jemc
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Post by jemc on Sept 5, 2016 15:37:20 GMT
DAI first play thru (Trespasser DLC only). I am level 19 atm and all party is lvl18. I know how to craft runes. See pic below for what I have. I just cannot bring myself to use them knowing they are non-transferable. I do not want to know what the max level is for this game because the only SPOILERS I do not want is a feel for how long I have left to keep playing. It ruins games for me when I near the end / max level. I am notorious for not facing a final boss just because I am about the journey not the end! Anyway, digress, armor changes out frequently and I am not challenged by anything except large bears. I haven't faced a dragon they scare me. Nor have I bothered giants. Do you think holding on to my runes for a later time is wise?
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duckley
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Post by duckley on Sept 5, 2016 15:44:50 GMT
we all play differently - but I use my rune as soon as I can get them.
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melbella
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Post by melbella on Sept 5, 2016 18:10:31 GMT
Me too. You don't need to use them all though. Just put them on weapons for your go-to team and leave the rest for later. Depending on where you are at in the game, you can give each person a different type so more kinds of damage adders are available. I prefer either spirit or corrupting runes, since they do extra damage to just about everything, unless facing RTs, where I use cleansing runes instead if I have them.
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Post by PapaCharlie9 on Sept 5, 2016 18:59:14 GMT
They aren't doing anyone any good sitting in your inventory. Think of it this way. Say the worst happens, you use them all up and create new gear and you have nothing to put on them. How is that different from what you have now, avoiding using them at all? In other words, the worst cast isn't worse than what you are doing to yourself now. And the worst case is unlikely, in any case. At level 19 you ought to have enough rune mats to make several runes, particularly of the Corrupting type, which is probably the best anyway. Even if you don't, you'll get runes as rewards for missions, find them in chests, etc. By the time I fight Coryphish, I have more runes than I know what to do with, and I've used as many as I could from the moment Dagna is hired. I think in my current run I've got like six Spirit runes sitting in my storage chest. I just finish Abyss.
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Post by dragontartare on Sept 5, 2016 19:26:38 GMT
I,too, tend to hoard runes (and fade touched mats), but as has been said, that's pointless. Start using the weaker runes first, if you're worried, and keep the best runes for when you can craft tier 4 stuff.
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Post by fylimar on Sept 5, 2016 20:10:25 GMT
I agree with the others, don't be afraid to use them
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eriador117
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Post by eriador117 on Sept 5, 2016 20:58:42 GMT
It seems a waste not to use them on anything if you have them or the materials to make them. You can always craft a new rune later for higher level weapons/armour. It's never bothered me that they weren't trasnferable, they never were in DA2 either.
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melbella
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Post by melbella on Sept 5, 2016 22:54:33 GMT
Yeah, having them not be transferable isn't as big a deal when you can buy (DA2) or make (DAI) them whenever, as long as materials are available, of course. In DAO you could only find or buy them, and with Bodahn's prices they were pretty spendy! The Circle wanted their share too, as part of the war effort. There are also a lot fewer types now than in DAO/A, and sadly none for armor until the sigils were added (most of which aren't that helpful anyway ). I liked being able to make my own runes in Awakening though, even if all the crafting needs cost a small fortune. And they were still transferable, so best of both worlds!
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Post by thats1evildude on Sept 5, 2016 23:01:18 GMT
Hoarding runes is pointless. I wouldn't plunk them on every piece of crap I get, but holding on to them is just hobbling yourself.
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Post by PapaCharlie9 on Sept 5, 2016 23:08:21 GMT
One other point I meant to make: having a rune or not having a rune equipped is never going to make a huge difference for anything you are going to experience, not in terms of quests or choices or combat. They are always nice-to-haves, but never essential. So it's not like you are going to meet the Grungrach of Evildom and wish you had the Rune Of Scintillating Wit, because otherwise you can't defeat him. Not going to happen.
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melbella
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Post by melbella on Sept 5, 2016 23:10:47 GMT
But flaming weapons look cool!
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jemc
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Post by jemc on Sept 6, 2016 1:16:51 GMT
Alright, thanks for the advice. . Oh, yeah, and the sigils are useless; kinda sad waste.
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lewie
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Post by lewie on Sept 6, 2016 2:36:20 GMT
I always kept a few runes, the essence of perfection is neat for late game armour. If they have good buffs I save them, they are quite rare. Saying that I have used many and there isn't a huge blast in how combat differs. I'm confused by the sigils too. They are like 'glass cannon' builds or some shit. I got a sigil of the 'something' that was +50 mana/stamina and also +100% cooldowntimes. I haven't used it yet. I'm thinking what? This can't be... Use the runes late in game when your team have decent weapons, although save the master or superb runes for end game missions. Much bling. Many wow holy shit moments. Just me?
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Post by BansheeOwnage on Sept 6, 2016 3:21:37 GMT
I agree with most of what others have said. Basically, if I think my weapons are getting underleveled and I'm planning on forging some more, I'll wait to use my good runes on my new weapons after I make them. And yeah, Sigils are fairly pointless I couple are okay, but why would anyone ever sacrifice 50% Attack for +100% poison damage? Especially when you consider that the 50% Attack you lose would have previously added to your poison damage anyway, so it's more like +33% poison at the cost of all other damage. Or the Sigil of the Arcane Horror. +10% spirit damage, -50% all other damage. Like, what? And most of them are like that. A trade-off needs to be worth it. Sigils are a cool concept, but they didn't really think their effects through
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jemc
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Post by jemc on Sept 6, 2016 11:14:20 GMT
.......................... I got a sigil of the 'something' that was +50 mana/stamina and also +100% cooldowntimes. I haven't used it yet. I'm thinking what? This can't be... ................................. Careful. I noticed glitch. With sigils it is always plus first and minus second. Sometimes it is a misprint in game. Want to be sure double check the wiki. Example below - Game Reads: Wiki Reads:
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melbella
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Post by melbella on Sept 6, 2016 13:10:32 GMT
In this case, I'd go with the game description. The sigils have 1 positive trait and 1 negative trait. The wiki description gives it 2 positive traits ie. minus cooldown time is a good thing whereas plus cooldown time is a bad thing. The bad and the good balance each other out, so I think the wiki is wrong on this one.
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Post by PapaCharlie9 on Sept 6, 2016 22:11:57 GMT
.......................... I got a sigil of the 'something' that was +50 mana/stamina and also +100% cooldowntimes. I haven't used it yet. I'm thinking what? This can't be... ................................. Careful. I noticed glitch. With sigils it is always plus first and minus second. Sometimes it is a misprint in game. Want to be sure double check the wiki. Example below - In this case, I'd go with the game description. The sigils have 1 positive trait and 1 negative trait. The wiki description gives it 2 positive traits ie. minus cooldown time is a good thing whereas plus cooldown time is a bad thing. The bad and the good balance each other out, so I think the wiki is wrong on this one. So confusing, for no good reason. This all could have been make perfectly clear by following a few simple notational rules. There are three ways to apply a modifier: - A straight addition to the base value
- A straight multiplication to the base value
- A multiplication of the value of the modifier into the base value, and then the base value added to the result
An example of each. Straight addition: a rune that does +20 damage vs. living. That's a straight addition of 20 damage points to the effective damage of a hit. Straight multiplication: an ability that does 300% weapon damage. If your weapon damage is 60, this ability does 180 (60 x 3.00). Multiply/add: an accessory that gives 150% bonus damage. If your weapon damage is 60, (60 x 1.50) is 90, added to 60 is 150. The problem is that the written stats for these various modifiers don't distinguish which method of application is supposed to be used! So let's apply each to the Sigil of the Giant and see what we come up with. +50% stamina/mana cost, +100% cooldownStraight addition: Never makes sense for percentages ( EDIT: unless the base value is also a percentage), only damage points or health points or whatever, so it can't be this. Straight multiplication: Stamina/mana cost is halved, clearly a buff, while cooldown remains the same. It can't be this, makes no sense. Multiply/add: Stamina/mana cost is larger, e.g., a cost of 24 becomes (24 x 0.50) + 24 = 36! Cooldown is larger, though, which is what we expect was intended, e.g., a cooldown of 12 becomes (12 x 1.00) + 12 = 24. The buff is wrong, but the debuff is right. The only thing that makes sense is that the first modifier, the buff, is supposed to be applied as a straight multiplication, while the second part, the debuff, is supposed to be applied as a multiply/add. There is a way all this could have been made very clear and consistent, however. All they had to do was follow this simple notational rule: - For a straight addition, write the modifier without using a % (percent sign).
- For a straight multiplication, write the modifier with a % (percent sign) but no +/-.
- For a multiply/add, write the modifier with a % (percent sign) and +/-.
If they had just done that, everything would make much more sense.
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lewie
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Post by lewie on Sept 6, 2016 22:55:53 GMT
That sigil is confusing. It's +50% regeneration though not cost, basically a quicker mana/stamina pool. +100% cooldown (on all skills) makes no sense, -100% on all skills does make more sense though as the negative. I knew it was too good to be true Edit: The penny just dropped I get it now, god I'm so dumb. +100% cooldown is a negative. Thanks brain.
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Post by dragontartare on Sept 7, 2016 0:07:02 GMT
Careful. I noticed glitch. With sigils it is always plus first and minus second. Sometimes it is a misprint in game. Want to be sure double check the wiki. Example below - In this case, I'd go with the game description. The sigils have 1 positive trait and 1 negative trait. The wiki description gives it 2 positive traits ie. minus cooldown time is a good thing whereas plus cooldown time is a bad thing. The bad and the good balance each other out, so I think the wiki is wrong on this one. So confusing, for no good reason. This all could have been make perfectly clear by following a few simple notational rules. There are three ways to apply a modifier: - A straight addition to the base value
- A straight multiplication to the base value
- A multiplication of the value of the modifier into the base value, and then the base value added to the result
An example of each. Straight addition: a rune that does +20 damage vs. living. That's a straight addition of 20 damage points to the effective damage of a hit. Straight multiplication: an ability that does 300% weapon damage. If your weapon damage is 60, this ability does 180 (60 x 3.00). Multiply/add: an accessory that gives 150% bonus damage. If your weapon damage is 60, (60 x 1.50) is 90, added to 60 is 150. The problem is that the written stats for these various modifiers don't distinguish which method of application is supposed to be used! So let's apply each to the Sigil of the Giant and see what we come up with. +50% stamina/mana cost, +100% cooldownStraight addition: Never makes sense for percentages, only damage points or health points or whatever, so it can't be this. Straight multiplication: Stamina/mana cost is halved, clearly a buff, while cooldown remains the same. It can't be this, makes no sense. Multiply/add: Stamina/mana cost is larger, e.g., a cost of 24 becomes (24 x 0.50) + 24 = 36! Cooldown is larger, though, which is what we expect was intended, e.g., a cooldown of 12 becomes (12 x 1.00) + 12 = 24. The buff is wrong, but the debuff is right. The only thing that makes sense is that the first modifier, the buff, is supposed to be applied as a straight multiplication, while the second part, the debuff, is supposed to be applied as a multiply/add. There is a way all this could have been made very clear and consistent, however. All they had to do was follow this simple notational rule: - For a straight addition, write the modifier without using a % (percent sign).
- For a straight multiplication, write the modifier with a % (percent sign) but no +/-.
- For a multiply/add, write the modifier with a % (percent sign) and +/-.
If they had just done that, everything would make much more sense. Sure it makes sense. Saying +100% of something is the same as doubling it, or adding the number to itself. So if the cooldown for a skill is, say, 30 seconds...then +100% means 30 seconds + 30 seconds = 60 seconds. For the first part, the sigil adds stamina/mana regeneration (not cost). So if stamina/mana normally regenerates at, say, 1 per second (which I'm completely pulling out of my ass)...then +50% means adding half again the amount of mana/stamina, so it regenerates at 1 + 0.5 = 1.5 per second. The math is exactly the same in both cases. That's just how percents work.
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Post by PapaCharlie9 on Sept 7, 2016 18:05:49 GMT
So confusing, for no good reason. This all could have been make perfectly clear by following a few simple notational rules. There are three ways to apply a modifier: - A straight addition to the base value
- A straight multiplication to the base value
- A multiplication of the value of the modifier into the base value, and then the base value added to the result
An example of each. Straight addition: a rune that does +20 damage vs. living. That's a straight addition of 20 damage points to the effective damage of a hit. Straight multiplication: an ability that does 300% weapon damage. If your weapon damage is 60, this ability does 180 (60 x 3.00). Multiply/add: an accessory that gives 150% bonus damage. If your weapon damage is 60, (60 x 1.50) is 90, added to 60 is 150. The problem is that the written stats for these various modifiers don't distinguish which method of application is supposed to be used! So let's apply each to the Sigil of the Giant and see what we come up with. +50% stamina/mana cost, +100% cooldownStraight addition: Never makes sense for percentages, only damage points or health points or whatever, so it can't be this. Straight multiplication: Stamina/mana cost is halved, clearly a buff, while cooldown remains the same. It can't be this, makes no sense. Multiply/add: Stamina/mana cost is larger, e.g., a cost of 24 becomes (24 x 0.50) + 24 = 36! Cooldown is larger, though, which is what we expect was intended, e.g., a cooldown of 12 becomes (12 x 1.00) + 12 = 24. The buff is wrong, but the debuff is right. The only thing that makes sense is that the first modifier, the buff, is supposed to be applied as a straight multiplication, while the second part, the debuff, is supposed to be applied as a multiply/add. There is a way all this could have been made very clear and consistent, however. All they had to do was follow this simple notational rule: - For a straight addition, write the modifier without using a % (percent sign).
- For a straight multiplication, write the modifier with a % (percent sign) but no +/-.
- For a multiply/add, write the modifier with a % (percent sign) and +/-.
If they had just done that, everything would make much more sense. Sure it makes sense. Saying +100% of something is the same as doubling it, or adding the number to itself. So if the cooldown for a skill is, say, 30 seconds...then +100% means 30 seconds + 30 seconds = 60 seconds. For the first part, the sigil adds stamina/mana regeneration (not cost). So if stamina/mana normally regenerates at, say, 1 per second (which I'm completely pulling out of my ass)...then +50% means adding half again the amount of mana/stamina, so it regenerates at 1 + 0.5 = 1.5 per second. The math is exactly the same in both cases. That's just how percents work. You can't have it both ways. I agree that percents are assumed always to work in a certain way, but that way is multiply then add, not straight addition. For one thing, I already demonstrated that that assumption is wrong in at least one case (Abilities that are X% of weapon damage, a straight multiplication). For another thing, you are mixing units. 30 seconds + 100% (which is a scale factor that is unit-free) makes no sense. If 100% was 100 seconds, then it would make sense as a straight addition. Percentages always have to be multiplied into something unless the something is also a percentage. Then things become more ambiguous. For example, let's say "+100%" always means straight addition, as you suggest. Okay, what if the modifier is "+100% to Critical Chance" and my Critical Chance is 20%? Is the final value 120%, which is straight addition, or 40%, which is the doubling you described, which is actually a multiply then add? How would you know which is correct? I will modify my "never" and qualify it for the percentage to percentage, case. So ultimately, you were right to call me on that. It just doesn't make things any clearer, it's just another case that is also ambiguous.
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melbella
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Post by melbella on Sept 8, 2016 1:16:28 GMT
I think it depends on what you are using as the base: a constant or a %. In your critical chance example, % + % = higher %. If my CC is 50% and I add a ring of +10% CC, my CC is then 60% (at least according to the game stats). For a flat number, +100% becomes 2x that number. It is being multiplied, not added. So, if cooldown time is 10 seconds, +100% cooldown = 2x 10 seconds = 20 seconds. If you multiply 10 x 100% you get 10, which would mean no effect, which is nonsense.
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Post by dragontartare on Sept 8, 2016 1:31:01 GMT
Sure it makes sense. Saying +100% of something is the same as doubling it, or adding the number to itself. So if the cooldown for a skill is, say, 30 seconds...then +100% means 30 seconds + 30 seconds = 60 seconds. For the first part, the sigil adds stamina/mana regeneration (not cost). So if stamina/mana normally regenerates at, say, 1 per second (which I'm completely pulling out of my ass)...then +50% means adding half again the amount of mana/stamina, so it regenerates at 1 + 0.5 = 1.5 per second. The math is exactly the same in both cases. That's just how percents work. You can't have it both ways. I agree that percents are assumed always to work in a certain way, but that way is multiply then add, not straight addition. For one thing, I already demonstrated that that assumption is wrong in at least one case (Abilities that are X% of weapon damage, a straight multiplication). For another thing, you are mixing units. 30 seconds + 100% (which is a scale factor that is unit-free) makes no sense. If 100% was 100 seconds, then it would make sense as a straight addition. Percentages always have to be multiplied into something unless the something is also a percentage. Then things become more ambiguous. For example, let's say "+100%" always means straight addition, as you suggest. Okay, what if the modifier is "+100% to Critical Chance" and my Critical Chance is 20%? Is the final value 120%, which is straight addition, or 40%, which is the doubling you described, which is actually a multiply then add? How would you know which is correct? I will modify my "never" and qualify it for the percentage to percentage, case. So ultimately, you were right to call me on that. It just doesn't make things any clearer, it's just another case that is also ambiguous. In that case, I agree with you that it could be clearer. I'm thinking when your base is a percent rather than a number, they probably mean it the way melbella describes, though, since saying 20% + 100% = 120% is different than saying 20 + 100% (of 20) = 40.
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Post by PapaCharlie9 on Sept 8, 2016 2:38:54 GMT
I think it depends on what you are using as the base: a constant or a %. In your critical chance example, % + % = higher %. If my CC is 50% and I add a ring of +10% CC, my CC is then 60% (at least according to the game stats). For a flat number, +100% becomes 2x that number. It is being multiplied, not added. So, if cooldown time is 10 seconds, +100% cooldown = 2x 10 seconds = 20 seconds. If you multiply 10 x 100% you get 10, which would mean no effect, which is nonsense. In that case, I agree with you that it could be clearer. I'm thinking when your base is a percent rather than a number, they probably mean it the way melbella describes, though, since saying 20% + 100% = 120% is different than saying 20 + 100% (of 20) = 40. I agree also. melbella is right, the assumption makes more sense if you consider the base value. If it's % to %, then straight addition. If it's units to %, it's either straight multiplication (Ability damage) or multiply and add (bonus damage). That's a bit more consistent, but doesn't help as much with Sigils, since they modify all kinds of things, sometimes units, sometimes percents, sometimes both in the same Sigil. You can have something like Sigil of the Nug, which is +25% Healing Bonus, -25% Attack, where the first one is probably multiply/add ("bonus" is a pretty strong clue) while -25% Attack is applied to a %, so probably straight addition. Though again, that could result in negative damage, so what does that mean? The enemy heals every time you hit them??
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Post by melbella on Sept 8, 2016 3:25:38 GMT
so what does that mean? The enemy heals every time you hit them?? Sure seems like it sometimes, especially those uber barriers!
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Post by PapaCharlie9 on Sept 8, 2016 18:52:22 GMT
Update: it was pointed out to me in an offline conversation that you can never have negative damage just by Attack% being negative, because Attack% is always added to 1 before being multiplied into the effective damage value. You'd have to have -101% or more (less?) before you'd see a negative number. And even then, the damage system seems to round up to 1 if you have effective damage that is less than 1.
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