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(Created page with "{{stub}} '''Item scaling''' (or item level scaling) is a gameplay mechanic responsible for adjusting item power to the character level. In regard to scaling, items in ''[[Dra...")
 
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Weapon damage improves linearly with level. There are five basic weapon types that define how damage is calculated.
 
Weapon damage improves linearly with level. There are five basic weapon types that define how damage is calculated.
 
Damage = (BaseDamage + DamagePerLevel * Level) * DamageScale * PowerScale
 
Damage = (BaseDamage + DamagePerLevel * Level) * DamageScale * PowerScale
BaseDamage, DamagePerLevel, DamageScale refer to the columns 17, 16, 7 (zero-based) of the ''item_properties.gda'' file.
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* BaseDamage, DamagePerLevel, DamageScale refer to the columns 17, 16, 7 (zero-based) of the ''item_properties.gda'' file.
PowerScale refer to the column 22 of the ''item_base.gda'' file.
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* PowerScale refer to the column 22 of the ''item_base.gda'' file.
 
This formula can be reduced to:
 
This formula can be reduced to:
 
{{Note|Numbers are rounded to 3 decimal places for brevity.}}
 
{{Note|Numbers are rounded to 3 decimal places for brevity.}}
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| 30 || 42 || 48 || 52 || 166 || 57
 
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== See also ==
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* [[Combat mechanics (Dragon Age II)]]
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* [[Item properties (Dragon Age II)]]
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[[Category: Dragon Age II gameplay]]

Revision as of 19:51, 13 July 2012

Item scaling (or item level scaling) is a gameplay mechanic responsible for adjusting item power to the character level.

In regard to scaling, items in Dragon Age II can be split into several distinct categories:

  • All generic and some unique items scale to Hawke's level at the time when they are generated and don't improve in quality after the acquisition. Container contents and merchant inventories are generated when you enter the area for the first time. Loot from enemy remains and quest rewards are generated at the time they are received.
  • Most unique items have fixed level and always have the same stats.
  • Some unique weapons and accessories have Improves with level-up property. Such items re-scale every time your main character gains a level. It happens whether or not they are in your inventory. Companion armor also falls into this category even though it is not explicitly marked as leveled.

Weapon damage

Weapon damage improves linearly with level. There are five basic weapon types that define how damage is calculated.

Damage = (BaseDamage + DamagePerLevel * Level) * DamageScale * PowerScale
  • BaseDamage, DamagePerLevel, DamageScale refer to the columns 17, 16, 7 (zero-based) of the item_properties.gda file.
  • PowerScale refer to the column 22 of the item_base.gda file.

This formula can be reduced to:

Note: Numbers are rounded to 3 decimal places for brevity.
Class Weapon type Damage formula Property ID
Warrior One-Handed 1.243 + 1.342 * Level 5000
Warrior Two-Handed 1.429 + 1.543 * Level 5100
Rogue Dual Wield 1.557 + 1.682 * Level 5200
Rogue Bow 4.983 + 5.381 * Level 5300
Mage Staff 1.714 + 1.851 * Level 5400

For items that scale:

Level = HawkeLevel + ItemLevelOffset

For items that have fixed level:

Level = ItemLevel + ItemLevelOffset

ItemLevelOffset can be any of the following: 2, 0, -2, -4 -6, -10. Additionally most items have minimum and maximum level bounds.

Weapon damage table

Level One-Handed Two-Handed Dual Wield Bow Staff
1 3 3 3 10 4
2 4 5 5 16 5
3 5 6 7 21 7
4 7 8 8 27 9
5 8 9 10 32 11
6 9 11 12 37 13
7 11 12 13 43 15
8 12 14 15 48 17
9 13 15 17 53 18
10 15 17 18 59 20
11 16 18 20 64 22
12 17 20 22 70 24
13 19 21 23 75 26
14 20 23 25 80 28
15 21 25 27 86 29
16 23 26 28 91 31
17 24 28 30 96 33
18 25 29 32 102 35
19 27 31 34 107 37
20 28 32 35 113 39
21 29 34 37 118 41
22 31 35 39 123 42
23 32 37 40 129 44
24 33 38 42 134 46
25 35 40 44 140 48
26 36 42 45 145 50
27 37 43 47 150 52
28 39 45 49 156 54
29 40 46 50 161 55
30 42 48 52 166 57

See also