Author Topic: Dragon Age Origins  (Read 1864 times)

Pyro

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Dragon Age Origins
« on: January 03, 2016, 07:14:30 PM »
Dragon Age Origins:

- Assumed Level 21 for PCs
- Doing companions only, no Warden main char
- I didn't use the Auto-Level function as it makes for some rather poor dueling builds.
 -Alistair: Joins at L4. From then on optimize Strength, as it is crucial to his disable/accuracy rates. Temlar/Sword&Shield + Warrior talents
 -Morrigan: Joins L7. Optimized Magic+Strength. This helps her dueler-defining nuke and improves her debuff hexes (and so more damage).
           Strength lets her wield a 2-handed weapon for her big physical alternate or equip armor for a little better durability...
  Talents were from the spells she had, Master Shapeshifter + Entropic Death Combo + Hexes + Cone of Cold + Nightmare combo.
 -Dog: Joins L7. Strength is damage and accuracy and the reliability of his status. Talents are dog talents.
 -Leliana: Joins L7. Put points into Dex since that is evade/accuracy/damage... this is everything for her.
  Talents for Leliana are Archer talents, Lethality, and Combat Stealth. This gives her the ID-arrow and an evade game.
 -Sten: Joins L8. Wants to put points into Strength because that is damage/Accuracy/Status rates. Warrior+2-Handed talents.
 -Zevran: Assuming L11 join. Wants to put some points to Dex and some to Strength to dual-wield swords for best damage and a good knockdown rates
               This probably isn't very "Normal" for Zevran but it is the best for a duel where he isn't sneaking in Backstabs behind an enemy.
 -Wynne: Assuming L11 Join. Wants to put points into Magic for status rate and then into Constitution for survivability, since she needs to take hits.
  Spells for Wynne are the Earth series, Glyphs, her default buffs/heals, and I gave her the Ice L1 spell since she uses it in plot...
 -Shale: Assuming L11 join. Wants to optimize Strength since that is damage/status. Enough Dex for Perfect Striking
  Talents are the Warrior series and her Golem talents.
 -Ohgren: Assuming L13 join (hardest quest and joins later on in it). Wants to optimize Strength for damage/status/accuracy.
  Ohgren talents are 2-H, Berserker, and a few Warrior (but no Perfect Striking)
 
- Stats:
 -Health: Typical HP, lose these and you get knocked out.
 -Stamina/Mana: The points used for physical abilities (stamina) or spells (mana). Fighters/Rogues have stamina, Mages Mana.
 -Strength: Stat used for physical attacks. It contributes 0.5 pts to accuracy/physical resistance.
         Used to determine equippable armor/weapons. Contributes to Ranged accuracy despite what the game says.
         This stat is commonly used as the status effect rate determiner for physical special attacks.
 -Dexterity: Stat used for Evasion/piercing attacks. It contributes 0.5 pts to accuracy/physical resistance and 1 point to Def.
            Used to determine equippable Bows/Daggers. Contributes only 0.5 pts to ranged accuracy despite the description.
 -Willpower: Gives +5 Stamina or Mana per point. Contributes 0.5 pts to Mental Resistance.
 -Magic: A stat that contributes to magic damage and Health Poultice effect. Contributes 0.5 points to Mental Res.
 -Cunning: A stat useful to a main character for story dialog reasons, as well as unlocking chests/doors and disarming traps.
           Contributes 1/7th point to Armor Penetration per, and 0.5 pts Mental Res.
 -Constitution: Contributes 5 Health per and 0.5 pts Physical Res.

-Derived/Secondary stats:
 -Defense: This is a measure of evasion. Attack stat - Defense stat + 54% = Hit rate.
 -Missile Defense: Same as Defense but for Ranged attacks. Really only matters for Alistair
 -Armor: This is how much one reduces damage by. It is randomized down so one point = 0.85 points damage reduction. Subtractive.
 -Armor Penetration: How much of a target's Armor is ignored. This is applied AFTER Armor is randomized down, and overflow AP is 'wasted'.
 -Physical Resistance: Chance of resisting a physical status (petrify/paralysis/knockdown/etc). Goes as status rate(always over 100) - Phys Res
 -Mental Resistance: Same as physical resistance but for mental status (sleep/fear/mental stun/distraction/mind control)
 -Spell Resistance: This is essentially magic evade... a % chance to ignore a magic spell cast on the character.
 -Fatigue: A factor that increases costs of Talents/spells by that %. Increased when wearing heavy armor or activating modal talents.
 -Spellpower: Magic - 10 + Some other stats. Used as a save for status and most magic damage goes as (100+Spellpower)
 
 - I will list damage taken from a 'standard' physical attack. I will also list the modifier from average (higher= better)
 - I will list total 'physical durability'. This is just HP% * Def modidfier. Higher = Better. (1.5 = 50% more durable).
 
- Modal Abilities: Dragon Age Origins has a variety of 'Modal' abilities that are activated once and then remain passively active but reduce maximum Stamina/Mana and increase Fatigue. While these CAN be activated and kept in place before combat, some situations remove them before battle, and most people don't consider pre-buffing in battles so I don't note them as 'default' activated before a fight. Despite this, some modes are 'instant' and can be activated as a free action at anytime, while others (spell modal abilities) require a casting time to initiate.
      
- Talent/Spell CDs: All talents and spells have a 'CD' time that must pass before a move can be used again. This is usually longer than a duel will last.
                   
- Timing/Turns: I used video-capturing software to get the time (down to tenths of a second) for the attacks/moves in Dragon Age that are relevant. I will list the 'time to effect' and 'total time', where 'total time' is the time from start of move until another move cna be started.    For turn 1 purposes, I will list the average 'initiative time' for damage actions, and the three-turn time (time till third action). NOTE: I added a one second 'close to melee' time for fighters on turn 1. This is both for distance and the annoying 'positioning' aspect.

- PC/Console differences: There are a few minor differences between PC and console versions of Dragon Age. Most of these don't matter for a stat topic but bow times deserve mention... on console they are more than twice as fast... Yeah..

- Enemy Stats assumed: 96.8 Atk, 60 Def, 50 Physical Resistance, 40 Mental Resistance, 18.4 Armor, 5 Armor Penetration, 53.6 physical 'damage'.

- Enemy types: There are 2 types of standard (non-boss) enemies: "Normal" and "Elite".
  -Normal enemies are the majority of enemies throughout the game. They have white names and are run-of-the-mill randoms.
  -Elite enemies are not bosses in their own right but tougher than 'normal' enemies. They have higher resists and status effects don't last as long.
   Elite enemies have yellow names and more Stats/Health/etc. This is usually what a non-generic enemy who is not a boss will be.
  -I considered Elite enemies for status hit-rates because at the very endgame most 'serious' non-OHKOable enemies are Elites. But I am using the-mill
   "Normal" enemy status durations. Dragon Age Origins increases status times when a PC is by themselves so to balance this out with Elites I am just
   considering the "Normal" enemy status times. Some status attacks have a perfect hit-rate when used on normal enemies. I'll note these.
   
- Equipment: Storebought 'generic' stuff with two exceptions:
  - A 'midrange' elemental damage increasing gauntlet for mages, and a +10% crit gauntlet for rogues.
  - Optimizing for 'Def' instead of "Armor" allows for Senior Enchanter's Robes and Dalish Boots (+9 Def total).
 
- Averages up top:
Health: 259.9
Defense: 66.4
Damage Taken from Physical: 41
Physical Resistance: 30.7
Mental Resistance: 24.1
Three-turn Damage: 286.7
Initiative Time: 2.24
3-Turn Time: 7.04
(IoW, 2.24s to an action is turn 1, then 2.4 seconds to the next action (Counting the winddown of a first action and the windup of a second) is average)
(Bear in mind that on turn 1 fighters expend 1 second to 'close to melee')


"What? Lead? Me? No, no, no. No leading. Bad things happen when I lead. We get lost, people die, and the next thing you know I'm stranded somewhere without any pants."
Alistair:
Health: 290 (111.6%)
Stamina: 265
Str: 64
Dex: 26
Wil: 24
Mag: 12
Cun: 11
Con: 19
Attack: 101
Defense: 73 (22% Evade)
Missile Defense: 82 (31% evade)
Armor: 30.03
Damage Taken from Physical:   33.1 (1.24 modifier)
Physical Durability: 1.39
Physical Resistance: 42.5
Mental Resistance: 51.5
Armor Penetration: 4.6
Fatigue: 27.95%
Critical Hit Rate: 6.2%
Hit-Rate: 95%

Equipment:
Dragonbone Sword:    11.2 Base Dmg, 4.5 Armor Penetration, +3.2% Crit
Knight Commander Plate: 18.4 Armor, 26.25% Fatigue, +5 Willpower, +40% Spell Resistance, +10 Mental Resistance
Dragonbone Heavy Plate Helm: 3.75 Armor, 3.9% Fatigue
Dragonbone Heavy Plate Boots: 3.75 Armor, 3.9% Fatigue
Dragonbone Heavy Plate Gloves: 3.13 Armor, 3.9% Fatigue
Duncan's Shield: 12 Def, +9 Missile Def, +3 Willpower, +1 Stamina Regen/sec, 6% fatigue
Runic Worry Token: +1 Willpower, + 10 Mental Resistance

Relevant Skills: Master Combat Training, Massive Constitution

Physical Attack: 46 damage, 1.3sec to damage, 2sec total.

Talents: (costs include fatigue)
Overpower (38 Stamina, 20sec CD): 86 damage over 3 shield hits, third hit has a 104% chance of knocking down target. [Timing: .8s to dmg1, 1.3s to dmg2, 2.2s to dmg3, 2.9s total]
Assault (40 Stamina, 20sec CD): 100 damage over 4 hits. [Timing: .8s dmg1, 1.5s dmg2, 2.2s dmg3, 2.7s dmg4, 3.2s total]
Shield Pummel (28 stamina, 20sec CD): 144 damage over 3 hits (sword/shield/shield). +10 Atk/Accuracy. Last hit has a 104% chance of Stun for 4 seconds. [Timing: 0.8s to dmg1, 1.6s to dmg2, 2.5s to dmg3/stun, 3s total]
Shield Bash (32 Stamina, 20s CD): 41 damage, 104% chance of knockdown. [Timing: 1s to Knockdown, 1.6s total]
Holy Smite (89 mana, 40sec CD): ranged AoE attack deals 23 Spirit-element damage to target and 64% chance of 10sec Stun. Spellcasters take an additional 23 damage and 46 Mana damage if they get stunned. [Timing: 1.2s to dmg/stun, 2.2s total]
Cleanse Area: (51 Stamina, 30sec CD): Dispels all dispellable effects, no effect on user (though it can dispel area effects affecting user) [Timing: 1.2s to effect, 2.2s total]
Perfect Striking (77 stamina, 30s CD): +100 attack for 15 seconds. Instant.

Modal Abilities (all Instant):
Shield Wall: (55 Upkeep, 5% Fatigue): +5 Armor, +10 Def, +10 Missile Def
Shield Defense (35 Upkeep, 5% Fatigue): +15 Def, +10 Missile Def
Precise Striking (40 Upkeep, 5% Fatigue): -10% Attack speed (base physical only), +13% Crit Rate.

Notable Passive Talents:
Powerful: +25 Health, -10% Fatigue
Bravery: +3.5% Crit, +3 Phys/Ment Resist, +1 Damage
Righteous Strike: Deals mana damage equal to 1/4th the physical damage dealt by regular physicals or Assault
Mental Fortress: +20 Mental Resistance

3-turn Average: 330
Close to Melee->Shield Pummel->Assault → Overpower   
Initiative Time: 2.6
Total Time: 9.4

Comments: Hard to damage, Hard to status, and has a NASTY chain of Knockdown/Stun on anything stupid enough to let him start whacking away. So Alistair can totally go Perfect Striking -> Shield Bash -> Overpower -> Shield Pummel -> Assault to a helpless target... Combine the durability with the difficulty in statusing (40% Spell Evasion, great resists!) and you have a Heavy.
       
         
   
    
 "You look upon the world around you and you think you know it well. I have smelled it as a wolf, listened as a cat, prowled shadows that you never dreamed existed."
Morrigan:
Health: 175 (67.3%)
Mana: 290
Str: 20
Dex: 16
Wil: 21
Mag: 66
Cun: 12
Con: 12
Attack: 64
Defense: 58
(Missile Defense): 58
Armor: ~0
Damage Taken from Physical: 53.6 (0.766 Modifier)
Physical Durability: 0.5157598006
Physical Resistance: 9
Mental Resistance: 44.5
Armor Penetration: 35
Fatigue: 1.08%
Critical Hit Rate: N/A
Hit-Rate: N/A
Spellpower: 66

Equipment:
Rod of Heaven (or eq): +5 Spellpower, 6.0 Damage, 35 Armor Penetration
Robes of Posession: +5 Magic, +12 Def, +8% Spell Resistance, -1 Willpower, +20% Cold Damage
Spirit Gloves: 1 Armor, 1.08% Fatigue, +10% Spirit damage
No Boots/Helm (No point, Armor won't go above Armor Penetration)   
Wildstone Clasp: +1 WIllpower, +10 Mental Resistance

Relevant Skills: Master Combat Training, Master Herbalism, Massive Mana

Basic Staff Attack: 21.9 damage. Can be lightning/Fire/Ice/Nature.

Spells:
Winter's Grasp (20 Mana, 8s CD): 72 Ice magic damage. 5% chance to freeze target for 2.5sec [Timing: 1.1s to Frost, 1.9s total]
Cone of Cold: (40 Mana, 15s CD): 68 Ice magic damage. Perfect never-fails Freeze for 10sec if spell hits. [Timing: 1.1s to damage/freeze, 2.2s total]
Lightning Bolt: (20 Manag, 8s CD): 50 Lightning damage to enemy Health AND stamina/Mana. [Timing: 1.1s to dmg, 1.3s total]
Mind Blast (20 Mana, 30s CD): 3 second stun, Always Succeeds barring stun immunity [Timing: 1.3s to stun, 2s total]
Force Field (40 Mana, 30s CD):Stops target from taking action, makes them immune to Damage for 18 seconds. Always works. [Timing: .6s to effect, 2.1s total]
Crushing Prison (60 Mana, 60s CD): Stops target from taking action for 9sec. Always works barring boss immunity. Deals 228 damage over those 9 seconds (Bosses take ~50% less and are not stopped). [Timing: .8s to effect, 2.1s total]
Vulnerability Hex (20 Mana, 20s CD): Target resistances reduced by 50%. +20% Mental status hit-rate too. 20 seconds. [Timing: 1.1s to effect, 1.9s total]
Affliction Hex (40 Mana, 20s CD): Target and nearby foes resistances reduced by 33%. 20 seconds. [Timing: 1.1s to effect, 1.9s total]
Misdirection Hex (45 Mana, 40s CD): All Target's hits will miss except for Critical Hits, which become regular. 20 seconds [Timing: 1.1s to effect, 1.9s total]
Death Hex (60 Mana, 60s CD): For 20 seconds all attacks against Target are critical hits. No synergy with Overwhelm. [Timing: 1.1s to effect, 1.9s total]
Horror (40 Mana, 20s CD): 106% chance of immobilizing target with Fear for 10 seconds. [Timing: 1.8s to effect, 1.8s total]
Sleep (35 Mana, 50s CD): 106% chance of putting targets in AoE to sleep for 12 seconds. [Timing: 1.2s to effect, 1.7s total]
Drain Life (20 Mana, 10s CD): 37 draining Spirit-elemental damage. [Timing: .8s to effect, 2.2s total]
Curse of Mortality (40 Mana, 60s CD): Makes target immune to healing (but not regen spells) for 20 seconds. Deals 91 spirit damage in total over that time. [Timing: 1.1s to effect, 1.9s total]
Death Cloud (50 Mana, 60s CD): Creates an AoE field that does 18 spirit every 2 seconds for 30 seconds... [Timing: 4.8s to effect, 5.3s total]
Bear Shape: 5.5s Transform time. Only all that valuable for the following
Rage (5 Mana, 60s CD): +10 Str, -15Def for 30sec.
Overwhelm (15 Mana, 60s CD): 11 physical attacks. Switching to a Maul before transform yields 295 damage against a human sized foe after Rage. Nothing to non-standard sized foes.

Flying Swarm Shape: Immune to arrows. 5.5s Transform time. 40% Evade to melee attacks. Deals ~33 Nature damage every 2 seconds to an AoE. Damage taken while in this form is subtracted from Mana. When Mana is depleted Morrigan shifts to human form...
               
SPELL COMBOS: Casting one spell after another yields the following FABULOUS bonuses!
Improved Drain [Vulnerability Hex + Life Drain]: Doubles power of drain (so 3x with Vuln Hex too).
Nightmare [Sleep + Horror]: 183 Spirit damage. No resistance check for Horror if Sleep is cast first.
Entropic Death [Death Hex + Death Cloud]: 365 spirit damage. Dispels Death Hex.
Shattering [Cone of Cold + Crushing Prison]: Instant Death. Perfect hit rate on "Normal" enemies. 25% vs. Elites.

Optimum Damage: 437
Winter's Grasp → Death Hex → Death Cloud (Entropic Death)   
Initiative Time: 1.1
3-Turn Time: 8.6

Comments: Oh sweet mother of god (SWIDT?). Morrigan can lay down a Force Field (Which works great even on magic immunes!) and line that up with a Debuff-fueled Nuke to smite something with >700 damage before it gets a chance to try anything again. That is even ignoring her plethora of brutal status, or her oppportunity to turn into a bear and kill something that magic won't. She'd have durability issues if Force Field wasn't so ridiculously fast to come out. Godlike.
       
       

               
*Happy Bark!*
Dog:
Health: 269 (103.5%)
Mana: 94
Str: 64
Dex: 21
Wil: 14
Mag: 10
Cun: 10
Con: 16
Attack: 97.5
Defense: 56
(Missile Defense): 56
Armor: 10
Damage Taken from Physical: 50.1
Physical Durability: 0.85
Physical Resistance: 35.5
Mental Resistance: 2
Armor Penetration: 3
Fatigue: 0
Critical Hit Rate: 11.00%
Hit-Rate: 91.5

Equipment:   
Mabari War Harness: +8 Armor, +2 Armor Penetration
Kaddis of the Trickster: +3 Damage

Alternate equips:   
Elemental Resistance Kaddis: 30% Cold/Electric/Fire/Nature/Physical/20% Nature+Spirit
Pure Bitch Braid: -2 Armor Penetration, +8 Attack

Basic Physical Attack: 48 damage [Timing: 0.8 sec to damage, 1.75 Sec total]

Talents:
Growl (10 Stamina, 30s CD): -15 Def to target for 20 seconds, 114% Rate (Str vs. Mental). [Timing: 3s total]
Dread Howl (30 Stamina, 40s CD): 5sec Stun, 114% Rate (Str vs. Mental) [Timing: 1.9s to stun, 2.2s total]
Overwhelm (40 Stamina, 60s CD): Knocks foe down instantly and attacks 7x. Only works vs. Human sized enemies. 339 damage total. [Timing: 0.3s to knockdown(!), 8s total]
Charge (20 Stamina, 30s CD): 73 damage and Knocks down enemy at a 104% rate (if it hits) [Timing: 0.7s to dmg/knockdown, 1.7s total]
Shred (40 Stamina, 20s CD): 73 damage to target and twice that in bleeding damage over the next 10 seconds [Timing: 1.2s to dmg, 3s total]

Notable Passive Talents:               
Combat Training: +5% Crit, +5 Attack, +2 Armor
Fortitute: +10% Fire/Cold/Elec Resistance
Nemesis: +25 Health, +0.5 Health/Stamina Regen

Three-Turn Average: 195
Close to Melee-> Charge → Attack → Shred   
Initiative Time: 1.7
3-Turn Time: 5.65

Comments: Dog is not terribly impressive at hurting things that aren't human-sized. Charge, Shred, and Dread Howl work rather well together to kill a foe that can bleed. He can get some elemental resistances. Now let's talk about what Dog does to people.  Overwhelm is a brutally unfair way of taking them out. And it is really rather fast Heavy
       
       


"Dying while in the company of a lovely seductress... tell me that isn't a good death."
Leliana:
Health: 190 (73.1%)
Stamina: 220
Str: 18
Dex: 64
Wil: 18
Mag: 16
Cun: 29
Con: 10
Attack: 92
Defense: 113 (62% Evade)
(Missile Defense): 113
Armor: 0
Damage Taken from Physical: 53.6 (0.766)
Physical Durability: 0.56
Physical Resistance: 31
Mental Resistance: 26.5
Armor Penetration: 11.5
Fatigue: 1.66%
Critical Hit Rate: 4.6
Hit-Rate:   86%

Equipment:   
Marjolaine's Recurve: 9.6 Damage, 8.8 Armor Penetration, +3 Cunning, +3 Damage, Rapid Aim, 1.6% Crit
Senior Enchanter's Robe:   +6 Defense, +2 Willpower, +2 Magic
Dalish Leather Boots: 2.25 Armor, 0.58% Fatigue, +3 Defense
Backhands: 1 Armor, 1.08% Fatigue, +10% Crit/Backstab damage
Seeker's Circle: +1 Cunning, +10 Mental Resistance

Armor Optimized: 14.3 Armor (Sacrifices 9 Def/2Wil/2Mag)

Skills: Master Stealing, Master Combat Training, Master Poison Making, Massive Cunning

Basic Physical: 38 damage [Timing: 1.2s to dmg, 1.6s total]

Talents:
Pinning Shot (15 Stamina, 15s CD): 38 damage, pins target for 8.5sec (damage cancels pin). Perfect rate vs. Normal enemies, 69% vs. Elites. [Timing: 3.6s to dmg, 4s total]
Crippling Shot (25 Stamina, 10s CD): 38 damage (+20 Attack/accuracy). -10 Atk/Def on victim for 20 seconds. [Timing: 3.6s to dmg, 4s total]
Critical Shot (40 stamina, 10s CD): 63 damage, +10 Atk/Accuracy. [Timing: 3.6s to dmg, 4s total]
Arrow of Slaying (80 Stamina, 60s CD): 234 damage to non-bosses. Does 101 less to bosses. +30 Attack/Accuracy. [Timing: 3.6s to dmg, 4s total]
Shattering Shot (25 Stamina, 15s CD): 38 damage. -20 Armor to target for 20 seconds. Perfect knockdown on Normal enemies. [Timing: 3.6s to dmg, 4s total]
Scattershot (50 Stamina, 40s CD): 53 damage to target and surrounding enemies. Perfect rate stun for 2 seconds. [Timing: 3.6s to dmg, 4s total]
Dirty Fighting: (25 Stamina, 25s CD): Melee attack with perfect rate stun for 4 seconds. [Timing: 1.1s to stun, 1.9s total]
Combat Stealth (10s CD): Goes into Stealth mode as a free action. This makes all ST attacks miss. Cancelled by action or bosses.

Modal Abilities:
Defensive Fire (40 Upkeep, 5% Fatigue): +30 Defense. +1.5sec to basic physical attacks.
Aim (35 Upkeep, 5% Fatigue): +15 Attack, +3 Damage, +5 AP, +3% Crit rate. +1.5s to basic physical attacks.
Suppressing Fire (60 Upkeep, 5% Fatigue): All attacks reduce target's Attack stat (accuracy) by 7.5 for 10 seconds. Stacks.

Notable Passive Talents:            
Lethality: Allows Cunning to substitue for Strength in damage calculations (bows are ½ Str and ½ Dex)
Melee Archer: Prevents archer from being canceled out of a shot by damage.

3-turn: 208.8889990974
Arrow of Slaying → Basic Attack → Basic Attack   
Initiative Time: 3.6
3-turn Total: 6.8

Comments: Leliana is better on the console version of Dragon Age because arrow talents come out much faster. As it stands she is very slow at killing... but Arrow of Slaying is nice,  and Dirty Fighting, Defensive Fire, Suppressing fire, and her natural high evade help her a lot. When using talents she can use Defensive Fire/Aim without fear of consequence. Surprisingly good all things considered. High Middle
       
       
       

“Either you have an enviable memory, or a pitiable life, to know nothing of regret.”
Sten:
Health: 260 (100%)
Stamina: 230
Str:   73
Dex:   18
Wil:   16
Mag:   11
Cun:   10
Con:   13
Attack: 101.5
Defense: 53
(Missile Defense): 53
Armor: 33.4
Damage Taken from Physical: 30.21 (1.36)
Physical Durability: 1.36
Physical Resistance: 40
Mental Resistance: 6.5
Armor Penetration: 14
Fatigue: 29%
Critical Hit Rate: 3.8%
Hit-Rate: 95.5%

Equipment:   
Dragonbone Maul: 14.4 Base Damage, 14 Armor Penetration, 0.8% Critical
Dragonbone Heavy Plate Armor: 21.8 Armor, 27.3% Fatigue
Dragonbone Heavy Plate Helm: 3.75 Armor, 3.9% Fatigue
Dragonbone Heavy Plate Boots: 3.75 Armor, 3.9% Fatigue
Dragonbone Heavy Plate Gloves: 3.13 Armor, 3.9% Fatigue

Skills: Master Combat Training, Survival, Improved Herbalism, Combat Tactics, Massive Strength

Basic Physical Attack: 73 damage. [Timing: 2s to dmg, 2.55s total]

Talents:
Sunder Armor (52 Stamina, 20s CD): 146 damage over 2 hits. -20 target armor for 20sec, 113% Rate. [Timing: 1.1s dmg1, 2s dmg2, 2.8s total]
Sunder Arms (32 Stamina, 10s CD): 146 damage over 2 hits. -10 target Atk for 10sec. 113% Rate. [Timing: 1.1s dmg1, 2s dmg2, 2.8s total]
Mighty Blow (52 Stamina, 20s CD): 106 damage crit hit. +10 Atk/accuracy. [Timing: 1.4s to dmg, 2.2s total]
Critical Strike (52 stamina, 60s CD): 106 damage crit hit. +5 Atk/Accuracy. Instant Death below 20%HP. [Timing: 1.4s to dmg, 2.2s total]
Pommel Strike (26 stamina, 10s CD): Knockdown, 113% rate. [Timing: 1.1s to impact, 1.9s total]
2-Handed Sweep (52 Stamina, 20s CD): 75 damage to nearby foes. Knockdown at 113% rate. [Timing: 1.6s to impact, 2.4s total]
Perfect Striking (77 stamina, 30s CD): +100 Attack for 15sec.

Modal Abilities:
Precise Striking (40 Upkeep, 5% Fatigue): -10% Attack Speed (Base Phys only), +13% Crit rate
Powerful Swings (30 Upkeep, 5% Fatigue): +5 Damage/Hit, -5 Attack, -5 Defense
Indomitable (60 Upkeep, 5% Fatigue): +1 Damage/Hit, Knockdown and Stun Immunity

Notable Passive Talents:
Powerful: +25 Health, -10% Fatigue
Bravery: +3.5% Crit, +3 Phys/Ment Resist, +1 Damage
Stunning Blows: 50% Chance of Stun for 3 seconds when a Critical Hit occurs.
Destroyer: -5 Armor to target for 3 seconds on a critical hit. Fairly worthless.
Shattering Blows: Supposed to add 32 damage/Hit to 'Constructs' like Golems/Trees/Undead... Bugged and does nothing!

Three-Turn Average: 399
Mighty Blow → Sunder Armor → Sunder Arms   
Initiative Time: 2.4
3-turn Total: 8

Comments: STEN SMASH! Really he's just a hard hitter with Knockdown. He can hang in High Middle.




“I will not lie motionless in a bed with coverlets up to my chin, waiting for death to claim me.”
Wynne:
Health: 260
Mana: 340
Str: 14
Dex: 14
Wil: 31
Mag: 43
Cun: 16
Con: 29
Attack: N/A
Defense: 44
(Missile Defense): 44
Armor: 10
Damage Taken from Physical:   50.1 (0.82)
Physical Durability:   0.82
Physical Resistance: 13.5
Mental Resistance: 30
Armor Penetration: 35
Fatigue:   3.80%
Critical Hit Rate: N/A
Hit-Rate: N/A
Spellpower:43

Equipment:
Rod of Heaven (or eq): +5 Spellpower, 6.0 Dmg, 35 AP, Electric/Fire/Ice/Nature/Physical
Hardened Leather Armor: 6 Armor, 2.15% Fatigue
Hardened Leather Helm: 1.5 Armor
Hardened Leather Boots: 1.5 Armor, 0.54% Fatigue
Charged Mitts (or eq): 1 Armor, 1.08% Fatigue, +10% Electric Damage
Silver Apron: +2 Magic

Alternate Equips:
Def-Optimized (Senior Enchanter Robe/Dalish Boots): -6.5 Armor, +9 Def, +2 Willpower, +2 Magic

Skills: Master Combat Tactics, Master Herbalism

Staff attack: 22 damage. [Timing: 1.3s to damage, 1.7s total]
VotS Staff Attack: 44 damage.

Spells:
Winter's Grasp (21 Mana, 8s CD): 51 ice damage, 5% Chance of freeze for 2.5sec [Timing: 1.1s to Frost, 1.9s total]
Arcane Bolt (16 Mana, 6s CD): 43 spirit damage. [Timing: 1.4s to Damage, 1.7s total]
Group Heal (42 Mana, 20s CD): 72 healing to all party members. [Timing: 1.1s to effect, 1.9s total]
Revival (62 Mana, 120s CD): Revives with 43 HP [Timing: 1.1s to effect, 1.9s total]
Lifeward (57 Mana, 30s CD): 43 healing to target when it drops below 33% HP. [Timing: 1.1s to effect, 1.9s total]
Stonefist (31 Mana, 15s CD): 43 physical (ITD) damage. 83% Knockdown Rate [Timing: 1.2s to effect, 1.5s total]
Earthquake (42 Mana, 40s CD): Knockdown anything that moved in AoE every 4s, 83% Rate. [Timing: 1.1s to effect, 1.9s total]
Petrify (42 Mana, 40s CD): Petrifies one for 20 seconds. 83% Rate. [Timing: 1.2s to effect, 1.5s total]
Heal: (21 Mana, 5s CD): 57 healing to one. [Timing: 1.1s to effect, 1.9s total]
Rejuvenate: (26 Mana, 45s CD): Restores 8 Mana every 2 seconds. 10Sec Duration [Timing: 1.1s to effect, 1.9s total]
Regeneration: (26 Mana, 5s CD): Restores 29 Health every 2 seconds for 10 seconds. [Timing: 1.1s to effect, 1.9s total]
Mass Rejuvenation: (42 Mana, 90 CD): Restores 5 mana every 2 seconds for 15 seconds. [Timing: 1.1s to effect, 1.9s total]
Glyph of Paralysis (26 Mana, 40s CD): Paralyzes whomever is in Glyph. 83% Rate. [Timing: 1.1s to effect, 1.9s total]
Glyph of Warding (42 Mana, 30s CD): +30 Defense, +30 Missile Def, +50 Mental Res for 20seconds to allies [Timing: 1.1s to effect, 1.9s total]
Glyph of Repulsion (36 Mana, 30s CD): Flings and knocks down enemies inside or entering Glyph. 83% Rate. [Timing: 1.1s to effect, 1.9s total]
Glyph of Neturalization (62 Mana, 60s CD): -100,000 Mana to anyone in or entering Glyph.  Dispels effects inside Glyph. No casting possible inside Glyph. Magic Immunity to those inside. Can be used defensively or offensively [Timing: 1.1s to effect, 1.9s total]
Heroic Offense (21 Mana, 5s CD): +14 Attack/accuracy to one for 20 seconds. [Timing: 1.1s to effect, 1.9s total]
Heroic Aura (31 Mana, 5s CD): +30 Missile Deflection for 20 seconds. [Timing: 1.1s to effect, 1.9s total]
Heroic Defense (42 Mana, 10s CD): +29 Def and +14% Elemental resists for 20 seconds. +5% Fatigue too. [Timing: 1.1s to effect, 1.9s total]
   
Spell Combos:
Paralysis Explosion ( Repulsion + Paralysis Glyphs): 20 sec paralysis to all in area (7.5 Meters). No resistance check. Can be tagged onto the end of a GoP Paralysis to extend it...
Shattering (Petrify + Stonefist): Perfect Instant Death to 'Normal' enemies. 25% to Elites.

Modal Abilities: (Spell modal abilities have to be 'cast' and are not instant. 1.1s to effect, 1.9s total)
Rock Armor (40 Upkeep, 5% Fatigue): +11.25 Armor (+12.25 Armor if activated under VotS)
Arcane Shield (30 Upkeep, 5% Fatigue): +14 Def.
Vessel of the Spirit (60 Upkeep, 15% Fatigue): Activating this knocks down nearby enemies. Instantly restores all Health/Mana. Increases Spellpower by 62(!).Restores 10 Mana every 2 seconds. Lasts 60 seconds. At the end of which Wynne suffers -20 Def for 30 seconds. 300sec Cooldown. Most spells are improved by 43%. Status rates go up by 62% (!).

Three-Turn Average: 137
Stonefist → Arcane Bolt → Winter's Grasp   
Initiative Time: 1.2
3-Turn Time: 4.3

Comments: Wynne has unfortunate damage and physical durability. She makes up for this by owning the MP-reliant, having status, having a couple defensive games (including Melee immunity), and having an OPB fullrestore that buffs her. Combined with the fact that she is rather fast at it all, I think she can parlay this into a Heavy ranking.
       
 


"Death happens," as we like to say. And when I get paid for it, death happens more often."
Zevran:
Health: 190 (73.1%)
Stamina: 220
Str:   44
Dex:   46
Wil:   20
Mag:   14
Cun:   15
Con:   10
Attack:   101
Defense:   91 (40% evade)
(Missile Defense):   91
Armor:   30.7
Damage Taken from Physical:   32.5 (1.26)
Physical Durability: 0.923
Physical Resistance: 38
Mental Resistance: 9.5
Armor Penetration: 5.2
Fatigue: 36.18
Critical Hit Rate: 22.9
Hit-Rate:95%

Equipment:   
Dragonbone Sword:   11.2 Base Dmg, 4.5 Armor Penetration, +3.2% Crit
Dragonbone Sword:   11.2 Base Dmg, 4.5 Armor Penetration, +3.2% Crit
Dragonbone Heavy Plate Armor: 21.8 Armor, 27.3% Fatigue
Dragonbone Heavy Plate Helm: 3.75 Armor, 3.9% Fatigue
Backhands: 1 Armor, 1.08% Fatigue, +10% Crit/Backstab damage
Dragonbone Heavy Plate Boots: 3.13 Armor, 3.9% Fatigue
Mixed Metal Rounds: +2 Dexterity

Alternate equips:   
Def-Optimized:   +9 Def, -16.4 Armor
Dragonbone Daggers: 6.4 Base Damage, +4.8% Crit, 8 Armor Penetration
Dalish Leather Boots: -2 Armor, +4% Spell resistance (for status resistance maybe?)

Skills: Master Combat training, Master Poison-Making, Survival, Massive Dexterity

Basic Physical attack: 21 damge (24 with crits) [1.1s to dmg, 1.4s total]
Backstab: 37 damage
Dual-Striking: 41 damage over two hits. 1/3rd chance of a dual-attack having no effect. Same timing
(Dagger/Sword Dual Striking): 37 damage. [0.8s to dmg, 1s total]. 1/3rd chance of dual-attack having no effect.

Talents:
Punisher ( 68 Stamina, 40s CD): 121 damage over 4 hits (2 regular, 2 crits). Each hit can inflict -10 Atk/Def as a debuff (but this won't stack). It is an 84% rate for each if it hits. The very last hit can inflict knockdown (84% Rate). [Timing: .9s dmg1, 1.5s dmg2, 2.3s dmg3/4/KD, 2.6s total ]
Riposte (54 Stamina, 20s CD): 48 damage over two hits. The first hit can stun target for 4 seconds (55% rate). If the stun lands, then the second hit is a critical, dealing a total of 61 damage. [Timing: .6s to dmg1/stun, .9s to dmg 2, 1.4s total ]
Flurry (54 Stamina, 20s CD): 73 damage over three hits. [Timing: dmgs at .9s, 1s, 1.4s, 2.3s total ]
Cripple (48 Stamina, 30s CD): 37 damage critical hit. (+5 Atk/Accuracy). 86% chance of target suffering -10 Atk/Def for 10sec. [Timing: .8s to effect, 1.5s total ]
Dual-Weapon Sweep (27 Stamina, 15s CD): 62 physical damage in two hits. Can not miss or crit. [Timing: .6s to damage, 1.3s total ]
Dirty Fighting (34 Stamina, 25s CD): Perfect rate stun for 4 seconds. [Timing: 1.1s to stun, 1.9s total]
Mark of Death (54 Stamina, 60s CD): Target takes 1.2x damage for 20 seconds [Timing: 1.9s Total]
Combat Stealth (10s CD): Goes into Stealth mode as a free action. This makes all ST attacks miss. Cancelled by action or bosses.

Modal Abiltiies:
Momentum (50 Upkeep, 5% Fatigue): Reduces time for basic melee attacks by 30% (1second becomes 0.7s, etc).
Dual-Striking (50 Upkeep, 5% Fatigue): Makes user attack with both weapons simultaneously instead of one at a time. The weapons can not crit or inflict backstabs. Due to a bug, 1/3rd of all attack strings in this mode will do nothing.
                              
Notable Passive Talents:               
Evasion: 20% Chance to dodge any attack (Checked before regular evade). If evaded, the attack has a 50% chance to cancel Zevran's current action
Lethality: +10% Melee Crit rate, Can use Cunning instead of Str for damage (doesn't apply here)
Coup-De-Grace: +1% Meele crit rate, All hits against stunned foes are backstabs (Critical Hits)
Dual-Weapon Finesse: +5 Atk/Def when using two weapons
Dual-Weapon Expert:   +2.5% Melee Crit Rate, Hits maintain 1 damage/second bleed on target.

Three-Turn Average: 231
Close-to-Melee->Riposte->Punisher->Dual-Weapon Sweep   
Initiative Time: 1.9
Total Time: 5.6

Comments: Zevran has some evade, some status, and can whore out stealth to annoy things. With Momentum and Dirty Fighting he can sneak some rapid backstabs into his fighting style but his money move remains Punisher. The knockdown effect on it is just gravy. Considering his few tricks he probably works in High Middle. Doesn't like bosses.
       
       
       

"If you've ever heard of me before, it's probably all been about how I piss ale and murder little boys who look at me wrong. And that's mostly true..."
Oghren:
Health:   320 (123.1%)
Stamina: 250
Str: 58
Dex: 18
Wil: 20
Mag: 14
Cun: 15
Con: 23
Attack: 94
Defense: 53
(Missile Defense): 53
Armor: 33.4
Damage Taken from Physical: 30.21 (1.36 mod)
Physical Durability: 1.6732987373
Physical Resistance: 47.5
Mental Resistance: 12.5
Armor Penetration: 14.7
Fatigue: 29
Critical Hit Rate: 3.8
Hit-Rate: 88%

Equipment:   
Dragonbone Maul   14.4 Base Damage, 14 Armor Penetration, 0.8% Critical
Dragonbone Heavy Plate Armor   21.8 Armor, 27.3% Fatigue
Dragonbone Heavy Plate Helm   3.75 Armor, 3.9% Fatigue
Dragonbone Heavy Plate Boots   3.75 Armor, 3.9% Fatigue
Dragonbone Heavy Plate Gloves   3.13 Armor, 3.9% Fatigue
One for the Ditch   +1 Constitution, +10 Physical Resist

Skills: Master Combat Training, Master Combat Tactics, Massive Constitution

Basic physical attack: 62 damage [Timing: 2s to dmg, 2.55s total]

Talents:
Sunder Armor (52 Stamina, 20s CD): 124 damage over 2 hits. -20 target armor for 20sec, 98% Rate. [Timing: 1.1s dmg1, 2s dmg2, 2.8s total]
Sunder Arms (32 Stamina, 10s CD): 124 damage over 2 hits. -10 target Atk for 10sec. 98% Rate. [Timing: 1.1s dmg1, 2s dmg2, 2.8s total]
Mighty Blow (52 Stamina, 20s CD): 89 damage crit hit. +10 Atk/accuracy. [Timing: 1.4s to dmg, 2.2s total]
Critical Strike (52 stamina, 60s CD): 89 damage crit hit. +5 Atk/Accuracy. Instant Death below 20%HP. [Timing: 1.4s to dmg, 2.2s total]
Pommel Strike (26 stamina, 10s CD): Knockdown (ignores evade), 98% rate. [Timing: 1.1s to impact, 1.9s total]
2-Handed Sweep (52 Stamina, 20s CD): 64 damage to nearby foes. Knockdown at 98% rate. [Timing: 1.6s to impact, 2.4s total]
Final Blow (6 Stamina, 60s CD): 62 normal attack damage, and all stamina is consumed. Stamina consumed/2 is added to damage. [Timing: 1.5s to dmg, 2.6s total]

Modal Abilities:
Berserk (20 Upkeep, 5% Fatigue): This takes 2 seconds to activate. +8 Damage/Hit, +10 Mental Resistance, +1.5 Health/Sec Regen.
Precise Striking (40 Upkeep, 5% Fatigue): -10% Attack Speed (Base Phys only), +13% Crit rate
Powerful Swings (30 Upkeep, 5% Fatigue): +5 Damage/Hit, -5 Attack, -5 Defense
Indomitable (60 Upkeep, 5% Fatigue): +1 Damage/Hit, Knockdown and Stun Immunity

Notable Passive Talents:               
Powerful: +25 Health, -10% Fatigue
Bravery: +3.5% Crit, +3 Phys/Ment Resist, +1 Damage
Stunning Blows: 50% Chance of Stun for 3 seconds when a Critical Hit occurs.
Destroyer: -5 Armor to target for 3 seconds on a critical hit. Fairly worthless.
Shattering Blows: Supposed to add 32 damage/Hit to 'Constructs' like Golems/Trees/Undead... Bugged and does nothing!

Three-Turn Average: 338
Mighty Blow → Sunder Armor → Sunder Arms   
Initiative Time: 2.4
3-turn Total: 8

Comments: Oghren is physically tanky (though can't dodge well) and hits hard. His MO in a duel is to use Knockdown and kill with Sunder Arms -> Final Blow. Unlike Sten he lacks Perfect Striking but it is still a relatively solid strategy. High Middle.
       
       
       
    
"Now, let us crush something soft and watch it fountain blood. That is a girlish thing to want to do, yes?"
Shale:
Health:   385
Stamina:   220
Str: 63
Dex: 22
Wil: 14
Mag: 14
Cun: 14
Con: 38
Attack: 92.5
Defense: 57
(Missile Defense): 57
Armor: 26.5
Damage Taken from Physical: 36.075 (1.14)
Physical Durability: 1.69
Physical Resistance: 49.5
Mental Resistance: 34
Armor Penetration: 10.6
Fatigue: 18.6%
Critical Hit Rate: 7.3%
Hit-Rate: 86.5%

Equipment: (Set bonus, +10% Spirit Res)   
Small Brilliant Spirit Crystal: 8 base dmg, 8 AP, 0.8% crit, +3 Str/Dex/Wil/Mag/Cun/Con, +2 AP, +30% Spirit Dmg, Melee attacks are spirit element.
Large Brilliant Spirit Crystal: 22.5 Armor, 28.6% Fatigue, +1 Str/Dex/Wil/Mag/Cun/Con, +50% Spirit Resistance, +16% Spell Resistance, +25 Mental Res

All alternate Small/Large crystals have the same base dmg/AP/crit and Armor/Fatigue as above.
Alternate equips: (Matching Small/Large of the same element gives +10% Resistance to that element)   
Small Brilliant Fire Crystal   +5% Crit, +5 Damage, +30% Fire Damage, Melee Attacks are Fire element
Small Brilliant Ice Crystal   +3 Armor Penetration, +15% Crit damage, +30% Cold damage, Melee attacks are ice/cold
Small Brilliant Lightning Crystal   +6 Dex, +10 Attack, +30% Electric damage, Melee attacks are lightning element
Small Brilliant Nature Crystal   +6 Con, +6 Health regen/sec, +30% Nature damage, Melee attacks are Nature element
Large Brilliant Fire Crystal   +4 Str, +9 Def, +50% Fire Res, +3 Stamina regen/sec
Large Brilliant Ice Crystal    1.25 Health regen/sec, +15 Def, +50% Cold Resistance
Large Brilliant Lightning Crystal   +4 Dex, +50% Electrical Resistance, +15% Dodge, +15% Missile Dodge
Large Brilliant Nature Crystal:   +2 Con, +4 Armor, +50% Nature Res, +25 Physical Resistance

Skills: Massive Strength

Basic Physical Attack: 62 damage. (80 with Pulverizing Blows). [Timing: 1s to dmg, 1.7s total]

Talents: (Shale must be in the appropriate mode to use the 3 talents listed below it.
Pulverizing Blows Mode: +11 Damage/hit, +3 AP, -10 Def. [Timing: 1.3s total to activate]
Slam (24 Stamina, 20s CD): 108 damage and knocks foe BACK (not as good as knockdown). [Timing: 1.7s to effect, 2.7s total]
Quake (47 Stamina, 40s CD): 129 physical damage over 3 hits. Ignores armor. [Timing: .8s dmg1, 1.3s dmg2, 2s dmg 3, 2.2s total]
Killing Blow (71 Stamina, 120s CD): 108 damage. Consumes all stamina after base cost. 50% is added to damage. [Timing: 1.8s to effect,  2.5s total]

Stoneheart Mode: +12 Armor, +20% Element Res's, +6 HP/Sec regen, +3 Stamina/Sec [Timing: 1.3s total to activate]
Bellow (30 Stamina, 30s CD): 5 second stun to an area, 113% rate (Mental res vs. Strength) [Timing: 1.2s to effect, 1.5s total]
Stone Roar (59 Stamina, 40s CD): Makes enemies target Shale.
Regenerating Burst (95 stamina, 90s CD): 61 damage and 5 second stun to nearby foes (103% rate) [Timing: 3.9s to effect, 4.4s total]

Rock Mastery Mode: +40 Missile Deflection, -5 Armor, -10% Crit Chance [Timing: 1.3s total to activate]
Hurl Rock (36 Stamina, 20s CD): 107 damage to an area. Knockdown to targets (103% rate). [Timing: 3.6s to effect,  4.4s total]
Earthen Grasp (59 Stamina, 40s CD): Enemies in AoE are immobilized for 10 seconds (including bosses). 103% rate. [Timing: 2.1s to effect, 2.3s total]
Rock Barrage (71 Stamina, 60s CD): Sets a field of falling rocks. targets hit (including Shale) are knocked down at a 103% rate. Each rock does 61 damage. Field lasts for 20 seconds. [Timing: 3s total, 3.3s to effect (Shale is freed up before damage)]

Stone Aura Mode: +15 Armor, +25% Spell Resistance, -50 Def, -5 Stamina/Sec, Shale is immobilized. Party gains the following: +10 Attack, +10 Def, +10 Spellpower, +5% Crit, +3 AP, +3 Damaage, +4 Stamina/Mana regen/sec, +6 Health regen/sec, +4% Spell Resistance.  Enemies within range suffer -5 Attack/-5 Def

Perfect Striking (77 stamina, 30s CD): +100 attack for 15 seconds. Instant.

Notable Passive Talents:               
Powerful: +25 Health, -10% Fatigue
Bravery: +3.5% Crit, +3 Phys/Ment Resist, +1 Damage

Three-Turn Average: 303
Pulverizing Blows → Close to Melee → Quake → Killing Blow   
Initiative Time: 3.3
3-Turn Time: 8

Comments: Having to activate a mode before starting to attack is annoying. Fortunately Shale has enough in the way of options to overcome that. Shale can get great elemental resistance, can incapacitate foes for long enough to kill them, and has solid damage/status res. Middle/Heavy?
       
« Last Edit: January 08, 2016, 12:13:42 AM by Pyro »

Monkeyfinger

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Re: Dragon Age Origins
« Reply #1 on: January 04, 2016, 11:29:13 PM »
Force field doesn't always work. I've seen high ranked enemies resist it.

Pyro

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Re: Dragon Age Origins
« Reply #2 on: January 04, 2016, 11:44:13 PM »
It can be evaded by spell Resistance then? Perhaps it working on magic immunity is a quirk then.