:attack_1 -> 0.50 s -> attack_2 -> 0.50 s -> attack_3 -> 0.67 s -> attack_4 -> 1.00 s -> attack_5 -> 0.62 s -> attack_6 + attack_7 + attack_8 -> 1.35 s -> [repeat] - attack_1: Standard projectile.
- attack_2: Standard projectile.
- attack_3: Standard projectile.
- attack_4: Standard projectile.
- attack_5: Standard projectile.
- attack_6, attack_7, attack_8: Arcing projectiles. Applies either Burning (3 ticks over 4 seconds, 100% weapon damage per tick), Chilled (4 seconds), or Shocked (3 seconds) depending on staff element type.
Total duration: 4.64 seconds No. of attacks: 8 Effective DPS (Fire): 237% weapon damage per second Effective DPS (Cold, Electricity): 172% weapon damage per second Difficulty LevelsThe following values are known to change across different difficulty levels: Enemy Damage- Changes in damage are applied via changes to the global difficulty_bonus stat (see the Damage Calculation section). The possible values are:
- Casual: -35%
- Normal: 0%
- Hard: 40%
- Nightmare: 100%
- To adjust for the variations in enemy damage across difficulty levels, armor for party members is scaled accordingly using the global armor_multiplier stat (see the Damage Calculation section). Note that this scaling is not reflected in the in-game UI. The possible values for armor_multiplier are:
- Casual: 65%
- Normal: 100%
- Hard: 140%
- Nightmare: 200%
Enemy Health CombosGeneral Principles- Detonating a combo will remove the status effect (Stun, Asleep, Frozen, Paralyzed) that was used to set up the combo.
- Extra damage from detonating a combo only uses the detonating character's stats for damage calculation.
- The game treats the detonating character as the source of the extra damage from detonations.
- Extra damage from detonations is treated like any other attack: it is eligible for critical hits, flanking bonuses, and can trigger effects that proc on hit.
Basic Impact ComboTriggers: Stunned + Impact Detonator Deals moderate physical damage to the victim. - Shield Bash, Lunge and Slash: 250% weapon damage.
- Mighty Blow: 150% weapon damage.
- Whirlwind: 115% weapon damage.
Basic Precision ComboTriggers: Asleep + Precision Detonator Deals moderate damage to the victim. - Twin Fangs, Death Blow, Shadow Strike (dagger): 415% weapon damage as physical damage.
- Hidden Blades: 530% weapon damage as spirit damage.
- Long Shot, Shadow Strike (bow): 300% weapon damage as physical damage.
Basic Eldritch ComboTriggers: Frozen or Paralyzed + Eldritch Detonator Deals moderate damage to the victim. - Dispel, Mind Blast: 500% weapon damage as spirit damage.
- Energy Barrage: 500% weapon damage as elemental damage (based on staff type).
- Immolate: 500% weapon damage as fire damage.
- Spell Purge: [Bug - Patch 11] Extra damage is not applied when detonating basic eldritch combos.
ShatterTriggers: Frozen + Impact or Precision Detonator Deals massive cold damage to and knocks down the victim. - Shield Bash, Lunging Strike: 325% weapon damage.
- Mighty Blow: 225% weapon damage.
- Whirlwind: 190% weapon damage.
- Twin Fangs, Death Blow, Hidden Blades, Shadow Strike (dagger): 550% weapon damage.
- Long Shot, Shadow Strike (bow): 400% weapon damage.
- Stonefist: 650% weapon damage.
DischargeTriggers: Paralyzed + Impact or Precision Detonator Deals moderate electricity damage and applies Shocked (8 seconds) in a medium AoE around the victim. - Shield Bash, Lunging Strike, Mighty Blow, Whirlwind, Twin Fangs, Death Blow, Hidden Blades, Long Shot, Shadow Strike: 300% weapon damage.
- Stonefist: 500% weapon damage.
Rupture (Precision/Impact) Triggers: Stunned + Precision Detonator OR Asleep + Impact Detonator Deals massive physical damage over time (4 ticks over 6 seconds) that ignores armor to the victim. - Shield Bash, Lunging Strike: 125% weapon damage per tick (500% total).
- Mighty Blow, Whirlwind: 70% weapon damage per tick (280% total).
- Twin Fangs, Death Blow, Hidden Blades, Shadow Strike (dagger): 175% weapon damage per tick (700% total).
- Long Shot, Shadow Strike (bow): 150% weapon damage per tick (600% total)
Rupture (Eldritch) Triggers: Stunned + Eldritch Detonator Deals massive spirit damage and applies Weakness (10 seconds) to the victim. - Dispel, Mind Blast, Energy Barrage, Immolate, Spell Purge: 1200% weapon damage.
Rupture ( Stonefist) Triggers: Stunned + StonefistDeals moderate spirit damage to the victim. - Stonefist: 500% weapon damage.
NightmareTriggers: Asleep + Eldritch Detonator Deals massive spirit damage and applies Fear (10 seconds) to the victim. - Dispel, Mind Blast, Energy Barrage, Immolate, Spell Purge: 800% weapon damage.
SleepTriggers: Shocked + Weakness ( Weakness must be applied on top of Shocked) Deals 100 spirit damage (unaffected by ability_multiplier, attack_bonus, damage_multiplier, or type_bonus) and applies Sleep (8 seconds) to the victim. Removes Weakness from the victimbut not Shocked.
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aznricepuff
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by aznricepuff on Aug 14, 2016 19:27:12 GMT
Warrior Abilities Weapon and ShieldShield Wall- Completely negates all damage from the front as well as all direction-less damage (e.g. traps).
- Builds guard in discrete increments per hit based on the amount of damage blocked:
- 10% of maximum guard [cost: 9 stamina]
- 20% of maximum guard [cost: 19 stamina]
- [Bug - Patch 5] If the caster drops below 10 stamina with Shield Wall active, Shield Wall can no longer be deactivated normally (by using the ability again). It can still be deactivated by casting another ability or making an autoattack.
Chevalier's Step (Upgrade)- Does not confer armor bonus to the caster.
- Armor bonus is:
- front_armor_bonus = caster_back_armor * 0.30
- back_armor_bonus = caster_back_armor * 0.30
- caster_back_armor: the current back armor value of the caster, including any active temporary bonuses.
- The armor bonus is calculated when an ally first enters the AoE of the effect and will not be updated until that ally leaves the AoE or Shield Wall is deactivated, even if the value of caster_back_armor changes in the meantime.
- [Bug - Patch 5] Allies will not receive the armor bonus if they are inside the AoE when Shield Wall is activated; they must leave the AoE, then re-enter it for the bonus to be applied (however sometimes even this does not work).
Bear Mauls the Wolves- [Bug? - Patch 5] Active even when equipping 2H weapons.
Payback Strike- Hits all enemies in a roughly 180-degree arc in front of the caster.
- If not recently taken damage: deals 200% weapon damage to all targets.
- If recently taken damage: deals 300% weapon damage to all targets and knocks them back.
Sweet Revenge (Upgrade)- [Mistake/Bug - Patch 4] Changes the damage output of Payback Strike to the following:
- If not recently taken damage: ability_multiplier = 200%.
- If recently taken damage: ability_multiplier = 200%; flat +100% to damage_multiplier.
Turn the Bolt- Grants a flat +50% bonus to ranged_defense against non-flanking attacks.
- [Bug? - Patch 5] Active even when equipping 2H weapons.
Warrior's Resolve- Stamina restored = (damage_taken / max_health) * max_stamina
- This formula holds true even when damage is dealt to guard and barrier. Since damage dealt to barrier ignores armor and is usually much higher than damage to guard or health, in practice this means that large amounts of stamina can be restored with each hit if the defender has active barrier.
- [Bug? - Patch 5] Active even when equipping 2H weapons.
Lunge and Slash- Hits twice for 175% weapon damage per strike.
Great Lunge (Upgrade)- [Mistake/Bug - Patch 4] There is only one distance threshold (5 meters).
- When striking from at least 5 meters: Lunge and Slash incurs no cooldown and deals 300% weapon damage per strike.
Turn the Blade- Grants a flat +20% bonus to front_defense.
- [Bug? - Patch 5] Active even when equipping 2H weapons.
Two-Handed WeaponBlock and Slash- Only blocks melee attacks from the front.
- The resulting counterattack after blocking an attack strikes all enemies in melee range in a wide arc centered on the enemy whose attack was blocked.
- Costs 10 stamina to activate and 3.9% of max stamina per second to sustain.
- When an attack is blocked, the caster loses up to 20 stamina. If the caster has less than 20 stamina, the attack will still be blocked and the resulting counterattack made, and the caster's stamina will be reduced to 0.
- [Mistake/Bug - Patch 5] In-game description fails to mention the stamina penalty when an attack is successfully blocked, and incorrectly lists the stamina cost to sustain as 5 stamina per second.
Flawless Defense (Upgrade)- Increases Block and Slash's ability_multiplier value to 250%.
Mighty Blow- Deals damage to and knocks down all targets in an AoE cone in front of the caster.
- If target is knocked down: flat +100% to damage_multiplier.
Easy Target (Upgrade)- If target is knocked down: an additional flat +50% to Mighty Blow's damage_multiplier value for a total of +150%.
Shield Breaker- Each critical hit applies a 20% Sundered effect (12 seconds).
- [Mistake/Bug - Patch 5] In-game description incorrectly lists duration of Sunder as 6 seconds.
- [Bug? - Patch 5] Active even when equipping 1H weapons.
Earthshaking Strike- Hits all enemies in a small AoE directly in front of the caster once, then after a 1.5-second delay hits all enemies in a straight line (around the created fissure) once.
- Both hits deal physical damage and use an ability_multiplier value of 150%.
Shattered Ground (Upgrade)- After Earthshaking Strike's second hit, the fissure is set ablaze for 10 seconds, during which it applies Burning (14 seconds) to all enemies that approach it.
- The Burning effect deals 100% weapon damage per tick.
- [Mistake/Bug - Patch 5] In-game description incorrectly lists the ability_multiplier value of Burning as 20%.
BattlemasterCoup de Grace- Damage bonus is a flat +30% to damage_multiplier.
Horn of Valor[Mistake/Bug - Patch 4] Grants a 50% armor bonus, not 15%. [Fixed - Patch 5] Now correctly grants a 15% armor bonus.[Bug - Patch 4] Armor bonus is not applied to front armor. [Fixed - Patch 5]- Armor bonus is:
- front_armor_bonus = back_armor * 0.17
- back_armor_bonus = back_armor * 0.15
- back_armor: the current back armor value of the affected character before the Horn of Valor bonus is applied, including any active temporary bonuses.
- Armor bonus stacks with other instances of Horn of Valor.
- Damage bonus is a flat +15% to damage_multiplier.
That's the Spirit (Upgrade)- Damage bonus granted by Horn of Valor is increased to a total of +50% to damage_multiplier.
- [Mistake/Bug - New in Patch 5] In-game description incorrectly lists increase in damage bonus as 20% instead of 35%.
- [New in Patch 5] Armor bonus granted by Horn of Valor is increased to:
- front_armor_bonus = back_armor * 0.37
- back_armor_bonus = back_armor * 0.32
- [Mistake/Bug - New in Patch 5] In-game description does not mention the increase to Horn of Valor's armor bonus.
VanguardCall to Arms (Upgrade)- Grants armor bonus to the caster:
- front_armor_bonus = back_armor * 2.0
- back_armor_bonus = back_armor * 1.0
- back_armor: the current back armor value of the caster before the Call to Arms bonus is applied, including any active temporary bonuses.
- [Bug - Patch 5] Can be exploited to gain large bonuses to armor for a short time. If no enemies are taunted by War Cry, it incurs no cooldown. However, the ability will always apply the armor bonus. Because the armor bonus stacks with itself, you can stack large armor bonuses by casting the ability in rapid succession with no enemies around.
Charging Bull- While this ability is active, the caster continuously moves forward but is able to change the direction of his motion, albeit with a very slow turning rate.
- Drains 14.75 stamina per second while active.
- [Mistake/Bug - Patch 5] In-game description incorrectly lists the stamina cost to sustain as 5 stamina per second.
Trust the Steel[Bug - Patch 4] Armor bonus is not applied to front armor. [Fixed - Patch 5]- Armor bonus is:
- front_armor_bonus = back_armor * 0.24
- back_armor_bonus = back_armor * 0.20
- back_armor: the current back armor value of the caster before the Trust the Steel bonus is applied, including any active temporary bonuses.
Untouchable Defense[Mistake/Bug - Patch 4] Grants a 20% bonus to armor instead of 25% bonus to maximum guard. [Fixed - Patch 5][Bug - Patch 4] Armor bonus is not applied to front armor. [Fixed - Patch 5]- Increases max_guard_factor by a flat value of 0.0625.
TemplarBlessed Blades- Does not confer any damage bonus vs. non-demons.
ReaverRing of Pain- Costs 10 stamina to activate and 5.1% of max stamina per second to sustain.
- Damage dealt by Ring of Pain counts as DoT. Therefore it ticks every 2 seconds, ticks cannot be critical hits and do not benefit from flanking. Each tick deals 15% weapon damage.
- Damage bonus from missing health is 1.25% per 1% missing health and is added as a flat value to damage_multiplier. This bonus only affects the DoT damage from Ring of Pain.
- [Mistake/Bug - Patch 5] In-game description incorrectly lists damage bonus from missing health as 1% per 1% missing health.
- [Bug - Patch 5] While active, reduces health cost of Dragon Rage to 4% max health per attack even without the Torrent of Pain upgrade.
- [Bug - Patch 5] While active, reduces stamina cost of Devour by 15 stamina even without the Torrent of Pain upgrade.
- [Bug - Patch 5] While active, reduces cooldown of Devour by 4 seconds even without the Torrent of Pain upgrade.
Torrent of Pain (Upgrade)- [Bug - Patch 5] Currently has no effect. All listed improvements to Ring of Pain are already included in the un-upgraded version.
Blood Frenzy- Damage bonus affects all attacks and is added to damage_multiplier.
Fervor- Damage bonus affects all attacks and is added to damage_multiplier.
- Damage bonus stacks additively with itself.
Devour- Hits twice for 100% weapon damage per strike.
- Damage bonus from missing health is added to damage_multiplier.
- The healing effect triggers on the second strike and applies whether the second strike successfully hits a target or not.
Dragon Rage- Dragon Rage attacks can be chained together in a 3-attack sequence.
- To continue the attack chain, either hold down the hotkey for Dragon Rage or cast it again within 3 seconds of the last Dragon Rage attack.
- Switching targets between casts will not break the attack chain.
- All attacks in the chain damage targets in a small arc in front of the caster.
- Each attack in the chain drains health equal to 5% of the caster's maximum health. Health is drained even if the caster has active barrier or guard.
- Attack chain:
- cast_begin -> 0.25 s -> attack_1 -> 0.68 s -> attack_2 -> 0.73 s -> attack_3 -> 0.33 s -> [repeat]
- attack_1: ability_multiplier = 150%. Flat +1% to damage_multiplier per 1% missing health.
- attack_2: ability_multiplier = 150%. Flat +2% to damage_multiplier per 1% missing health.
- attack_3: Hits twice. ability_multiplier = 150% per strike. Flat +3% to damage_multiplier per 1% missing health.
- While active, Ring of Pain grants a flat +50% to Dragon Rage's damage_multiplier value (all 3 attacks).
- [Mistake/Bug - Patch 5] In-game description incorrectly lists health cost per attack as 2%.
Ravage (Upgrade)- Adds a flat +50% to Dragon Rage's damage_multiplier value (all 3 attacks). This bonus stacks additively with the bonus from Ring of Pain and Dragon Rage's bonus from missing health.
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aznricepuff
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Origin: aznricepuff
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Posts: 182 Likes: 197
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aznricepuff
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Post by aznricepuff on Aug 14, 2016 19:27:28 GMT
Rogue AbilitiesDouble DaggersBloodied Prey (Passive)- Applies +10% to damage_multiplier to all hits having the caster as their source when the victim's remaining health percentage is lower than the caster's remaining health percentage.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Deathblow- First and second attack: hits the primary target and all enemies in melee range of the caster in a small arc centered on the primary target for 200% weapon damage (physical).
- If any hit from the first attack reduces its victim's health to below 50%: the caster launches the second attack.
- Hits from both attacks receive +3% to damage_multiplier per 1% missing health on the victim.
- Hits from the second attack apply a knockdown effect to the victim.
- [Bug - Patch 11] If any hit kills its victim: cooldown on Deathblow is reset for the caster, even without Thrill of Victory.
[Bug - Patch 5] In Action Mode (third-person mode) only: the second strike, if performed, consumes an additional 50 stamina in addition to the ability's base 50 stamina cost. [Fixed - Patch 11]- If a hit from the first attack kills an enemy, the stamina restoration from Dance of Death is triggered before the stamina cost of Deathblow is deducted.
Thrill of Victory- Increases ability_multiplier of hits from both the first and second attacks to 300%.
Surprise Attack (Trespasser only)- The second attack is now only triggered when any hit from the first attack strikes an enemy at above 50% health before damage is applied.
- Removes the +3% to damage_multiplier per 1% missing health on the victim bonus and replaces it with +3% to damage_multiplier per 1% remaining health on the victim.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Flank Attack- The caster rushes toward and overshoots the primary target in a straight line, hitting all enemies along the way. After overshooting the target, the caster rushes toward the primary target and hits it once.
- All hits: base_damage = off-hand damage and ability_multiplier = 200% (physical damage).
- Any enemy hit by the first attack will turn toward the direction of the initial attack (i.e. toward the caster's position when the ability was activated).
- In the case of the primary target, this usually guarantees that the second attack against it is a flanking attack.
- Sometimes the caster does not rush back toward the primary target after the overshoot (usually happens when the caster travels over an elevation change with the first attack). The second hit against the primary target will still land even if this happens.
Skirmisher- The second hit against the primary target applies Stealth (infinite duration) to the caster.
Bleeding Flanks (Trespasser only)- All hits from Flank Attack apply Bleeding (10 seconds).
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Parry- Blocks the first melee attack from any angle within 1 second of activation.
- When an attack is successfully blocked, the caster turns to face the attacker and launches a counterattack that hits all enemies in melee range in a 180-degree arc on the right-hand side of the caster.
- Counterattack hits for 100% weapon damage (physical).
- [Undocumented - Patch 11] When an attack is successfully blocked, also restores 35 stamina.
Effortless Riposte- Increases the amount of stamina restored on a successful block to 45.
- [Undocumented - Patch 11] Increases ability_multiplier of the counterattack to 225%.
Patient Riposte (Trespasser only)- Changes Riposte to a sustained ability with activation cost of 0 stamina and sustain cost of 6% maximum stamina per second.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Spinning Blades- The caster strikes all enemies in melee range in a large arc centered on the caster's facing direction up to 5x in quick succession.
- All hits use ability_multiplier = 75% (physical damage).
- Each hit removes all status effects on the victim. For each unique status effect removed, applies one stack of that effect to all enemies in a 6 meter radius around the caster.
- The following status effects cannot be spread:
- Asleep
- Stunned
- Sundered (only when applied by Brittle Glyph)
- All status effects applied by Spinning Blades have a fixed duration:
- Bleeding: 10 seconds
- Burning: 10 seconds
- Chilled: 6 seconds
- Fear/Panicked: 10 seconds
- Frozen: 2 seconds
- Paralyzed: 2 seconds
- Poisoned: 2 seconds
- Shocked: 8 seconds
- Sundered:: 12 seconds
- Weakened: 16 seconds
- Burning applied by Spinning Blades uses ability_multiplier = 100%.
- Poisoned applied by Spinning Blades uses ability_multiplier = 60%.
- Sundered applied by Spinning Blades has a magnitude of 20%.
Neverending Spin- If the first wave of 5 strikes successfully hits at least once, the caster launches two more waves of strikes after the initial wave.
- 2nd wave: 4 strikes.
- [Undocumented - Patch 11] 3rd wave: 2 strikes. Each strike applies a knockup effect to the victim.
- [Undocumented - Patch 11] Increases the ability_multiplier of all hits from Spinning Blades to 105%.
Flurry (Trespasser only)- Hits from Spinning Blades no longer remove status effects from victims.
- [Undocumented - Patch 11] Reduces the maximum number of strikes per enemy from 5 to 1. Greatly increases the range of all strikes.
- [Undocumented - Patch 11] Increases the ability_multiplier of all hits from Spinning Blades to 105%.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Twin Fangs- Strikes the primary target and all other enemies in melee range in a small arc centered on the primary target twice.
- One hit uses main-hand damage and the other uses off-hand damage.
- All hits use ability_multiplier = 200% (physical damage) and receive +100% to flanking_bonus.
Ripping Fangs- Adds an additional +50% to flanking_bonus to all hits from Twin Fangs (total = +150%).
- Each hit from Twin Fangs now applies one stack of 20% Sundered (8 seconds).
- [Bug - Patch 11] Sundered is applied even when not flanking.
Unyielding Fangs (Trespasser only)- Removes the bonus to flanking_bonus from all hits from Twin Fangs.
- Adds +100% to damage_multiplier to all hits from Twin Fangs when not flanking.
ArcheryExplosive Shot- Fires a projectile at the primary target. When the projectile hits an enemy it applies a small knockback effect, and after a short delay all enemies in a small AoE around the victim are hit twice.
- Hit 1: Applies fire damage. Uses ability_multiplier = 200%.
- Hit 2: Applies physical damage. Uses ability_multiplier = 200%.
Chain Reaction- Applies +25% to damage_multiplier to both hits of Explosive Shot for every enemy greater than one within the explosion AoE, up to a maximum of four extra enemies (+100% bonus).
Shockwave (Trespasser only)- Increases the magnitude of the knockback effect applied by the projectile fired at the primary target.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>First Blood (Passive)- Applies +15% to damage_multiplier to all damage from the caster if the victim has at least 80% remaining health.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Full Draw- After a short wind-up time, the caster fires a single projectile at the primary target that hits for 800% weapon damage (physical).
- Each hit from this ability receives +100% to damage_multiplier if the victim has at least 90% remaining health.
Stunning Shot- Each hit from Full Draw now applies Asleep (30 seconds).
- [Mistake - Patch 11] In-game description incorrectly lists duration of the Asleep effect as 20 seconds.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Leaping Shot- Fires 1+12 projectiles in a tight cone in the direction of the target near the end of the leaping animation.
- [Mistake - Patch 11] In-game description incorrectly lists number of projectiles as 12.
- First projectile: Each hit uses ability_multiplier = 175% (physical damage).
- Last 12 projectiles: each hit uses ability_multiplier = 100% (physical damage) and receives -50% to damage_multiplier.
- [Bug - Patch 11] Sometimes will fail to launch any projectiles if leaping across a change in elevation. No cooldown is triggered if this occurs.
Rolling Draw- The next autoattack made after casting Leaping Shot receives +200% to damage_multiplier and applies a knockdown effect to the victim.
- The Rolling Draw buff is applied even if the caster fails to launch any projectiles.
Shot from the Shadows (Trespasser only)- Applies Stealth to the caster at the end of the leaping animation.
- Stealth is applied even if the caster fails to launch any projectiles.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Long Shot- Fires a single projectile at the primary target that hits for 200% weapon damage (physical).
- Each hit from this ability receives +300% to damage_multiplier if the victim is at least 15 meters away from the caster.
- No partial bonus is applied if the victim is less than 15 meters away.
Archer's Lance- Upgrades the projectile from Long Shot so that it can travel through and hit multiple enemies.
- The projectile does not necessarily travel in a straight line; it can change its direction of travel by a small amount after hitting each enemy to target the next one.
- With some luck, it is entirely possible for the projectile to make a 180-degree turn over the course of hitting multiple enemies if they are positioned correctly.
- [Bug - Patch 11] There is no damage bonus from striking multiple enemies.
Eagle Eye (Trespasser only)- Each hit from Long Shot now receives an additional +300% to damage_multiplier if the victim is at least 25 meters away from the caster. The possible bonuses based on distance are now:
- 0-15 meters: +0%.
- 15-25 meters: +300%.
- > 25 meters: +600%.
SabotageCaltrops- The caster throws caltrops in a small AoE around him or herself that persist for 30 seconds. Enemies that move within the AoE are repeatedly hit for 10% weapon damage (physical).
- Each hit from Caltrops applies Slowed (4 seconds) to the victim.
- The interval between successive hits on a single enemy that moves within the AoE is somewhat random, but can be as short as 0.2 seconds.
- [Bug - Patch 11] Does not benefit from Set Them Up.
Tread Lightly- Each hit from Caltrops now applies one stack of Bleeding (10 seconds) on the victim.
Barbed Spikes (Trespasser only)- Each hit from Caltrops now applies Immobilized (3 seconds) on the victim.
- An enemy affected by Immobilized cannot have it applied again until they exit and re-enter the AoE.
- The interval between successive hits on a single enemy that moves within the AoE is now 1 second.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Cheap Shot (Passive)- Each critical hit made by the caster applies one stack of 20% Sundered (12 seconds) to the victim.
- [Mistake - Patch 11] In-game description incorrectly lists the duration of the Sundered effect as 6 seconds.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Explosive Toxin (Passive)- When an enemy with an active Poisoned effect applied by the caster dies, a cloud is summoned with the same characteristics as Toxic Cloud centered on the position of the dying enemy.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Fighting Dirty (Passive)- Increases the duration of Poisoned and Sundered effects with the caster as their source by 25%.
- [Bug - Patch 11] Has no effect on Sundered applied by Cheap Shot.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Poisoned Weapons- Every hit made by the caster while Poisoned Weapons is active applies Poisoned (9 seconds) to the victim.
- Does not apply to hits from Caltrops.
- Each tick of the Poisoned effect uses ability_multiplier = 75% and receives -50% to damage_multiplier.
- If an enemy with an existing instance of Poisoned (from any source or ability) is hit by Poisoned Weapons, the existing instance will persist instead of being replaced.
Infected Wounds- Applies +15% to damage_multiplier to all hits from autoattacks and ticks of Poisoned from Poisoned Weapons having the caster as their source while Poisoned Weapons is active.
- This bonus is not applied to damage from any other ability.
Leeching Poison (Trespasser only)- Each hit made by the caster while Poisoned Weapons is active heals the caster for 5% of maximum health.
- Does not apply to hits from Caltrops.
- When triggered, the heal undergoes a short (<1 second) cooldown period, during which further hits made by the caster will not trigger the heal.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Throwing Blades- Throws up to 4 projectiles at random enemies located in front of the caster.
- Each projectile hits for 100% weapon damage (physical) and applies 20% Sundered (8 seconds) to the victim.
Precision Targeting- [Undocumented - Patch 11] Increases the maximum number of projectiles thrown from 4 to 6.
- Hits from Throwing Blades now gain +50% to ability_multiplier for every previous projectile that targeted the same enemy. For a detailed description of how this is calculated, see below:
- The caster maintains a counter N.
- N is set to 0 when Throwing Blades is activated.
- When a projectile from Throwing Blades strikes a target, the following occurs in order:
- The target is hit for 100% + N * 50% weapon damage. (This may not always occur; see bug note below.)
- If the target is not the same as the one struck by the previous projectile or if this is the first projectile of the current activation, N is set to 0.
- N is incremented by 1.
- [Bug - Patch 11] Projectiles that land on their target don't always result in damage. The rest of the steps involved in tracking the bonus to ability_multiplier still occur even if the damage does not.
[Bug - Patch 5] Damage bonus is not applied. [Fixed - Patch 11] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Toxic Cloud- The caster creates a cloud with a medium AoE centered on him or herself that lasts for 12 seconds.
- [Mistake - Patch 11] In-game description incorrectly lists the duration of the cloud as 8 seconds.
- When an enemy enters the cloud, a DoT effect is applied on it.
- Ticks of the cloud DoT use ability_multiplier = 100% (poison damage) and receive -65% to damage_multiplier.
- The DoT effect immediately ends when the victim leaves the cloud AoE or when the cloud dissipates.
[Bug - Patch 4] The cloud poisons enemies even without the Contact Poison upgrade. [Fixed - Patch 11] Contact Poison- Each tick from the cloud DoT now applies Poisoned (2 seconds) to the victim.
- Ticks of the Poisoned effect use ability_multiplier = 100% and receive -50% to damage_multiplier.
[Bug - Patch 4] Currently has no effect. All listed improvements to Toxic Cloud are already included in the un-upgraded version. [Fixed - Patch 11] Lost in the Mist (Trespasser only)- Allies within the cloud AoE now receive one stack of Elusive (infinite duration) every second, up to a maximum of 3 stacks.
- Each Elusive stack completely negates damage from one hit and then is immediately removed.
SubterfugeAmbush (Passive)- All damage from the caster dealt within 3 seconds of exiting from Stealth or Clinging Shadows (buff) receive +50% to armor_penetration.
- [Mistake - Patch 11] The in-game description incorrectly states that the bonus is applied while in Stealth; it is only applied upon exiting Stealth.
- [Mistake - Patch 11] The in-game description incorrectly lists the length of the window during which the bonus is applied as 6 seconds instead of 3 seconds.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Evade- In Action Mode (over-the-shoulder): Caster jumps directly away from the selected target. If no target is selected, the caster jumps in the current facing direction.
- In Tactical Mode (overhead): Caster jumps in the selected direction.
Hidden Step- Leaves behind a doppelganger of the caster at the caster's initial location when Evade is cast. Enemies are hit for 300% weapon damage (physical) when they attack or move onto the doppelganger. The doppelganger disappears after a few seconds.
- If the caster is close enough to an enemy when Evade is cast, the doppelganger is immediately destroyed and the enemy takes damage.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Knockout Powder- Applies Asleep (13 seconds) to all enemies in an AoE cone in front of the caster.
Deep Sleep- Increases the base duration of Asleep applied by Knockout Powder to 23 seconds.
- Instead of ending immediately when the recipient takes damage, Asleep applied by Knockout Powder now ends 3 seconds after damage is taken.
Rude Awakening (Trespasser only)- Asleep applied by Knockout Powder now strikes the recipient for 600% weapon damage (spirit) 5 seconds after it is applied.
- The Asleep effect actually ends 0.5 seconds after the damage from Rude Awakening is applied.
- [Mistake - Patch 11] The Asleep effect now lasts a maximum of 5.5 seconds, not 8 seconds as implied by the in-game description.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Shadow Strike- The caster rushes forward a short distance and strikes the primary target for 400% weapon damage (physical) and applies a knockup effect.
- [Undocumented - Patch 11] Hits from Shadow Strike, if applied between 1-5 seconds after entering Stealth, receive +50% to damage_multiplier. This bonus is in addition to the standard +50% to damage_multiplier received by all hits when exiting from Stealth.
- Hits from Shadow Strike that are applied less than 1 second after entering Stealth do not receive this bonus, but will still receive the standard bonus from Stealth.
- [Bug - Patch 11] Will oftentimes fail to hit the primary target if the caster is too far away when the ability is activated. Activating the ability in Action Mode (over-the-shoulder) by holding down the assigned ability key minimizes the chance of this occurring.
[Bug - Patch 4] The bonus damage from attacking from stealth or not taking damage recently is not being applied correctly and in a manner consistent with the description. [No longer applies - Patch 11] Quick Blade- Hits from Shadow Strike now receive +50% to damage_multiplier if applied more than 5 seconds after the most recent time the caster took damage or when exiting Stealth.
- This bonus does not stack if both conditions are met at the same time.
- [Undocumented - Patch 11] Hits from Shadow Strike no longer receive the standard +50% bonus to damage_multiplier from exiting Stealth.
- The bonus to hits made within 1-5 seconds of entering Stealth is retained.
Long Shadows (Trespasser only)- Transforms Shadow Strike into a ranged ability so that it will now fire a projectile at the primary target.
- [Undocumented - Patch 11] Hits from Shadow Strike no longer receive the standard +50% bonus to damage_multiplier from exiting Stealth.
- The bonus to hits made within 1-5 seconds of entering Stealth is retained.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Stealth- Applies Stealth to the caster upon activation.
- Stealth has the following effects:
- Upon entering Stealth, the caster loses all accumulated Threat.
- While in Stealth, the caster cannot be seen or be targeted by enemies.
- Stealth immediately ends when one of the following occurs:
- The caster activates an ability.
- The caster autoattacks.
- The caster initiates a revive.
- The caster receives damage.
- The caster is discovered by an NPC with the Perceptive trait.
- Grants +50% to damage_multiplier to all damage from the caster dealt within 1.5 seconds of exiting from Stealth if Stealth ended for the following reasons:
- The caster activated an ability.
- The caster autoattacked.
- The Stealth timer passively expired.
Clinging Shadows (Trespasser only)- Grants 3 seconds of Clinging Shadows (buff) when the caster has Stealth and one of the following occurs:
- The caster activates an ability.
- The caster autoattacks.
- The caster receives damage.
- While under the effects of Clinging Shadows (buff), the caster cannot be seen or be targeted by enemies.
- From a mechanics standpoint, Stealth still ends normally when Clinging Shadows is triggered (this is important for determining when certain effects are triggered, such as the damage bonus from exiting Stealth). However, the transition to Clinging Shadows (buff) is seamless, the caster remains undetectable by enemies through the transition.
- Also applies to Stealth granted by Shot from the Shadows and Skirmisher.
ArtificerElemental Mines- The caster throws 3 fire mines, 3 ice mines, and 3 electricity mines out a medium distance, spread over a medium arc centered on the caster's facing direction.
- Each mine will detonate when they come into contact with an enemy (either when thrown or when an enemy walks over it).
- Fire Mine: Hits all enemies in a very small AoE for 50% weapon_damage (fire) and applies Burning (8 seconds).
- Ticks of the Burning effect use ability_multiplier = 50%.
- Ice Mine: Hits all enemies in a small AoE for 50% weapon damage (cold) and applies Chilled (8 seconds).
- Electricity Mine: Hits all enemies in a small AoE for 50% weapon damage (electricity) and applies Shocked (8 seconds).
- Mines automatically detonate after 30 seconds if not triggered.
- [Bug - Patch 11] If AI Tactics is enabled and the AI casts Elemental Mines, there is a chance that it will end up casting the One-Shot version even if the ability is not upgraded or the Throw Everything upgrade is selected.
- If this occurs, the One-Shot version of the ability will replace the normal version in the ability bar and the caster is forced to use the One-Shot version until the ability is replaced in the ability bar or the active upgrade (if available) is toggled.
Throw Everything- Elemental Mines now drains all stamina from the caster when activated.
- Number of extra mines summoned is based on stamina remaining after deducting Elemental Mines's stamina cost.
- 0-4 stamina: no extra mines.
- 5-9 stamina: 1 extra fire mine.
- 10-14 stamina: 1 extra fire mine + 1 extra cold mine
- 15-24 stamina: 2 extra fire mines + 2 extra cold mines + 2 extra electricity mines.
- 25+ stamina: At this point Elemental Mines will summon extra mines in sets of 3. Each set consists of 1 fire mine, 1 cold mine, and 1 electricity mine. The formula for the number of extra sets (of 3 mines) is:
- num_extra_sets = floor((stamina - 25) / 15) + 3
- [Undocumented - Patch 11] Hits from the initial detonation of all mines now uses ability_multiplier = 175%.
- Ticks of the Burning effect from fire mines still use ability_multiplier = 50%.
One-Shot (Trespasser only)- Elemental Mines now throws one mine that cycles between Electricity -> Ice -> Fire with every cast. The new mines function as follows:
- Fire Mine: Hits all enemies in a small AoE for 400% weapon damage (fire) and applies Fear (1.5 seconds) and Burning (8 seconds).
- Ticks of the Burning effect use ability_multiplier = 100%.
- Ice Mine: Hits all enemies in a small AoE for 400% weapon damage (cold) and applies Frozen (1.5 seconds) and Chilled (8 seconds).
- Electricity Mine: Hits all enemies in a small AoE for 400% weapon damage (electricity) and applies Paralyzed (1.5 seconds) and Shocked (8 seconds).
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Opportunity Knocks (Passive)- When any party member lands a critical hit, all of the caster's abilities on active cooldown have their cooldown timers reduced by 0.5 seconds.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Set Them Up (Passive)- All hits from the following abilities that consider the caster as their source receive +30% to damage_multiplier.
- Spike Trap
- Elemental Mines
- Ticks of the Fire Mine Burning effect do not receive this bonus.
- [Bug - Patch 11] Caltrops does not benefit from this ability.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Spike Trap- The caster throws a single trap on the ground at his or her position.
- The trap will detonate when it comes into contact with an enemy (either when thrown on when an enemy walks over it), hitting all enemies in a small AoE around the trap for 300% weapon damage (physical) and applying a knockup effect.
- Activating this ability does not end Stealth.
Shrapnel (Trespasser only)- Each hit from Spike Trap now applies one stack of Bleeding (10 seconds).
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Tricks of the Trade (Passive)- Increases the duration of all status effects applied by any party member by 10%.
- [Bug - Patch 11] Does not increase the duration of Sundered from Cheap Shot.
- [Bug - Patch 11] Does not increase the duration of any Bleeding effect.
- [Bug - Patch 11] Does not apply any damage bonus, either a general one or to status effects specifically.
AssassinCloak of Shadows (Focus ability)- Grants Stealth ([3, 6, 9] seconds) to the entire party upon activation.
- Stealth granted by this ability functions identically to regular Stealth except it only ends when its timer expires or when the recipient is discovered by an NPC with the Perceptive trait.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Hidden Blades- The caster throws a projectile at the primary target that upon impact hits the victim 3 separate times in quick succession for 300% weapon damage (physical) each.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Knife in the Shadows (Passive)- All hits from the caster made within a certain window after exiting from Stealth are guaranteed to be critical hits. The length of the window depends on the manner in which the caster exited from Stealth:
- Activated an ability or autoattacked: 1.5 seconds.
- Stealth timer passively expired: 3 seconds.
- Took damage: Bonus is not applied.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Knockout Bomb- The caster throws a projectile at the primary target that upon impact applies Asleep (10 seconds) to all enemies in a medium AoE around the point of impact.
Comatose- [Bug - Patch 11] This upgrade has no effect.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Mark of Death- The caster throws a projectile at the primary target that upon impact applies Mark of Death (debuff) (8 seconds) to the victim.
- While active, the debuff stores all damage received by the recipient.
- While the debuff is active, the caster can manually trigger Mark of Death.
- Deals 100% of stored damage when manually triggered. Deals 50% of stored damage when the debuff is allowed to expire. This damage, although displayed as physical damage in-game, ignores armor, all resistances, and is not affected by attack_bonus, damage_multiplier, flanking_bonus, or critical_damage_bonus.
[Bug? - Patch 2] Although the damage from this ability can trigger critical hits, they do not receive any critical damage bonus. Effects that proc on critical hits will still be triggered, though. [No longer applies - Patch 11]- [Bug - Patch 2] Sometimes deals no damage when allowed to expire.
Mark of Doom- Mark of Death now deals 150% of stored damage when manually triggered and 25% of stored damage when allowed to expire.
Lasting Mark (Trespasser only)- Increases the base duration of Mark of Death (debuff) to 12 seconds.
- Mark of Death can no longer be manually triggered.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Throatcutter (Passive)- Grants +2% to damage_multiplier to all damage from the caster for every 10% missing health on the victim.
TempestFlask of Lightning/Quicksilver- Duration is measured in game engine time (accounting for pauses), not the caster's subjective time. In other words, the ability lasts 5 seconds (7 seconds with Quicksilver) whether the player controls the caster, another party member, or switches between characters while the ability is active.
- When the player directly controls the caster:
- Everything in the game world other than the caster is slowed.
- Timers affected (slowed):
- Buffs and debuffs on all non-caster characters.
- Timers unaffected:
- Buffs and debuffs on caster.
- Cooldowns on all party members.
- Stamina/mana regeneration on all party members.
- Barrier decay on all party members.
- When the player does not directly control the caster:
- The caster's actions (including autoattacks and casting times) are sped up by a factor of approximately 7.5-8x (Quicksilver does not change this value). Everything else in the game world is unaffected.
- Timers affected (sped up):
- Timers unaffected:
- Debuffs on caster.
- Buffs and debuffs on all non-caster characters.
- Cooldowns on all party members.
- Stamina/mana regeneration on all party members.
- Barrier decay on all party members.
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aznricepuff
N2

Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Origin: aznricepuff
XBL Gamertag: aznricepuff
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Aug 11, 2016 14:47:16 GMT
August 2016
aznricepuff
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
aznricepuff
aznricepuff
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Post by aznricepuff on Aug 14, 2016 19:27:39 GMT
Mage AbilitiesSpiritBarrier- Applies barrier at 100% of the caster's max_barrier stat to all party members and allies in the targeted AoE.
Elegant Defense- The cooldown timer of the caster's Barrier ability is now reduced by 4 seconds each time a barrier created by the caster ends (through expiring or absorbing damage).
[Bug? - Patch 4] Cooldown reduction only applied when any barrier ends (either through decay or taking damage) on self. The source of the barrier does not matter. [Fixed - Patch 11] Energetic Defense (Trespasser only)- Increases the delay before barrier decay begins to 5 seconds for all barriers created by the caster.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Dispel Magic- Dispels all negative status effects on party members and allies in the targeted AoE.
- Deals large amounts of damage to barriers on enemies in the targeted AoE.
- Closes nascent fade rifts in the targeted AoE.
Transmute Magic- When triggered, the following effects are applied:
- Applies barrier at 50% of the caster's max_barrier stat to the caster. The caster is considered the source of the barrier.
- Applies +25% to damage_multiplier to all damage from the caster for 10 seconds.
- [Bug - Patch 11] Does not trigger when dispelling status effects on party members/allies or when detonating combos. Only seems to trigger when dispelling enemy barriers.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Rejuvenating Barrier (Passive)- The caster receives a +35% bonus to mana regeneration rate when under the effects of an active barrier created by the caster.
- [Bug - Patch 11] Does not grant mana/stamina regeneration to other party members under the effects of barrier created by the caster.
[Bug - Patch 5] The bonus is applied when any barrier is active on the caster, no matter who applied the barrier. [Fixed - Patch 11] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Strength of Spirits (Passive)- Grants a +50% bonus to the caster's max_barrier stat.
StormChain Lightning- The caster sends out lightning (not a projectile) to hit the primary target. Every time the lightning hits an enemy, it deals 250% weapon damage (electricity) and applies Shocked (8 seconds) to the victim, then targets another random enemy (not including the victim) within a large radius of the victim to strike next.
- The lightning hits up to 4 times (including the primary target)
- The lightning may hit a single target more than once, as long as the hits are not consecutive.
Arcing Surge- Increases the maximum number of hits of Chain Lightning to 6 and increases the maximum allowable distance that the lightning can jump from target to target.
Never Strikes Twice (Trespasser only)- The lightning from Chain Lightning now can no longer hit any target more than once.
- Hits from the lightning now receives +200% to damage_multiplier for each previous hit the lightning has made.
- The first hit receives no bonus to damage_multiplier, the second receives +200%, the third receives +400%, etc.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Energy Barrage- The caster fires 12 arcing projectiles at the primary target. Each projectile on impact deals 66% weapon damage of the same element type as the caster's equipped staff.
- [Undocumented - Patch 11] Each projectile also applies the following status effects based on the element type of the caster's equipped staff:
- Fire: Burning (8 seconds). Ticks for 50% weapon damage.
- Electricity: Shocked (8 seconds).
- Ice: Chilled (8 seconds).
- [Undocumented - Patch 11] If the caster has equipped a Blade of Tidarion staff with a slotted elemental rune whose elemental type differs from that of the staff, this ability will launch 12 additional projectiles.
- Hits from these projectiles behave identically to hits from the regular Energy Barrage projectiles except that their applied damage type and status effect is based on the elemental type of the slotted rune.
- Hits from these projectiles are not counted as rune damage, and therefore can trigger "on-hit" and "on-critical-hit" effects.
- [Bug - Patch 11] Sometimes one or more projectiles will fail to hit the primary target.
Energy Bombardment- Each projectile upon impact applies -2% to the victim's elemental resistance (fire, electricity, or cold, depending on the element of the caster's equipped staff) for approximately 4-5 seconds.
Energy Storm (Trespasser only)- Each projectile from Energy Barrage now targets a random enemy within a 180-degree arc centered on the caster's facing direction.
- [Bug - Patch 11] The damage from each projectile is unchanged (still 66% weapon damage).
- The Burning effect from using a fire staff still ticks for 50% weapon damage.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Gathering Storm (Passive)- When the caster makes an autoattack, all of the caster's abilities on active cooldown have their cooldown timers reduced by 0.5 seconds.
- The cooldown reduction reduction will trigger as long as the caster begins the animation for the autoattack. The attack does not need to be completed or result in a successful hit. However, the attack does need to be targeted at an enemy.
Grants a 0.5-second cooldown reduction every time the first attack (attack_1) in the staff attack sequence is made. [No longer applies - Patch 11] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Lightning Bolt- The caster calls down lightning to hit the primary target for 200% weapon damage (electricity) and apply Paralyzed (1 second).
- [Bug - Patch 11] Paralyzed applied by this ability only lasts 1 second instead of the intended 2 seconds.
- [Bug - Patch 11] The duration of Paralyzed applied by this ability does not increase with the number of enemies near the primary target.
Exploding Bolt- [Bug - Patch 11] This upgrade has no effect on Lightning Bolt. Neither the damage bonus nor the knockback is correctly applied.
Lightning Cascade (Trespasser only)- Lightning Bolt now applies Paralyzed (1 second) to all enemies in a large radius around the primary target.
- The duration of Paralyzed applied by Lightning Bolt is now reduced to 0.5 seconds if Paralyzed is applied to 5 or more enemies.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Static Cage- The caster summons a circular cage around the targeted AoE that lasts for 8 seconds.
- When an enemy within the cage tries to move across the edge of the cage, the following occurs:
- Shocked (8 seconds) is applied to the enemy.
- The enemy is dragged (almost instantaneously) to the center of the cage.
- Paralyzed (2 seconds) is applied to the enemy once it reaches the center of the cage.
- [Bug - Patch 11] Sometimes enemies that cross the edge will fail to be dragged to the center. Paralyzed is still applied even if this occurs.
Lightning Cage- Upgrades Static Cage so that every hit (DoT ticks do not count) on an enemy within the cage triggers the following:
- The victim is hit for X% weapon damage (electricity).
- The source of the triggering hit is also considered the source of this damage.
- Unlike with most other "on-hit" triggers, rune damage will successfully trigger this extra damage.
- The value of X depends on the weapon type of the source of the damage:
- One-handed: 37.5%.
- Two-handed: 32.5%.
- Double Daggers: 37.5%.
- Bow: 37.5%.
- Staff: 50%.
- Shocked (8 seconds) is applied to the victim.
Tethering Cage (Trespasser only)- Enemies within the cage summoned by Static Cage who try to leave it are no longer dragged to the center or have Shocked and Paralyzed applied to them.
- Enemies who leave the cage are now hit for 100% weapon damage (electricity) every second as long as they are outside the cage and the cage has not expired.
- This damage is not counted as DoT.
- [Mistake - Patch 11] The in-game description incorrectly lists the damage suffered by enemies who leave the cage as 50% weapon damage per second.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Static Charge (Passive)- When the caster is hit by an enemy (all hits are eligible, not just those that cause interrupts), applies Paralyzed (2 seconds) to the attacker when either of the following conditions is met:
- The caster is playing the animation for casting an ability.
- In Action Mode (over-the-shoulder) only: the caster is playing the animation for aiming an ability.
- Triggering this passive does not negate the damage from being hit, nor does it prevent the caster from being interrupted.
- There is no internal cooldown for triggering this passive.
- [Bug - Patch 11] Deals no damage.
- [Mistake - Patch 11] The in-game description incorrectly states that this passive applies Shocked when triggered.
InfernoChaotic Focus (Passive)- When the caster casts one of the following abilities, half of the caster's active barrier (if any) is consumed and the following damage bonuses are applied:
- Fire Mine: Detonation hit receives +4% to damage_multiplier per 1% barrier consumed.
- Burning ticks from Searing Glyph do not receive this bonus.
- Flashfire: Initial hit receives +2% to damage_multiplier per 1% barrier consumed.
- Burning ticks from Blazing Trails do not receive this bonus.
- Immolate: Initial hit receives +4% to damage_multiplier per 1% barrier consumed.
- Burning ticks do not receive this bonus.
- [Bug - Patch 11] Does not trigger when casting Fire Mine with the Flaming Array upgrade.
- [Bug - Patch 11] The damage bonus from this passive is only consistent when casting abilities in Action Mode (over-the-shoulder). In Tactical Mode, sometimes the damage bonus is smaller than it should be given the amount of barrier consumed.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Clean Burn (Passive)- Each time the caster casts an ability, all of the caster's abilities on active cooldown have their cooldown timers reduced by 1 second.
- The ability being cast must enter cooldown (if it has a cooldown) for it to trigger this passive.
[Mistake/Bug - Patch 4] In-game description incorrectly lists the cooldown reduction as 1 second. [Fixed - Patch 11] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Fire Mine- The caster summons a glyph on the ground at the targeted location, which activates after a 3-second delay.
- Once activated, the glyph will detonate when any enemy walks over it, hitting all enemies on the glyph for 1600% weapon damage (fire) and applying a stagger effect. Once detonated, the glyph disappears.
- The AoE for the detonation damage is actually somewhat larger than the glyph visual.
Searing Glyph- Upgrades the glyph summoned by Fire Mine such that each hit from the detonation now applies Burning (8 seconds) that ticks for 200% weapon damage to the victim.
Flaming Array (Trespasser only)- Changes Fire Mine so that upon activation, the caster summons 3 glyphs, spaced closely together in an arc directly in front of the caster.
- The glyphs no longer have an activation delay.
- [Bug - Patch 11] Hits from the detonation only deal 1 damage if their flanking_bonus values are greater than 0% (after subtracting the >3-meter penalty, if applicable).
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Flashfire- The caster fires a projectile at the primary target that upon impact hits the victim for 300% weapon damage (fire) and applies Fear (8 seconds).
Blistering Pain- Increases the base duration of Fear applied by Flashfire to 16 seconds.
[Bug - Patch 5] Does not increase the duration of Flashfire's Fear effect at all. [Fixed - Patch 11] Blazing Trails (Trespasser only)- Upgrades the Fear effect applied by Flashfire such that as long as it is active, the recipient spawns a burning trail wherever it walks.
- Each segment of the trail lasts for 10 seconds and applies Burning (10 seconds) that ticks for 100% weapon damage to any enemy (including the one that spawned the trail) that walks over it.
- [Mistake - Patch 11] The in-game description incorrectly lists the duration of the trail as 5 seconds.
- [Mistake - Patch 11] The in-game description incorrectly lists the duration of the Burning effect applied by the trail as 8 seconds.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Immolate- Hits all enemies in the targeted AoE for 300% weapon damage (fire) and applies Burning (8 seconds) that ticks for 75% weapon damage.
Wildfire- Applies +175% to the ability_multiplier value of the initial hit from Immolate (total = 475%).
- Applies +75% to the ability_multiplier value of the ticks from the Burning effect applied by Immolate (total = 150%).
- Applies -4 seconds to the cooldown time of Immolate.
- [Mistake - Patch 11] The in-game description incorrectly lists the bonus to the ability_multiplier value of the initial hit as +100%.
Consuming Fire (Trespasser only)- Sets the cooldown time of Immolate to 0 seconds.
- [Undocumented - Patch 11] Reduces the base mana cost of Immolate to 20 mana.
- Applies +10 mana to the mana cost of Immolate for every time the ability was cast in the previous 5 seconds.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Pyromancer (Passive)- Increases the duration of all Burning and Fear effects applied by the caster by 25%.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Wall of Fire- The caster summons a straight line of fire at the targeted location that lasts for 20 seconds.
- The direction of the line is always perpendicular to the direction in which the camera faces. In Tactical Mode, you can rotate the line by rotating the camera while aiming the ability.
- Enemies that step on the line have Burning (8 seconds) that ticks for 200% weapon damage and Fear (4 seconds) applied to them.
Lasting Flames- Increases the base duration of Burning applied by Wall of Fire to 12 seconds.
- [Undocumented - Patch 11] Increases the base duration of Fear applied by Wall of Fire to 6 seconds.
Wave of Flame (Trespasser only)- Changes Wall of Fire so that the player can no longer manually target the ability. Instead, upon activation a line of fire perpendicular to the caster's facing direction is summoned directly in front of the caster that moves quickly away from the caster.
WinterBlizzard- The caster summons a blizzard at the targeted location that persists as long as the caster sustains this ability.
- The caster may take any action while sustaining this ability without interrupting the sustain.
- Has an activation cost of 5 mana and a sustain cost of 5% of maximum mana per second.
- Enemies within the AoE defined by the targeting ring have a DoT effect applied to them that ticks for 75% weapon damage (cold).
- The DoT effect immediately ends when the recipient leaves the AoE or when the blizzard ends.
- Enemies within a very large AoE (larger than the targeting ring; roughly the size of the area covered by the snow visual effect) have Chilled applied to them every 3 seconds.
- Chilled is immediately removed from enemies who leave this AoE or who remain in it when the blizzard ends, regardless of the source of the Chilled effect.
- The cooldown for this ability begins when the blizzard is summoned.
Ice Storm- Applies +75% to the ability_multiplier value of the DoT effect applied by Blizzard (total = 150%).
- Blizzard now applies Frozen (4 seconds) to enemies that remain within the larger AoE (the one that applies Chilled) for 12.6 consecutive seconds.
- [Undocumented - Patch 11] Sets the cooldown for Blizzard to 0 seconds.
Winter Winds (Trespasser only)- Changes Blizzard from a sustained ability to a simple activated ability with an activation cost of 40 mana.
- The summoned blizzard now lasts 10 seconds.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Fade Step- The caster travels in a straight line at great speed, ignoring collision with other characters (both friendly and hostile).
- In Action Mode (over-the-shoulder), the direction of travel is always the facing direction of the caster when the ability is activated.
- In Tactical Mode, the player is allowed to aim the ability in any direction.
Frost Step- Upgrades Fade Step such that each time the caster travels through an enemy, that enemy is hit for 400% weapon damage (cold) and has Chilled (8 seconds) applied to it.
- [Mistake - Patch 11] The in-game description incorrectly lists the ability_multiplier value for the hit when passing through enemies as 300%.
Energizing Step (Trespasser only)- Upgrades Fade Step such that each time the caster travels through an enemy, 25% of maximum mana is restored to the caster.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Frost Mastery (Passive)- Increases the duration of all Chilled and Frozen effects applied by the caster by 25%.
- [Bug - Patch 11] Does not increase the duration of Frozen applied by Mana Surge.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Ice Armor (Passive)- Applies Ice Armor (Buff) to the caster when the caster is standing near one of the following:
- An enemy under the effects of Frozen.
- A glyph from Ice Mine.
- A wall from Wall of Ice.
- A blizzard from Blizzard.
- Ice Armor (Buff) applies +50% to melee_defense, ranged_defense, and magic_defense to the caster.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Ice Mine- The caster summons a glyph at the targeted location, which activates after a 3-second delay.
- Once activated, the glyph will detonate when any enemy walks over it, applying Chilled (8 seconds) and Frozen (6 seconds) to all enemies on the glyph. Once detonated, the glyph disappears.
- The AoE for the detonation is actually somewhat larger than the glyph visual.
Brittle Glyph- Upgrades Ice Mine such that the glyph detonation now also applies 100% Sundered (6 seconds).
Chilling Array (Trespasser only)- Changes Ice Mine such that upon activation, the caster summons 3 glyphs, spaced closely together in an arc directly in front of the caster.
- The glyphs no longer have an activation delay.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Mana Surge (Passive)- When a barrier applied by the caster ends for any reason, Mana Surge (Buff) (infinite duration) is applied to the recipient of the barrier, and Frozen (2 seconds) is applied to all enemies in a small radius around the recipient.
- Mana Surge (Buff) has the following effects:
- While the buff is active, activating abilities costs no mana or stamina.
- Activating an ability immediately removes this buff.
- The activated ability must enter cooldown (if it has a cooldown) for this buff to be removed.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Wall of Ice- The caster summons a wall of ice in a straight line at the targeted location that lasts for 20 seconds.
- The direction of the line is always perpendicular to the direction in which the camera faces. In Tactical Mode, you can rotate the line by rotating the camera while aiming the ability.
- [Undocumented - Patch 11] The wall applies Chilled (8 seconds) to all enemies within a very short distance of it when summoned.
- The wall blocks pathing and projectiles (for both allies and enemies) and is indestructible by normal means.
- The player can manually destroy the wall at any time.
- The cooldown for this ability begins when the wall is summoned.
Glacial Strength- Increases the length of the wall summoned by Wall of Ice.
- Sets of the cooldown time of Wall of Ice to 0 seconds.
- [Mistake - Patch 11] The in-game description incorrectly states that the cooldown of Wall of Ice is only reduced by 8 seconds.
Ring of Ice (Trespasser only)- Changes Wall of Ice so that it targets a single enemy and upon activation, summons a wall of ice in the shape of a circle around the location of the primary target, trapping it in place.
- [Undocumented - Patch 11] The wall no longer applies Chilled when summoned.
- [Bug - Patch 11] If the primary target is moving when Wall of Ice is cast, sometimes the ring will be summoned behind the target, and thus failing to trap it.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Winter Stillness (Passive)- Applies Winter Stillness (buff) to the caster when the caster has stood still for 3 consecutive seconds.
- Winter Stillness (buff) increases the caster's mana regeneration rate by 35%.
- If the caster moves, Winter Stillness (buff) is immediately removed. Taking other actions such as autoattacking or activating abilities usually does not trigger the removal of the buff, but there are exceptions (see below).
- Does not stack with Combat Clarity.
[Mistake/Bug - Patch 4] While active, also speeds up cooldown timers of all abilities by 50%. Assuming 100% up-time of Winter Stillness, this effectively reduces all cooldown times by 33.3%. [Fixed - Patch 5] No longer speeds up cooldown timers.- In addition to moving around, casting (or even just aiming) certain abilities will also remove Winter Stillness (buff). The following is a list of abilities that trigger animations that remove Winter Stillness (buff) in action mode (over-the-shoulder) in alphabetical order:
- Barrier: on aim.
- Blizzard: on aim.
- Disruption Field: on cast begin.
- Energy Barrage: on cast begin.
- Fade Step: on cast begin.
- Fire Mine: on cast finish.
- Horror: on cast begin.
- Ice Mine: on aim, on cast begin.
- Immolate: on aim.
- Revival: on cast finish (sometimes).
- Spirit Blade: on cast begin.
- Static Cage: on aim.
- Veilstrike: on aim.
- Wall of Fire: on cast finish.
- Wall of Ice: on cast end (sometimes).
- In tactical mode, aiming an ability almost never removes Winter Stillness (buff) (the aiming animation never plays), but party members tend to constantly make tiny adjustments in positioning and facing that trigger other animations that do remove the buff (especially when attacking and using abilities).
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Winter's Grasp- The caster hits the primary target for 200% weapon damage (cold) and applies Chilled (8 seconds) and Frozen (4 seconds) to the victim.
Winter's Chill- Upgrades Winter's Grasp so that in addition to hitting the primary target, the ability now also hits all enemies around the primary target in a small radius (including the primary target) for 200% weapon damage (cold) and applies Chilled (8 seconds) to the victim.
- The primary target therefore now receives two separate hits. All other enemies receive only one hit.
Winter's Ruin (Trespasser only)- Hits from Winter's Grasp now receive +1000% to damage_multiplier if the victim is under the effects of Chilled.
Knight EnchanterCombat Clarity (Passive)- Applies Combat Clarity (buff) to the caster whenever there is at least one enemy within 5 meters of the caster.
- Combat Clarity (buff) increases the caster's mana regeneration rate by 35%.
- Does not stack with Winter Stillness.
- [Undocumented - Patch 11] Combat Clarity (buff) grants a +50% bonus to the tick rate of all of the caster's ability cooldown timers. Assuming 100% up-time of the buff, this effectively reduces all cooldown times by 33.3%.
- By virtue of these mechanics, the cooldown reduction from this passive effectively stacks multiplicatively with the effects of cooldown amulets.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Disruption Field- Upon activation, creates an AoE bubble centered on the caster that follows the caster. The bubble lasts 10 seconds.
- Enemies within the bubble are slowed by 50%.
- Enemies whose models are larger than the bubble are immune to the slow effect.
Charged Disruption (Trespasser only)- Increases the amount of Spirit Blade charge gained per non-Spirit Blade hit by 3 (total = 8, or 13 with Amplified Blade) if the victim is inside the AoE bubble.
- Despite what the in-game description implies, Spirit Blade charge is still only gained on hits made by the caster against enemies in the AoE bubble. Hits made by other party members against enemies in the bubble do not result in any charge gain for the caster.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Fade Cloak- Upon activation, applies Fade Cloak (buff) (2 seconds) to the caster.
- While Fade Cloak (buff) is active, the caster is invulnerable to damage and can walk through other characters.
Enduring Cloak (Trespasser only)- Increases the duration of Fade Cloak (buff) based on the amount of remaining Spirit Blade charge.
- duration (seconds) = 2 + (99 - charge) * 3
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Knight-Protector (Passive)- Decreases the barrier decay rate of all barriers created by the caster from 9.1% per second to 5.9% per second.
- [Bug - Patch 11] Also decreases the barrier decay rate of barriers created by all other party members.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Spirit Blade- Activating this ability initiates an attack chain:
- attack_1 -> 0.91 s -> attack_2 -> 0.91 s -> attack_3 -> 1.17 s -> [repeat]
- attack_1: Hits all enemies in melee range in a large arc centered on the primary target for 160% weapon damage (spirit). Receives +6.25% to damage_multiplier per 1 charge.
- attack_2: Hits all enemies in melee range in a large arc centered on the primary target for 160% weapon damage (spirit). Receives +9.375% to damage_multiplier per 1 charge.
- attack_3: Hits all enemies in melee range in a large arc centered on the primary target for 160% weapon damage (spirit). Receives +9.375% to damage_multiplier per 1 charge.
- Each attack in the chain depletes the amount of remaining charge by 50%.
- For example, an attack made with 80 charge will deplete charge to 40. The next attack will deplete charge to 20, and so on.
- For the purposes of calculating the bonus to damage_multiplier, the relevant number is charge remaining before the attack is made, not the amount of charge depleted by the attack.
- Attacks that do not connect with any enemy will not deplete charge. However, blocked attacks will still deplete charge.
- Every successful hit made by the caster using autoattacks and abilities other than Spirit Blade increases charge by 5.
- The extra hit from runes does not increase charge.
- [Mistake - Patch 11] The in-game description incorrectly lists the ability_multiplier of Spirit Blade attacks as 150%.
Defending Blade- All Spirit Blade attacks now reflect incoming projectiles back to their sources.
- When a reflected projectile hits an enemy, it will deal 150% weapon damage. The type of damage is based on the element of the caster's equipped staff.
- An attack that reflects a projectile does not deplete charge unless it also hits an enemy.
Amplified Blade (Trespasser only)- Increases the amount of charge gained per non-Spirit Blade hit from 5 to 10.
- Each Spirit Blade attack now depletes 100% of remaining charge.
Rift MageEncircling Veil- Duration bonus is only granted to status effects applied by this character.
NecromancerBlinding Terror (Passive)- Grants +15% to damage_multiplier to all damage packets from the party when the victim is under the effects of Fear/Panicked.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Horror- Applies Fear (5.9 seconds) to all enemies within the target AoE.
- [Bug - Patch 11] Sometimes enemies will freeze in place when Fear is applied.
Despair- Upgrades the Fear applied by Horror to have the following effects:
- Applies a DoT effect to the recipient that ticks for 100% weapon damage (spirit).
- Applies a 20% Sundered effect to the recipient.
Terror (Trespasser only)- Upgrades the Fear applied by Horror to not end immediately when the recipient takes damage unless the recipient has less than 25% remaining health.
- Enemies under the effect of Fear applied by Horror now stand in one place instead of running around aimlessly.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Power of the Dead (Passive)- Applies Power of the Dead (Buff) (10 seconds) to the caster when the caster kills an enemy.
- Power of the Dead (Buff) grants +20% to damage_multiplier to all damage from the caster.
- The caster can have multiple stacks of Power of the Dead (Buff) active at the same time, in which case the bonus to damage_multiplier stacks additively.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Simulacrum (Passive)- When the caster takes fatal damage (health drops to 0 or below), he/she is replaced by a spirit instead of becoming incapacitated.
- The spirit summoned by this ability has the following properties:
- May be directly controlled by the player.
- Has the same abilities and stats as the caster.
- Using abilities incurs no mana cost.
- Dies after 10 seconds, at which point it is replaced by the body of the caster.
- [Bug - Patch 11] If the caster has both this passive and Guardian Spirit, upon taking fatal damage Simulacrum will trigger the summoning of the spirit (and therefore cause the caster to become incapacitated when the spirit expires), preventing Guardian Spirit from keeping the caster alive.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Spirit Mark- The caster fires a projectile at the primary target that upon impact applies Spirit Mark (Debuff) (12 seconds) to the victim.
- Spirit Mark (Debuff) has the following effects:
- Applies a DoT effect to the recipient that ticks for 100% weapon damage (spirit).
- The first tick of the DoT effect occurs 1 second after the debuff is applied. Therefore it will only tick 6 times if the debuff lasts the full 12 seconds.
- If the recipient dies while the debuff is active, summons a spirit in place of its corpse.
- Spirits summoned by this ability have the following properties:
- They are friendly to the caster.
- They are AI-controlled. The player may not give them orders.
- They possess the same offensive and defensive capabilities as the NPCs from which they were summoned.
- Their health decays at a constant rate of 6.67% of max health per second.
- They die when their health reaches 0.
- They immediately die when the party exits from combat.
- They may be manually dismissed by the player at any time. Dismissal results in the spirit's immediate death.
- The caster may have multiple active spirits at the same time.
- [Bug - Patch 11] Sometimes the ability icon in the ability bar fails to change to the dismissal icon when a spirit is summoned. If this happens, the player is not able to manually dismiss active spirits.
Lingering Mark- Reduces the health decay suffered by spirits summoned by Spirit Mark to 2.22% of max health per second.
Wisps of the Fallen (Trespasser only)- Changes Spirit Mark (Debuff) such that if the recipient dies, instead of a spirit being summoned a wisp is summoned instead. The debuff otherwise functions identically to the un-upgraded version.
- Wisps summoned by this ability have the following properties:
- They orbit the caster and are not considered as distinct NPCs.
- They last 30 seconds before disappearing.
- The caster may possess multiple wisps at the same time.
- Each time the caster performs an autoattack or activates an ability, each wisp tied to the caster hits a random enemy within a small radius of the caster for 100% weapon damage (spirit). The caster is considered the damage source for hits from the wisps.
- Multiple wisps can target the same enemy.
- Sometimes a wisp will fail to hit any enemy, even if there are some in range.
- [Bug - Patch 11] In action mode (over-the-shoulder), initiating the aiming animation for abilities that need to be manually targeted will trigger the wisp attack instead of actually activating the ability. Since just aiming an ability incurs no cooldown or mana cost, it is possible to spam wisp attacks in action mode by repeatedly aiming and canceling out of such abilities.
- [Bug - Patch 11] Does not reduce the cooldown of Spirit Mark.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Walking Bomb- The caster fires a projectile at the primary target that upon impact applies Walking Bomb (Debuff) (10 seconds) to the victim.
- Walking Bomb (Debuff) has the following effects:
- Deals 200% weapon damage (spirit) immediately upon application. This damage is not counted as DoT.
- Applies a DoT effect to the recipient that ticks for 200% weapon damage (spirit).
- May be manually detonated by the player at any time.
- Upon expiration, manual detonation, or the death of recipient, triggers an explosion that hits all enemies in a medium AoE around the recipient (including the recipient).
- Hits from the explosion use ability_multiplier = 200% (spirit damage), receive +500% to damage_multiplier, and apply a knockdown effect to the victim.
Virulent- Upgrades Walking Bomb (Debuff) such that if any of the initial impact, DoT or explosion kills the recipient, hits from the final explosion apply Virulent (Debuff) (10 seconds) to victims.
- Virulent (Debuff) has the following effects:
- Applies a DoT effect to the recipient that ticks for 200% weapon damage (spirit).
- Upon expiration or the death of recipient, triggers an explosion that hits all enemies in a medium AoE around the recipient (including the recipient).
- Hits from the explosion use ability_multiplier = 200% (spirit damage) and apply a knockdown effect and Weakened (16 seconds) to the victim.
- May not be manually detonated by the player.
Concentrated Detonation (Trespasser only)- Changes the explosion effect of Walking Bomb (Debuff) so that it now only hits the recipient but receives an additional +400% to damage_multiplier (total = +900%).
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aznricepuff
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Origin: aznricepuff
XBL Gamertag: aznricepuff
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Aug 11, 2016 14:47:16 GMT
August 2016
aznricepuff
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by aznricepuff on Aug 14, 2016 19:27:52 GMT
ItemsEquipmentCooldown Amulet- Decreases the cooldown times of all the wearer's abilities by 5/10/15%.
Enhanced Barrier Ring- Increases the wearer's max_barrier stat by 30%.
- [Undocumented - Patch 11] Applies -15 mana to the mana cost of Barrier.
- [Undocumented - Patch 11] Applies -9.6 seconds to the cooldown time of Barrier.
Enhanced Cloak of Shadows Ring- Grants +4 seconds to the duration of Stealth applied by Cloak of Shadows at all tiers (total = 7/10/13 seconds).
Enhanced Deathblow Ring- Applies +66% to ability_multiplier of both hits of Death Blow (total = 266%, or 366% with Thrill of Victory).
Enhanced Horn of Valor Ring- Grants +3.33 seconds to the duration of Horn of Valor (buff) applied by Horn of Valor (total = 13.33 seconds).
- Does not modify the Horn of Valor masterwork.
Enhanced Walking Bomb Ring- Applies +83% to ability_multiplier of all damage from Walking Bomb (Debuff) and Virulent (Debuff): from the initial impact, the DoT, and the explosion (total = 283%).
- Does not modify the Walking Bomb masterwork.
Masterwork Crafting MaterialsHorn of Valor (10% chance to grant 5/8/12 seconds of Horn of Valor)- Every hit from the wearer has a 10% chance to apply Horn of Valor Masterwork (Buff) (5/8/12 seconds) to all party members and allies in a medium radius of the wearer.
- Horn of Valor Masterwork (Buff) functions identically to Horn of Valor (Buff).
- Horn of Valor Masterwork (Buff) stacks with itself and with Horn of Valor (Buff).
- If the wearer has the That's the Spirit or Fortifying Blast ability upgrades, the functionality of Horn of Valor Masterwork (Buff) will be upgraded in the same manner as Horn of Valor (Buff).
Unbowed (2/5/10% chance to use Unbowed on a hit)- Every hit from the wearer has a 2/5/10% chance to instantly grant the wearer guard.
- [Bug - Patch 11] The amount of guard gained per activation is random and inconsistent, and does not seem to be related to the number of nearby enemies. Moreover, sometimes no guard will be gained on activation.
Walking Bomb (10% chance of applying Walking Bomb, with detonation of 50/75/100% weapon damage)- Every hit from the wearer has a 10% chance of applying Walking Bomb Masterwork (Debuff) (10 seconds) to the victim.
- Walking Bomb Masterwork (Debuff) has the following effects:
- Deals X% weapon damage (spirit) immediately upon application. This damage is not counted as DoT.
- Applies a DoT effect to the recipient that ticks for X% weapon damage (spirit).
- May be manually detonated by the player at any time if the wearer has Walking Bomb in an active ability slot.
- Upon expiration, manual detonation, or the death of recipient, triggers an explosion that hits all enemies in a medium AoE around the recipient (including the recipient).
- Hits from the explosion use ability_multiplier = X% (spirit damage), receive +500% to damage_multiplier, and apply a knockdown effect to the victim.
- For Tiers 1 and 2 of this masterwork, X equals 50 and 75%, respectively.
- For Tier 3 of this masterwork, X is equal to the ability_multiplier value of the hit that triggered the masterwork.
- If the wearer has the Virulent ability upgrade, Walking Bomb Masterwork (Debuff) is upgraded such that if that any of the initial impact, DoT or explosion kills the recipient, hits from the final explosion apply Virulent Masterwork (Debuff) (5 seconds) to victims.
- Virulent Masterwork (Debuff) has the following effects:
- Applies a DoT effect to the recipient that ticks for 50/75/100% weapon damage (spirit).
- Upon expiration or the death of recipient, triggers an explosion that hits all enemies in a medium AoE around the recipient (including the recipient).
- Hits from the explosion use ability_multiplier = 50/75/100% (spirit damage) and apply a knockdown effect and Weakened (16 seconds) to the victim.
- May not be manually detonated by the player.
- If the wearer has the Concentrated Detonation ability upgrade, the functionality of Walking Bomb Masterwork (Debuff) will be upgraded in the same manner as Walking Bomb (Debuff).
- [Mistake - Patch 11] The in-game description incorrectly lists the duration of Walking Bomb Masterwork (Debuff) as 5 seconds.
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aznricepuff
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Origin: aznricepuff
XBL Gamertag: aznricepuff
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by aznricepuff on Aug 14, 2016 19:28:03 GMT
Glossary- caster - For active abilities: the character that activated the ability. For passive abilities: the character that possesses the ability.
- ceiling(x) - Returns the smallest integer i such that i >= x.
- floor(x) - Returns the largest integer i such that i <= x.
- hit - A single instance of a damage packet for non-DoT-derived damage.
- impact - See hit.
- max(x,y) - Returns the larger of x and y.
- min(x,y) - Returns the lesser of x and y.
- primary target - For single-target active abilities: the character selected as the target when the ability was activated.
- recipient - For buffs/debuffs/status effects: the entity to which the effect was applied.
- source - For damage packets: the source of the damage (i.e. the entity dealing the damage). For buffs/debuffs/status effects: the source of the effect (i.e. the entity that applied the effect).
- stacking, additive - When two or more values x1, x2, ... xn combine such that afterwards the total of their effects equals x1 + x2 + ... + xn.
- stacking, multiplicative - When two or more values x1, x2, ... xn combine such that afterwards the total of their effects equals x1 * x2 * ... * xn.
- strike - see hit.
- tick - A single instance of a damage packet for DoT-derived damage.
- victim - The receiving entity of a damage packet (i.e. the entity being damaged).
- wearer - For equipment items: the party member that has the item equipped.
Changelog9/4/16- Updated notes on Mage Winter tree for Patch 11 and Trespasser.
- Updated notes on Energy Barrage.
- Added notes on cooldown amulets.
- Other minor updates.
8/28/16- Updated notes on Mage Storm and Inferno trees for Patch 11 and Trespasser.
- Added notes on Horn of Valor, Unbowed, and Walking Bomb masterworks.
- Other minor updates.
8/20/16- Updated notes on Mage Necromancer tree for Patch 11 and Trespasser.
- Updated notes on rune damage with Spirit Blade.
- Added section on equipment.
8/14/16- Updated notes on Mage Spirit and Knight Enchanter trees for Patch 11 and Trespasser.
- Updated notes on barrier.
- Removed Spirit Blade from autoattack section.
8/12/16- Updated notes on Rogue Assassin tree for Patch 11 and Trespasser.
- Updated notes on Ambush, Stealth, Elemental Mines, and Opportunity Knocks.
- Updated glossary.
7/25/16- Updated notes on DoT effects.
- Minor formatting and content updates.
7/20/16- Updated notes on Rogue Sabotage and Artificer trees for Patch 11 and Trespasser.
- Updated notes on the Bleeding status effect.
7/17/16- Updated notes on Rogue Archery and Subterfuge trees for Patch 11 and Trespasser.
- Added notes on Bloodied Prey.
- Fixed an error in the Focus subsection.
- Moved ability sections to the second post because first post was running out of space.
- Other minor updates.
7/16/16 (2)- Marked Trespasser-only upgrades as such.
- Updated notes on Leaping Shot for Patch 11.
- Added some clarifying language to the notes from the last update.
- Fixed some errors introduced in the last update.
7/16/16- Updated notes on Rogue Double Dagger abilities for Patch 11.
- Updated notes on combos for Patch 11.
- Added a subsection on Focus in the General Mechanics section.
- Added the Difficulty Levels section.
- Added the Glossary section.
- Some formatting changes.
- Other minor updates.
CreditsThank you to: - Rynas for contributions to damage calculation formula.
- Exalus for reminding me about Shock+Weakness combo.
- Disco Overlord for notes on Warrior's Resolve.
- WJC3688 for notes on Block and Slash and heads up about autoattack-canceling exploit.
- rayzorium for pointing out errors in the guide on Sunder stacking.
- gimmethegepgun for notes on the timing of Dance of Death.
- PapaCharlie9 for his data on health scaling by difficulty level.
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Post by PapaCharlie9 on Aug 15, 2016 17:22:20 GMT
Difficulty Level vs. max health of enemies Original: More documentation of difficulty heath scaling indicates that different mobs have different increases in health. The specifics of this scaling can be found in this document. Taking a snapshot, for posterity and ease of reference. Name Level Casual Normal Hard Nightmare NM/NO HD/NO Giant 19 42435 46504 51154 55805 20% 10% Quillback 11 6218 7182 8140 9097 27% 13% Wyvern 19 15404 17439 19764 22089 27% 13% Gurngut (JoH) 21 18190 20592 23338 26083 27% 13% Bronto 19 9591 11626 13951 16276 40% 20% Gurn 19 9591 11626 13951 16276 40% 20% Pride Demon 19 9591 11626 13951 16276 40% 20% Bogfisher (JoH) 21 11326 13728 16474 19219 40% 20% Pride Demon 16 7072 8572 10286 12001 40% 20% Venatori Brute 19 8138 10173 12498 14823 46% 23% Fear Demon 21 9610 12012 14758 17503 46% 23% Greater Terror 19 6685 8720 11045 13370 53% 27% Lessor Terror 19 6685 8720 11045 13370 53% 27% Rage Demon 19 6685 8720 11045 13370 53% 27% Red Templar Behemoth 19 6685 8720 11045 13370 53% 27% Rage Demon 15 4455 5811 7361 8910 53% 27% Red Templar Knight 19 5232 7266 9591 11917 64% 32% Venatori Gladiator (w/Shield) 19 5232 7266 9591 11917 64% 32% Red Templar Shadow 19 4941 6976 9301 11626 67% 33% Greater Shade 21 5148 7550 10296 13042 73% 36% Tusket (JoH) 21 4805 7207 9953 12698 76% 38% August Ram 15 630 969 1356 1743 80% 40% Nug 15 126 194 271 349 80% 40% Tusket 15 126 194 271 349 80% 40% Wraith 19 1322 2035 2848 3662 80% 40% White Claw Raider 11 1167 1796 2514 3232 80% 40% Freemen Sniper 15 1889 2906 4068 5230 80% 40% White Claw Raider Escort 11 1556 2394 3352 4309 80% 40% Despair Demon 19 3778 5813 8138 10463 80% 40% Poison Spider 19 3778 5813 8138 10463 80% 40% Red Templar 19 3778 5813 8138 10463 80% 40% Lurker 19 3778 5813 8138 10463 80% 40% Freemen Infliltrator 15 2518 3874 5424 6973 80% 40% Despair Demon 15 2518 3874 5424 6973 80% 40% Despair Demon 21 4462 6864 9610 12355 80% 40% Poison Spider (JoH) 21 4462 6864 9610 12355 80% 40% Fennec 1 55 85 119 153 80% 40% Red Templar Marksman 19 2834 4360 6104 7848 80% 40% Venatori Marksman 19 2834 4360 6104 7848 80% 40% Wraith 15 881 1356 1898 2441 80% 40% Wraith 21 1562 2402 3363 4324 80% 40% August Ram 19 945 1453 2035 2616 80% 40%
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Post by PapaCharlie9 on Aug 15, 2016 17:53:37 GMT
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Post by Lamppost in Winter on Aug 16, 2016 5:57:37 GMT
Difficulty also changes how the elemental resistances work (at least from Hard to Nightmare, haven't tested other difficulties). On Hard, creatures with "X Resistance" take reduced damage from X, and creatures with "Greater X resistance" are completely immune and only take 1 damage from X. On Nightmare, both types are completely immune.
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Post by capn233 on Sept 14, 2016 2:36:15 GMT
For latest version of the game, Block and Slash stamina cost seems to depend on attack blocked, and can also be much higher than 20. If you do not have sufficient stamina to block whatever attack, then the block is unsuccessful and you will lose 10% of health while getting knocked back a bit.
This was something that irritated me when I did a solo 2H at the beginning of this year, and I was reminded of this when starting a 2H tonight (although this is less painful in a team setting).
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Post by PapaCharlie9 on Sept 26, 2016 21:31:43 GMT
An incredibly dumb question, can't believe I don't know the answer to this, but do auto-attacks with elemental rune equipped weapons cause status effects? Will a fire rune on a sword cause Burning? Will a frost rune on a bow cause Chilled? Will an electricity rune on a dagger cause Shocked? I can't find proof for or against in the Guide. Reference to aznricepuff added.
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Post by PapaCharlie9 on Sept 29, 2016 19:20:45 GMT
Request to aznricepuff, please add a mention in the General Mechanics section that mana and stamina are capped at 200. This can be demonstrated by combining Sigil of the Great Bear with any other stamina or mana buff, like an amulet. The adjusted value for stamina or mana is always 200, even when the sum of all the buffs would exceed 200.
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aznricepuff
N2

Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Origin: aznricepuff
XBL Gamertag: aznricepuff
Posts: 182 Likes: 197
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by aznricepuff on Sept 29, 2016 20:53:25 GMT
Runes don't apply status effects. They just deal elemental damage and that's it.
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Post by PapaCharlie9 on Oct 16, 2016 0:35:36 GMT
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Post by PapaCharlie9 on Nov 20, 2016 18:51:45 GMT
Hi aznricepuff, were you planning to update the Warrior abilities to Trespasser? Or was that just a victim of being ported to the new site? Rogue and Mage have already been updated.
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Post by PapaCharlie9 on Dec 3, 2016 20:18:33 GMT
Hi Natashina, since you are in the sticky post mode, could you sticky this too? People keep asking about how this and that skill or passive works and I have to look up this thread to give them the link. THANKS!
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Post by PapaCharlie9 on Feb 7, 2017 3:54:06 GMT
aznricepuff, confirmation that, unlike Walking Bomb and HoV, Hidden Blades procs do not inherit the upgrade of the corresponding ability here: https://www.reddit.com/r/dragonage/comments/5siker/no_spoilersdai_masterworks_with_skill_based_procs/ddfgk2v/ Looks like inheritance is a case by case situation.
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ioannisdenton
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, Anthem
PSN: Demis_Denton
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Post by ioannisdenton on Feb 8, 2017 18:27:15 GMT
This is gold! Excellent!
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viciouscat
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Post by viciouscat on Apr 7, 2017 9:40:38 GMT
Hi There - Thanks for all this - Just started playing and thoroughly enjoying the game (finicky selection of loot notwithstanding) I have noticed there is no "To Hit" chance - Is this implying that every hit does at least 1 damage?
I don't recall it being like this for the other two games (although after I finish the first playthrough I'm going to do a 1-3 thing), but I don't think I ever looked deeply into combat mechanics for them (which in itself is reasonably unusual for me - I tend to spreadsheet a game to death :-) )
Anyway - TL;DR - Do you always do at least 1 damage?
Cheers for anyone's time
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bear
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Games: Dragon Age: Origins, Dragon Age 2, Baldur's Gate
Posts: 217 Likes: 285
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Post by bear on May 18, 2020 15:54:30 GMT
Permanent and loud audio bug will always begin if you let character reach Influence rank 20. If you have all the DLC's, you can do all quests and collections in the game untill the final fight against the main quest bad guy and still only reach rank 19. Other than the two Haven requisitions, completely avoid doing the regional camp requisitions quests.
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Post by cbondumiel on Nov 7, 2020 19:55:54 GMT
There is a mod called Bugs Be Gone on the Dragon Age Inquisition nexus that fixes a lot of the bugs from on the list posted by the OP. here : Bug Be Gone ModI don't know if people were aware of it, but it's a great bug fix mod. i use it on every playthrough on every character nowadays.
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