Kordanor Posted March 18, 2015 Share Posted March 18, 2015 I am wondering which attributes are actually useful for which class. While for some attributes it seems pretty obvious, other attributes either seem to be gimped now according to videos or have very limited usability. So what I will do now is to list the attributes and the description from the Wiki and ask my questions about them. (Haven't played the Beta) Might ±3% Damage ±3% Healing ±2 Fortitude Might represents a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic. During interactions, it can be useful for intimidating displays and acts of brute force. In combat, it contributes to both Damage and Healing as well as the Fortitude defense. This one is probably the most obvious one. I don't see any class not massively profiting fromt hat one. Maybe there are classis which have mainly spells like buffs which don't scale with attributes? But I am not aware of that. Constitution ±3% Endurance ±3% Health ±2 Fortitude Constitution is a combination of the character's overall health and stamina. Although it is not used much in interactions, it is sometimes checked to withstand pain or endure a physically taxing ordeal. In combat, it affects maximum Health and Endurance and contributes to the Fortitude defense. In this case it's just the question: Who is getting hurt the most? Probably a matter of how you play the class. But those characters you keep in the back don't need constitution I guess. Dexterity ±3% Action Speed ±2 Reflex Dexterity is an abstraction of a character's hand-eye coordination, balance, and overall grace. In interactions, it can be used for sleight-of-hand and fast reactions. In combat, it affects the character's Action Speed with all attacks, spells, and abilities and contributes to the Reflexes defense. According to You don't even get one extra attack by speed with 9 dex of difference within 38 seconds. So I don't see a point in taking this skill for any class. Perception ±3 Interrupt ±1 Deflection ±2 Reflex Perception represents a character's senses as well as their instinctive ability to pick up on details. In interactions, it can be used to catch someone in a lie, to make an observant comment about their appearance, or to notice something happening in the background. In combat, it grants a bonus to Accuracy with all attacks, contributes to the Reflexes defense, and increases the Range of all non-melee spells, abilities, and attacks. Another skill where I don't see any use for any class. Maybe if you make a pure "interruption" based build. But I am pretty sure that such a build wouldn't be really useful. So who should take this attribute? Intellect ±6% Area of Effect ± 5% Duration ± 1 Will Intellect represents a character's logic and reasoning capabilities. In interactions, it can be useful for deduction, sudden realizations, and problem-solving. In combat, it contributes to the Deflection and Will defenses and influences the sizes of Areas of Effect. Intellect seems to be one of the more useful skills again. Probably mages or specific builds which focus on AoE effects. Enverxis used it for his , so does it have an effect on Blunderbusses in general? Can you name a couple of classes which have viable AoE options? Of course it also increases duration, so it might also be interesting for classes which are based heavily on buffs/debuffs. Resolve ±3 Concentration ±1 Deflection ± 2 Will Resolve reflects a character's internal drive, determination, and the emotional intensity they can project to others. It can be useful for mental intimidation, leadership, and convincing performances. In combat, it helps characters maintain Concentration, increases the durations of spells and abilities, and contributes to the Will defense. Probably the Attribute where I have the least imagination what it is good for. It says in the text that it increases the durations of spells and abilities but doesn't say so in the bonus section. In addition Intellect is already doing that apparently (or is that an error in the wiki?) Now what is concentration good for? I guess the casters need to stay in the back anyways and ideally don't get interrupted all the time anyways. Or is there one class which has so long spells in general that it's worth to take this spell to avoid the possibility to get interrupted there? In addition according to the wiki 10 is the base value, and higher/lower values will actually start modifying your character. Is the effect for each additional point somewhat exponentional or rather linear? I mean does putting 9 instead of 10 points into Resolve for example hurt as much as putting 8 instead of 9 into it? As far as I understand the saving throw system the first 5 points difference in a defense value actually "convert" a 5% miss chance into a 5% crit chance (150% of dmg instead of 0%). And the next 45 points would convert a glancing blow to a critical blow (150% instead of 50%). So as long as you are already so low that you don't get the 5% miss chance, it doesn't really matter anymore if you are 10 points or 15 points below. Each additional point will hurt the same way. And if you are playing on Path of the Damned difficulty, which includes that enemies have 50% higher attributes you will be beyond that point anyways. Or do I miss something? Link to comment Share on other sites More sharing options...
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