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m (→See also: clean up) Tag: apiedit |
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+ | {{For|1=the information on item scaling in Dragon Age: Origins|2=Material}} |
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− | {{stub}} |
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'''Item scaling''' (or item level scaling) is a gameplay mechanic responsible for adjusting item power to the character level. |
'''Item scaling''' (or item level scaling) is a gameplay mechanic responsible for adjusting item power to the character level. |
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− | In regard to scaling, items in ''[[Dragon Age II]]'' can be split into |
+ | In regard to scaling, items in ''[[Dragon Age II]]'' can be split into three distinct categories: |
+ | # Unique items usually have fixed (predefined) levels. |
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− | * 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 created when you enter the area. Loot from enemy remains and quest rewards are created when they are received. |
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+ | # All generic and some unique items are scaled to [[Hawke]]'s level once – at the time when they are generated. They don't improve in quality afterwards. {{Note|[[Container]] contents and [[Merchants (Dragon Age II)|merchant]] inventories are generated when you enter the area. Loot from enemy remains and quest rewards are created when they are received.}} |
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− | * Most unique items have fixed item level and do not scale. |
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− | + | # Some unique weapons and accessories have the {{ColorPositiveStat|Improves with level-up}} property. These items are re-scaled every time Hawke gains a level. [[Companion armor]] also falls into this category even though it is not explicitly marked as leveled in UI. {{Note|Companion level is ignored for the purposes of scaling, only Hawke's level counts.}} |
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− | * Basic weapons (placeholder weapons used if you unequip a weapon) do not scale and are always level 1. |
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+ | == Scaling modifiers == |
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− | {{Note|Companion character levels are ignored when scaling items, only Hawke's level counts. }} |
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+ | === Item level === |
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− | |||
+ | {{Missing info|Min/max item levels, area level}} |
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− | == Scaling formulas == |
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+ | '''Item level''' is a modifier similar to [[Material#Dragon Age: Origins|tiers]] in ''[[Dragon Age: Origins]]''. Item level can be fixed, usually ranging from 1 to 25, or vary based on Hawke's level. In the latter case, the two levels are usually equal with the exception of [[The Hawke's Key]] (and possibly a few other unique items) which is set to Hawke's level + 2. |
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− | === Armor, resistances, attack, defense === |
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− | PropertyValue = PropertyData(Level) * PropertyScale * PowerScale * PropertyPower |
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− | |||
− | '''PropertyData(Level)''' is taken from ''property_data.gda'' file that specifies base property values for levels 1 through 200. |
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− | |||
− | '''PropertyScale''' is: |
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− | * 0.5 for heavy armor |
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− | * 0.4625 for medium armor |
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− | * 0.425 for light armor |
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− | * 2 for elemental resistances |
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− | * 0.5 for attack |
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− | * 0.25 for defense |
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− | |||
− | |||
− | === Attribute requirements === |
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− | Req = (10 + (ReqPerLevel * ItemLevel)) * ReqScale |
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− | |||
− | '''ReqPerLevel''' is 0.75 for primary attributes (strength, dexterity, magic) and 0.25 for secondary attributes (constitution, cunning, willpower). Note that it was 0.75 for all attributes prior to patch 1.03. |
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− | |||
− | '''ReqScale''' is based on a number of bonus properties and is: |
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− | * 1 for items with 0 bonus stats; |
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− | * 1.05 for items with 1–3 bonus stats; |
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− | * 1.1 for items with 4 bonus stats or more. |
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− | |||
− | |||
− | === Bonus damage === |
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− | BonusDamage = Damage(Level) * DamageScale * PowerScale * PropertyPower |
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− | |||
− | '''Damage(Level)''' is (scaled) base weapon damage. |
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− | |||
− | '''DamageScale''' is: |
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− | * 0.2 for bonus single-target damage |
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− | * 0.1 for bonus AoE damage |
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− | * 0.3 for bonus damage vs. enemy type (i.e. Humans, Qunari, or Demons/Undead) |
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+ | === Power scale === |
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+ | '''Power scale''' is a scaling multiplier that defines a relative strength of item properties for different base item types. For example, chestpieces have a power scale of 1, helmets – 0.4. This means that the stats on helmets will be 2.5 times less powerful than on chestpieces. |
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+ | This multiplier is used in most scaling formulas, with a notable exception of attribute requirements. |
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− | === Other === |
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− | PropertyValue = (BaseValue + ValuePerLevel * Level) * PowerScale * PropertyPower |
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− | |||
− | '''BaseValue''' and '''ValuePerLevel''' are specified in ''item_properties.gda'' file on a per-property basis. |
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− | |||
− | '''PropertyPower''' is 1.0 for most items. Some unique items change this value, for example, fake [[Bianca]] used in the exagerrated prologue of [[Family Matter]] quest has knockback power of 200.0 to provide [[Varric Tethras|Varric]] with 100% knockback chance. |
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− | |||
− | '''PowerScale''' depends on base item type: |
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{| class="daotable" |
{| class="daotable" |
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|- |
|- |
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! Item type |
! Item type |
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+ | ! Power scale |
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− | ! PowerScale |
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|- |
|- |
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| Chestpiece |
| Chestpiece |
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|- |
|- |
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|} |
|} |
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− | + | {{Note|Taken from ''itm_base.gda''.}} |
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− | * Note that proc chance does not scale with level. For properties {{ColorPositiveStat|X% chance to regenerate Y% health}} it means that Y (power value) scale with the level, but X (proc chance) stays the same. {{ColorPositiveStat|X% chance to stun}}-style properties don't change with the level at all. |
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− | == |
+ | === Property power === |
+ | '''Property power''' is another common multiplier. It is defined for each property on an item individually. Most of the time it equals <code>1.0</code>, however, many unique items override the default value. For example, for an item with 3 rune slots, this property power is <code>3.0</code>. |
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− | Weapon damage improves linearly with level. There are five basic weapon types that define how damage is calculated. |
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+ | |||
+ | Items are categorized by the game engine into 7 ranks based on the total property power. These ranks affect item costs, icons, and attribute requirements. |
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+ | |||
+ | {| class="daotable" |
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+ | |- |
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+ | ! !! Rank |
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+ | ! Power<br>required !! Cost<br>modifier !! Requirements<br>scale !! Icon |
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+ | |- |
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+ | | 1 || Junk |
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+ | | -1 || 1 || 1 || Red |
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+ | |- |
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+ | | 2 || Normal |
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+ | | 0 || 1 || 1 || Red |
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+ | |- |
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+ | | 3 || Magic |
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+ | | 1 || 2 || 1.05 || Silver |
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+ | |- |
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+ | | 4 || Magic (2) |
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+ | | 2 || 4 || 1.05 || Silver |
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+ | |- |
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+ | | 5 || Rare |
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+ | | 3 || 8 || 1.05 || Gold |
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+ | |- |
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+ | | 6 || Epic |
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+ | | 4 || 20 || 1.1 || Purple |
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+ | |- |
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+ | | 7 || Aspirational |
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+ | | 5 || 73 || 1.1 || Purple |
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+ | |} |
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+ | {{Note|Taken from ''item_ranks.gda''}} |
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+ | |||
+ | |||
+ | == Scaling formulas == |
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+ | === Armor, resistances, attack, defense === |
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+ | PropertyValue = PropertyData(LVL) * PropertyScale * PowerScale * PropertyPower |
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+ | |||
+ | '''PropertyScale''' is: |
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+ | * 0.5 for heavy armor |
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+ | * 0.4625 for medium armor |
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+ | * 0.425 for light armor |
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+ | * 2 for elemental resistances |
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+ | * 0.5 for attack |
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+ | * 0.25 for defense |
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+ | |||
+ | '''PropertyData(LVL)''' is taken from [[Property Data|''property_data'']] GDA file: |
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+ | {| class=daotable |
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+ | !Integer!!Armor!!Resistance!!Attack!!Defense |
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+ | |- |
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+ | |style="text-align: right;"|1||style="text-align: right;"|90||style="text-align: right;"|90||style="text-align: right;"|60||style="text-align: right;"|60 |
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+ | |- |
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+ | |style="text-align: right;"|2||style="text-align: right;"|98||style="text-align: right;"|98||style="text-align: right;"|64||style="text-align: right;"|64 |
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+ | |- |
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+ | |style="text-align: right;"|3||style="text-align: right;"|107||style="text-align: right;"|107||style="text-align: right;"|68||style="text-align: right;"|68 |
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+ | |- |
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+ | |style="text-align: right;"|4||style="text-align: right;"|116||style="text-align: right;"|116||style="text-align: right;"|73||style="text-align: right;"|73 |
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+ | |- |
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+ | |style="text-align: right;"|5||style="text-align: right;"|126||style="text-align: right;"|126||style="text-align: right;"|78||style="text-align: right;"|78 |
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+ | |- |
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+ | |style="text-align: right;"|6||style="text-align: right;"|137||style="text-align: right;"|137||style="text-align: right;"|83||style="text-align: right;"|83 |
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+ | |- |
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+ | |style="text-align: right;"|7||style="text-align: right;"|149||style="text-align: right;"|149||style="text-align: right;"|89||style="text-align: right;"|89 |
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+ | |- |
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+ | |style="text-align: right;"|8||style="text-align: right;"|162||style="text-align: right;"|162||style="text-align: right;"|95||style="text-align: right;"|95 |
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+ | |- |
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+ | |style="text-align: right;"|9||style="text-align: right;"|177||style="text-align: right;"|177||style="text-align: right;"|102||style="text-align: right;"|102 |
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+ | |- |
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+ | |style="text-align: right;"|10||style="text-align: right;"|193||style="text-align: right;"|193||style="text-align: right;"|109||style="text-align: right;"|109 |
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+ | |- |
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+ | |style="text-align: right;"|11||style="text-align: right;"|211||style="text-align: right;"|211||style="text-align: right;"|117||style="text-align: right;"|117 |
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+ | |- |
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+ | |style="text-align: right;"|12||style="text-align: right;"|230||style="text-align: right;"|230||style="text-align: right;"|125||style="text-align: right;"|125 |
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+ | |- |
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+ | |style="text-align: right;"|13||style="text-align: right;"|251||style="text-align: right;"|251||style="text-align: right;"|134||style="text-align: right;"|134 |
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+ | |- |
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+ | |style="text-align: right;"|14||style="text-align: right;"|274||style="text-align: right;"|274||style="text-align: right;"|143||style="text-align: right;"|143 |
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+ | |- |
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+ | |style="text-align: right;"|15||style="text-align: right;"|299||style="text-align: right;"|299||style="text-align: right;"|153||style="text-align: right;"|153 |
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+ | |- |
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+ | |style="text-align: right;"|16||style="text-align: right;"|326||style="text-align: right;"|326||style="text-align: right;"|164||style="text-align: right;"|164 |
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+ | |- |
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+ | |style="text-align: right;"|17||style="text-align: right;"|356||style="text-align: right;"|356||style="text-align: right;"|176||style="text-align: right;"|176 |
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+ | |- |
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+ | |style="text-align: right;"|18||style="text-align: right;"|389||style="text-align: right;"|389||style="text-align: right;"|189||style="text-align: right;"|189 |
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+ | |- |
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+ | |style="text-align: right;"|19||style="text-align: right;"|425||style="text-align: right;"|425||style="text-align: right;"|203||style="text-align: right;"|203 |
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+ | |- |
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+ | |style="text-align: right;"|20||style="text-align: right;"|464||style="text-align: right;"|464||style="text-align: right;"|218||style="text-align: right;"|218 |
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+ | |- |
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+ | |style="text-align: right;"|21||style="text-align: right;"|507||style="text-align: right;"|507||style="text-align: right;"|234||style="text-align: right;"|234 |
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+ | |- |
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+ | |style="text-align: right;"|22||style="text-align: right;"|554||style="text-align: right;"|554||style="text-align: right;"|251||style="text-align: right;"|251 |
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+ | |- |
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+ | |style="text-align: right;"|23||style="text-align: right;"|605||style="text-align: right;"|605||style="text-align: right;"|269||style="text-align: right;"|269 |
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+ | |- |
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+ | |style="text-align: right;"|24||style="text-align: right;"|661||style="text-align: right;"|661||style="text-align: right;"|289||style="text-align: right;"|289 |
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+ | |- |
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+ | |style="text-align: right;"|25||style="text-align: right;"|722||style="text-align: right;"|722||style="text-align: right;"|310||style="text-align: right;"|310 |
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+ | |- |
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+ | |style="text-align: right;"|26||style="text-align: right;"|789||style="text-align: right;"|789||style="text-align: right;"|333||style="text-align: right;"|333 |
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+ | |- |
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+ | |style="text-align: right;"|27||style="text-align: right;"|862||style="text-align: right;"|862||style="text-align: right;"|357||style="text-align: right;"|357 |
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+ | |- |
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+ | |style="text-align: right;"|28||style="text-align: right;"|942||style="text-align: right;"|942||style="text-align: right;"|383||style="text-align: right;"|383 |
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+ | |- |
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+ | |style="text-align: right;"|29||style="text-align: right;"|1029||style="text-align: right;"|1029||style="text-align: right;"|411||style="text-align: right;"|411 |
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+ | |- |
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+ | |style="text-align: right;"|30||style="text-align: right;"|1124||style="text-align: right;"|1124||style="text-align: right;"|441||style="text-align: right;"|441 |
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+ | |- |
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+ | |style="text-align: right;"|31||style="text-align: right;"|1228||style="text-align: right;"|1228||style="text-align: right;"|473||style="text-align: right;"|473 |
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+ | |- |
||
+ | |style="text-align: right;"|32||style="text-align: right;"|1342||style="text-align: right;"|1342||style="text-align: right;"|508||style="text-align: right;"|508 |
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+ | |- |
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+ | |style="text-align: right;"|33||style="text-align: right;"|1467||style="text-align: right;"|1467||style="text-align: right;"|545||style="text-align: right;"|545 |
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+ | |- |
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+ | |style="text-align: right;"|34||style="text-align: right;"|1603||style="text-align: right;"|1603||style="text-align: right;"|585||style="text-align: right;"|585 |
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+ | |- |
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+ | |style="text-align: right;"|35||style="text-align: right;"|1752||style="text-align: right;"|1752||style="text-align: right;"|628||style="text-align: right;"|628 |
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+ | |- |
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+ | |style="text-align: right;"|36||style="text-align: right;"|1915||style="text-align: right;"|1915||style="text-align: right;"|674||style="text-align: right;"|674 |
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+ | |- |
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+ | |style="text-align: right;"|37||style="text-align: right;"|2093||style="text-align: right;"|2093||style="text-align: right;"|724||style="text-align: right;"|724 |
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+ | |- |
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+ | |style="text-align: right;"|38||style="text-align: right;"|2288||style="text-align: right;"|2288||style="text-align: right;"|777||style="text-align: right;"|777 |
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+ | |- |
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+ | |style="text-align: right;"|39||style="text-align: right;"|2501||style="text-align: right;"|2501||style="text-align: right;"|834||style="text-align: right;"|834 |
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+ | |- |
||
+ | |style="text-align: right;"|40||style="text-align: right;"|2734||style="text-align: right;"|2734||style="text-align: right;"|896||style="text-align: right;"|896 |
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+ | |- |
||
+ | |style="text-align: right;"|41||style="text-align: right;"|2988||style="text-align: right;"|2988||style="text-align: right;"|962||style="text-align: right;"|962 |
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+ | |- |
||
+ | |style="text-align: right;"|42||style="text-align: right;"|3266||style="text-align: right;"|3266||style="text-align: right;"|1033||style="text-align: right;"|1033 |
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+ | |- |
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+ | |style="text-align: right;"|43||style="text-align: right;"|3570||style="text-align: right;"|3570||style="text-align: right;"|1110||style="text-align: right;"|1110 |
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+ | |- |
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+ | |style="text-align: right;"|44||style="text-align: right;"|3902||style="text-align: right;"|3902||style="text-align: right;"|1192||style="text-align: right;"|1192 |
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+ | |- |
||
+ | |style="text-align: right;"|45||style="text-align: right;"|4265||style="text-align: right;"|4265||style="text-align: right;"|1280||style="text-align: right;"|1280 |
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+ | |- |
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+ | |style="text-align: right;"|46||style="text-align: right;"|4662||style="text-align: right;"|4662||style="text-align: right;"|1375||style="text-align: right;"|1375 |
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+ | |- |
||
+ | |style="text-align: right;"|47||style="text-align: right;"|5096||style="text-align: right;"|5096||style="text-align: right;"|1477||style="text-align: right;"|1477 |
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+ | |- |
||
+ | |style="text-align: right;"|48||style="text-align: right;"|5571||style="text-align: right;"|5571||style="text-align: right;"|1587||style="text-align: right;"|1587 |
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+ | |- |
||
+ | |style="text-align: right;"|49||style="text-align: right;"|6090||style="text-align: right;"|6090||style="text-align: right;"|1705||style="text-align: right;"|1705 |
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+ | |- |
||
+ | |style="text-align: right;"|50||style="text-align: right;"|6657||style="text-align: right;"|6657||style="text-align: right;"|1832||style="text-align: right;"|1832 |
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+ | |} |
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+ | |||
+ | |||
+ | === Attribute requirements === |
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+ | {{See|[[#Attribute requirements table]]|calculated requirements for levels 1 through 25}} |
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+ | |||
+ | Armor (strength, dexterity, magic): |
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+ | ArmorReq = (10 + (0.75 * ItemLevel)) * ReqScale |
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+ | |||
+ | Armor (constitution, cunning, willpower): |
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+ | ArmorReq = (10 + (0.25 * ItemLevel)) * ReqScale |
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+ | {{Note|Prior to patch 1.03, the formula was the same as for primary attributes above.}} |
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+ | |||
+ | Weapons (strength, dexterity, magic): |
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+ | WeaponReq = (10 + ItemLevel) * ReqScale * 1.1 |
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+ | |||
+ | |||
+ | === Bonus damage === |
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+ | BonusDamage = Damage * BonusDamageScale * PowerScale * PropertyPower |
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+ | |||
+ | '''Damage''' is (scaled) base weapon damage. |
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+ | |||
+ | '''BonusDamageScale''' is: |
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+ | * 0.2 for single-target damage |
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+ | * 0.1 for AoE damage |
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+ | * 0.3 for damage vs. enemy type (i.e. Humans, Qunari, or Demons/Undead) |
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+ | |||
+ | |||
+ | === Cost === |
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+ | Cost in {{b}} = RankModifier * BaseModifier * ItemLevel * SUM(PropertyPower * PropertyCost) |
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+ | |||
+ | '''RankModifier''' is taken from ''item_ranks.gda'', see [[#Property power]] for the table of values. |
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+ | |||
+ | '''BaseModifier''' is taken from ''itm_base.gda'' and usually equals 1.0 with the exception of: |
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+ | {| class="daotable" |
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+ | |- |
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+ | ! Base item || Cost modifier |
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+ | |- |
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+ | | Warrior 1h || 0.65 |
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+ | |- |
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+ | | Rogue Melee || 0.65 |
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+ | |- |
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+ | | Helm || 0.9 |
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+ | |- |
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+ | | Gloves || 0.85 |
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+ | |- |
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+ | | Boots || 0.875 |
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+ | |- |
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+ | | Shield || 0.7 |
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+ | |} |
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+ | |||
+ | '''PropertyCost''' is taken from ''item_properties.gda''. |
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+ | |||
+ | Note that values listed in item infoboxes on the wiki are selling prices (i.e. prices that you get for selling an item to a merchant): |
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+ | SellingPrice = TRUNC(Cost / 10) |
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+ | |||
+ | |||
+ | === Damage === |
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+ | {{See|[[#Damage table]]|calculated damage values for levels 1 through 30}} |
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+ | |||
+ | Damage increases linearly with weapon level. There are five basic weapon types that affect how damage is calculated. |
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Damage = (BaseDamage + DamagePerLevel * Level) * DamageScale * PowerScale |
Damage = (BaseDamage + DamagePerLevel * Level) * DamageScale * PowerScale |
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+ | |||
− | This formula can be reduced to: |
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{| class="daotable" |
{| class="daotable" |
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|- |
|- |
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! Notable examples |
! Notable examples |
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|- |
|- |
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− | | [[Warrior (Dragon Age II)|Warrior]] |
+ | | rowspan="2" | [[Warrior (Dragon Age II)|Warrior]] |
− | | [[Weapon and Shield weapons| |
+ | | [[Weapon and Shield weapons|Warrior one-handed]] |
| <code>1.243 + 1.342 * Level<br />(2.338 + 2.523 * Level)</code> |
| <code>1.243 + 1.342 * Level<br />(2.338 + 2.523 * Level)</code> |
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| 5000 |
| 5000 |
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| [[The Edge of Night]]<br />[[Fadeshear]]<br />[[The Mountain-Father's Haft]] |
| [[The Edge of Night]]<br />[[Fadeshear]]<br />[[The Mountain-Father's Haft]] |
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|- |
|- |
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− | | [[ |
+ | | [[Two-Handed weapons|Warrior two-handed]] |
− | | [[Two-Handed weapons|Two-Handed]] |
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| <code>1.429 + 1.543 * Level<br />(2.343 + 2.53 * Level)</code> |
| <code>1.429 + 1.543 * Level<br />(2.343 + 2.53 * Level)</code> |
||
| 5100 |
| 5100 |
||
| [[The Dogs of War]] |
| [[The Dogs of War]] |
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|- |
|- |
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− | | [[Rogue (Dragon Age II)|Rogue]] |
+ | | rowspan="2" | [[Rogue (Dragon Age II)|Rogue]] |
+ | | [[Dual Weapon weapons|Rogue melee]] |
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− | | Dual Wield |
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| <code>1.557 + 1.682 * Level<br />(2.881 + 3.111 * Level)</code> |
| <code>1.557 + 1.682 * Level<br />(2.881 + 3.111 * Level)</code> |
||
| 5200 |
| 5200 |
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| [[Bard's Honor]]<br />[[Beraht's Revenge]]<br />[[Fiona (axe)|Fiona]]<br />[[Jarvia's Shank]] |
| [[Bard's Honor]]<br />[[Beraht's Revenge]]<br />[[Fiona (axe)|Fiona]]<br />[[Jarvia's Shank]] |
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|- |
|- |
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− | | [[ |
+ | | [[Archery weapons|Rogue ranged]] |
− | | Bow |
||
| <code>4.983 + 5.381 * Level<br />(4.684 + 5.059 * Level)</code> |
| <code>4.983 + 5.381 * Level<br />(4.684 + 5.059 * Level)</code> |
||
| 5300 |
| 5300 |
||
Line 149: | Line 315: | ||
|} |
|} |
||
{{Note|Numbers are rounded to 3 decimal places for brevity.}} |
{{Note|Numbers are rounded to 3 decimal places for brevity.}} |
||
− | For items that scale: |
||
− | Level = HawkeLevel + ItemLevelOffset |
||
− | For items that have fixed level: |
||
− | Level = ItemLevel + ItemLevelOffset |
||
− | Additionally most items have minimum and maximum level bounds. |
||
+ | === Proc chance, regeneration rates === |
||
− | == Weapon damage table == |
||
+ | Proc chance and regeneration rate bonuses are fixed. They are only affected by the power scale. |
||
− | This table lists weapon damage and DPS for item levels 1 to 30. Levels over 30 are impossible (or at least very hard) to obtain through normal gameplay and are omitted for brevity. |
||
+ | For properties {{ColorPositiveStat|X% chance to regenerate Y% health}} it means that Y (power value) is scaled, and X (proc chance) is not. {{ColorPositiveStat|X% chance to stun}}-style properties are not scaled. |
||
− | Some values might be off by one since it's unclear how and when value rounding takes place. |
||
+ | |||
+ | === Other === |
||
+ | PropertyValue = (BaseValue + ValuePerLevel * Level) * PowerScale * PropertyPower |
||
+ | |||
+ | '''BaseValue''' and '''ValuePerLevel''' are specified in ''item_properties.gda'' file on a per-property basis: |
||
+ | * {{ColorPositiveStat|+(1 + 0.1 * LVL) ''[attribute]''}} |
||
+ | * {{ColorPositiveStat|+(1 + 0.025 * LVL) to all attributes}} |
||
+ | * {{ColorPositiveStat|+(2 + 2 * LVL) ''[health/mana/stamina]''}} |
||
+ | * {{ColorPositiveStat|+(4 + 0.1 * LVL)% critical chance}} |
||
+ | * {{ColorPositiveStat|+(10 + 0.25 * LVL)% critical damage}} |
||
+ | * {{ColorPositiveStat|+(8 + 0.1 * LVL)% physical damage}} |
||
+ | * {{ColorPositiveStat|+(10 + 0.25 * LVL)% ''[elemental]'' damage}} |
||
+ | * {{ColorPositiveStat|+(15 + 0.5 * LVL)% healing ''[by/to]'' this character}} |
||
+ | * {{ColorPositiveStat|+(4 + 0.05 * LVL)% attack speed}} |
||
+ | * {{ColorPositiveStat|+(5 + 0.25 * LVL)% ''[damage/magic]'' resistance}} |
||
+ | * {{ColorPositiveStat|+(8 + 0.25 * LVL) fortitude}} |
||
+ | * {{ColorPositiveStat|±(15 + 0.25 * LVL)% threat generation}} |
||
+ | * {{ColorPositiveStat|+(2 + 0.25 * LVL)% chance to stealth when hit}} |
||
+ | |||
+ | == Appendices == |
||
+ | === Attribute requirements table === |
||
+ | This table lists armor attribute requirements for item levels 1 through 25. |
||
+ | {| class="daotable" |
||
+ | |- |
||
+ | ! rowspan="2" | Level |
||
+ | ! colspan="3" | [[#Property power|Requirements scale]] |
||
+ | |- |
||
+ | ! 1 !! 1.05 !! 1.1 |
||
+ | |- |
||
+ | | 1||11 / 10||11 / 11||12 / 11 |
||
+ | |- |
||
+ | | 2||12 / 11||12 / 11||13 / 12 |
||
+ | |- |
||
+ | | 3||12 / 11||13 / 11||13 / 12 |
||
+ | |- |
||
+ | | 4||13 / 11||14 / 12||14 / 12 |
||
+ | |- |
||
+ | | 5||14 / 11||14 / 12||15 / 12 |
||
+ | |- |
||
+ | | 6||15 / 12||15 / 12||16 / 13 |
||
+ | |- |
||
+ | | 7||15 / 12||16 / 12||17 / 13 |
||
+ | |- |
||
+ | | 8||16 / 12||17 / 13||18 / 13 |
||
+ | |- |
||
+ | | 9||17 / 12||18 / 13||18 / 13 |
||
+ | |- |
||
+ | |10||18 / 13||18 / 13||19 / 14 |
||
+ | |- |
||
+ | |11||18 / 13||19 / 13||20 / 14 |
||
+ | |- |
||
+ | |12||19 / 13||20 / 14||21 / 14 |
||
+ | |- |
||
+ | |13||20 / 13||21 / 14||22 / 15 |
||
+ | |- |
||
+ | |14||21 / 14||22 / 14||23 / 15 |
||
+ | |- |
||
+ | |15||21 / 14||22 / 14||23 / 15 |
||
+ | |- |
||
+ | |16||22 / 14||23 / 15||24 / 15 |
||
+ | |- |
||
+ | |17||23 / 14||24 / 15||25 / 16 |
||
+ | |- |
||
+ | |18||24 / 15||25 / 15||26 / 16 |
||
+ | |- |
||
+ | |19||24 / 15||25 / 15||27 / 16 |
||
+ | |- |
||
+ | |20||25 / 15||26 / 16||28 / 17 |
||
+ | |- |
||
+ | |21||26 / 15||27 / 16||28 / 17 |
||
+ | |- |
||
+ | |22||27 / 16||28 / 16||29 / 17 |
||
+ | |- |
||
+ | |23||27 / 16||29 / 17||30 / 17 |
||
+ | |- |
||
+ | |24||28 / 16||29 / 17||31 / 18 |
||
+ | |- |
||
+ | |25||29 / 16||30 / 17||32 / 18 |
||
+ | |} |
||
+ | |||
+ | |||
+ | === Damage table === |
||
+ | This table lists weapon damage and DPS for item levels 1 through 30. |
||
{| class="daotable" |
{| class="daotable" |
||
|- |
|- |
||
Line 224: | Line 468: | ||
| align="right" | 30 || align="right" | 42 damage <br> ''(79 per second)'' || align="right" | 48 damage <br> ''(79 per second)'' || align="right" | 52 damage <br> ''(96 per second)'' || align="right" | 166 damage <br> ''(156 per second)'' || align="right" | 57 damage <br> ''(78 per second)'' |
| align="right" | 30 || align="right" | 42 damage <br> ''(79 per second)'' || align="right" | 48 damage <br> ''(79 per second)'' || align="right" | 52 damage <br> ''(96 per second)'' || align="right" | 166 damage <br> ''(156 per second)'' || align="right" | 57 damage <br> ''(78 per second)'' |
||
|} |
|} |
||
+ | |||
== See also == |
== See also == |
||
* [[Combat mechanics (Dragon Age II)]] |
* [[Combat mechanics (Dragon Age II)]] |
||
* [[Item properties (Dragon Age II)]] |
* [[Item properties (Dragon Age II)]] |
||
− | [[Category: |
+ | [[Category:Dragon Age II gameplay]] |
Revision as of 19:44, 8 July 2017
- For the information on item scaling in Dragon Age: Origins, see Material.
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 three distinct categories:
- Unique items usually have fixed (predefined) levels.
- All generic and some unique items are scaled to Hawke's level once – at the time when they are generated. They don't improve in quality afterwards.
- Some unique weapons and accessories have the Improves with level-up property. These items are re-scaled every time Hawke gains a level. Companion armor also falls into this category even though it is not explicitly marked as leveled in UI. Note: Companion level is ignored for the purposes of scaling, only Hawke's level counts.
Scaling modifiers
Item level
This article is missing some information.
Min/max item levels, area level Help the wiki by adding the missing information. Remove the {{missing info}} tag when it's done.
|
Item level is a modifier similar to tiers in Dragon Age: Origins. Item level can be fixed, usually ranging from 1 to 25, or vary based on Hawke's level. In the latter case, the two levels are usually equal with the exception of The Hawke's Key (and possibly a few other unique items) which is set to Hawke's level + 2.
Power scale
Power scale is a scaling multiplier that defines a relative strength of item properties for different base item types. For example, chestpieces have a power scale of 1, helmets – 0.4. This means that the stats on helmets will be 2.5 times less powerful than on chestpieces.
This multiplier is used in most scaling formulas, with a notable exception of attribute requirements.
Item type | Power scale |
---|---|
Chestpiece | 1 |
Helmet | 0.4 |
Gloves | 0.24 |
Boots | 0.36 |
Shield | 0.75 |
Companion armor | 2 |
Amulet | 0.4 |
Ring | 0.3 |
Belt | 0.3 |
One-Handed | 0.8 |
Two-Handed | 1 |
Dual Wield | 0.6 |
Bow | 1 |
Staff | 1 |
Property power
Property power is another common multiplier. It is defined for each property on an item individually. Most of the time it equals 1.0
, however, many unique items override the default value. For example, for an item with 3 rune slots, this property power is 3.0
.
Items are categorized by the game engine into 7 ranks based on the total property power. These ranks affect item costs, icons, and attribute requirements.
Rank | Power required |
Cost modifier |
Requirements scale |
Icon | |
---|---|---|---|---|---|
1 | Junk | -1 | 1 | 1 | Red |
2 | Normal | 0 | 1 | 1 | Red |
3 | Magic | 1 | 2 | 1.05 | Silver |
4 | Magic (2) | 2 | 4 | 1.05 | Silver |
5 | Rare | 3 | 8 | 1.05 | Gold |
6 | Epic | 4 | 20 | 1.1 | Purple |
7 | Aspirational | 5 | 73 | 1.1 | Purple |
Scaling formulas
Armor, resistances, attack, defense
PropertyValue = PropertyData(LVL) * PropertyScale * PowerScale * PropertyPower
PropertyScale is:
- 0.5 for heavy armor
- 0.4625 for medium armor
- 0.425 for light armor
- 2 for elemental resistances
- 0.5 for attack
- 0.25 for defense
PropertyData(LVL) is taken from property_data GDA file:
Integer | Armor | Resistance | Attack | Defense |
---|---|---|---|---|
1 | 90 | 90 | 60 | 60 |
2 | 98 | 98 | 64 | 64 |
3 | 107 | 107 | 68 | 68 |
4 | 116 | 116 | 73 | 73 |
5 | 126 | 126 | 78 | 78 |
6 | 137 | 137 | 83 | 83 |
7 | 149 | 149 | 89 | 89 |
8 | 162 | 162 | 95 | 95 |
9 | 177 | 177 | 102 | 102 |
10 | 193 | 193 | 109 | 109 |
11 | 211 | 211 | 117 | 117 |
12 | 230 | 230 | 125 | 125 |
13 | 251 | 251 | 134 | 134 |
14 | 274 | 274 | 143 | 143 |
15 | 299 | 299 | 153 | 153 |
16 | 326 | 326 | 164 | 164 |
17 | 356 | 356 | 176 | 176 |
18 | 389 | 389 | 189 | 189 |
19 | 425 | 425 | 203 | 203 |
20 | 464 | 464 | 218 | 218 |
21 | 507 | 507 | 234 | 234 |
22 | 554 | 554 | 251 | 251 |
23 | 605 | 605 | 269 | 269 |
24 | 661 | 661 | 289 | 289 |
25 | 722 | 722 | 310 | 310 |
26 | 789 | 789 | 333 | 333 |
27 | 862 | 862 | 357 | 357 |
28 | 942 | 942 | 383 | 383 |
29 | 1029 | 1029 | 411 | 411 |
30 | 1124 | 1124 | 441 | 441 |
31 | 1228 | 1228 | 473 | 473 |
32 | 1342 | 1342 | 508 | 508 |
33 | 1467 | 1467 | 545 | 545 |
34 | 1603 | 1603 | 585 | 585 |
35 | 1752 | 1752 | 628 | 628 |
36 | 1915 | 1915 | 674 | 674 |
37 | 2093 | 2093 | 724 | 724 |
38 | 2288 | 2288 | 777 | 777 |
39 | 2501 | 2501 | 834 | 834 |
40 | 2734 | 2734 | 896 | 896 |
41 | 2988 | 2988 | 962 | 962 |
42 | 3266 | 3266 | 1033 | 1033 |
43 | 3570 | 3570 | 1110 | 1110 |
44 | 3902 | 3902 | 1192 | 1192 |
45 | 4265 | 4265 | 1280 | 1280 |
46 | 4662 | 4662 | 1375 | 1375 |
47 | 5096 | 5096 | 1477 | 1477 |
48 | 5571 | 5571 | 1587 | 1587 |
49 | 6090 | 6090 | 1705 | 1705 |
50 | 6657 | 6657 | 1832 | 1832 |
Attribute requirements
- See #Attribute requirements table for calculated requirements for levels 1 through 25.
Armor (strength, dexterity, magic):
ArmorReq = (10 + (0.75 * ItemLevel)) * ReqScale
Armor (constitution, cunning, willpower):
ArmorReq = (10 + (0.25 * ItemLevel)) * ReqScale
Weapons (strength, dexterity, magic):
WeaponReq = (10 + ItemLevel) * ReqScale * 1.1
Bonus damage
BonusDamage = Damage * BonusDamageScale * PowerScale * PropertyPower
Damage is (scaled) base weapon damage.
BonusDamageScale is:
- 0.2 for single-target damage
- 0.1 for AoE damage
- 0.3 for damage vs. enemy type (i.e. Humans, Qunari, or Demons/Undead)
Cost
Cost in = RankModifier * BaseModifier * ItemLevel * SUM(PropertyPower * PropertyCost)
RankModifier is taken from item_ranks.gda, see #Property power for the table of values.
BaseModifier is taken from itm_base.gda and usually equals 1.0 with the exception of:
Base item | Cost modifier |
---|---|
Warrior 1h | 0.65 |
Rogue Melee | 0.65 |
Helm | 0.9 |
Gloves | 0.85 |
Boots | 0.875 |
Shield | 0.7 |
PropertyCost is taken from item_properties.gda.
Note that values listed in item infoboxes on the wiki are selling prices (i.e. prices that you get for selling an item to a merchant):
SellingPrice = TRUNC(Cost / 10)
Damage
- See #Damage table for calculated damage values for levels 1 through 30.
Damage increases linearly with weapon level. There are five basic weapon types that affect how damage is calculated.
Damage = (BaseDamage + DamagePerLevel * Level) * DamageScale * PowerScale
Class | Weapon type | Damage (Damage per second) |
Property ID | Notable examples |
---|---|---|---|---|
Warrior | Warrior one-handed | 1.243 + 1.342 * Level
|
5000 | The Edge of Night Fadeshear The Mountain-Father's Haft |
Warrior two-handed | 1.429 + 1.543 * Level
|
5100 | The Dogs of War | |
Rogue | Rogue melee | 1.557 + 1.682 * Level
|
5200 | Bard's Honor Beraht's Revenge Fiona Jarvia's Shank |
Rogue ranged | 4.983 + 5.381 * Level
|
5300 | Bianca Hood's Message to the King Longbow of the Avvars | |
Mage | Staff | 1.714 + 1.851 * Level
|
5400 | Freedom's Promise Malcolm's Honor |
Proc chance, regeneration rates
Proc chance and regeneration rate bonuses are fixed. They are only affected by the power scale.
For properties X% chance to regenerate Y% health it means that Y (power value) is scaled, and X (proc chance) is not. X% chance to stun-style properties are not scaled.
Other
PropertyValue = (BaseValue + ValuePerLevel * Level) * PowerScale * PropertyPower
BaseValue and ValuePerLevel are specified in item_properties.gda file on a per-property basis:
- +(1 + 0.1 * LVL) [attribute]
- +(1 + 0.025 * LVL) to all attributes
- +(2 + 2 * LVL) [health/mana/stamina]
- +(4 + 0.1 * LVL)% critical chance
- +(10 + 0.25 * LVL)% critical damage
- +(8 + 0.1 * LVL)% physical damage
- +(10 + 0.25 * LVL)% [elemental] damage
- +(15 + 0.5 * LVL)% healing [by/to] this character
- +(4 + 0.05 * LVL)% attack speed
- +(5 + 0.25 * LVL)% [damage/magic] resistance
- +(8 + 0.25 * LVL) fortitude
- ±(15 + 0.25 * LVL)% threat generation
- +(2 + 0.25 * LVL)% chance to stealth when hit
Appendices
Attribute requirements table
This table lists armor attribute requirements for item levels 1 through 25.
Level | Requirements scale | ||
---|---|---|---|
1 | 1.05 | 1.1 | |
1 | 11 / 10 | 11 / 11 | 12 / 11 |
2 | 12 / 11 | 12 / 11 | 13 / 12 |
3 | 12 / 11 | 13 / 11 | 13 / 12 |
4 | 13 / 11 | 14 / 12 | 14 / 12 |
5 | 14 / 11 | 14 / 12 | 15 / 12 |
6 | 15 / 12 | 15 / 12 | 16 / 13 |
7 | 15 / 12 | 16 / 12 | 17 / 13 |
8 | 16 / 12 | 17 / 13 | 18 / 13 |
9 | 17 / 12 | 18 / 13 | 18 / 13 |
10 | 18 / 13 | 18 / 13 | 19 / 14 |
11 | 18 / 13 | 19 / 13 | 20 / 14 |
12 | 19 / 13 | 20 / 14 | 21 / 14 |
13 | 20 / 13 | 21 / 14 | 22 / 15 |
14 | 21 / 14 | 22 / 14 | 23 / 15 |
15 | 21 / 14 | 22 / 14 | 23 / 15 |
16 | 22 / 14 | 23 / 15 | 24 / 15 |
17 | 23 / 14 | 24 / 15 | 25 / 16 |
18 | 24 / 15 | 25 / 15 | 26 / 16 |
19 | 24 / 15 | 25 / 15 | 27 / 16 |
20 | 25 / 15 | 26 / 16 | 28 / 17 |
21 | 26 / 15 | 27 / 16 | 28 / 17 |
22 | 27 / 16 | 28 / 16 | 29 / 17 |
23 | 27 / 16 | 29 / 17 | 30 / 17 |
24 | 28 / 16 | 29 / 17 | 31 / 18 |
25 | 29 / 16 | 30 / 17 | 32 / 18 |
Damage table
This table lists weapon damage and DPS for item levels 1 through 30.
Level | One-Handed | Two-Handed | Dual Wield | Bow | Staff |
---|---|---|---|---|---|
1 | 3 damage (6 per second) |
3 damage (5 per second) |
3 damage (6 per second) |
10 damage (9 per second) |
4 damage (5 per second) |
2 | 4 damage (8 per second) |
5 damage (8 per second) |
5 damage (9 per second) |
16 damage (15 per second) |
5 damage (7 per second) |
3 | 5 damage (9 per second) |
6 damage (10 per second) |
7 damage (13 per second) |
21 damage (20 per second) |
7 damage (10 per second) |
4 | 7 damage (13 per second) |
8 damage (13 per second) |
8 damage (15 per second) |
27 damage (25 per second) |
9 damage (12 per second) |
5 | 8 damage (15 per second) |
9 damage (15 per second) |
10 damage (19 per second) |
32 damage (30 per second) |
11 damage (15 per second) |
6 | 9 damage (17 per second) |
11 damage (18 per second) |
12 damage (22 per second) |
37 damage (35 per second) |
13 damage (18 per second) |
7 | 11 damage (21 per second) |
12 damage (20 per second) |
13 damage (24 per second) |
43 damage (40 per second) |
15 damage (20 per second) |
8 | 12 damage (23 per second) |
14 damage (23 per second) |
15 damage (28 per second) |
48 damage (45 per second) |
17 damage (23 per second) |
9 | 13 damage (24 per second) |
15 damage (25 per second) |
17 damage (31 per second) |
53 damage (50 per second) |
18 damage (24 per second) |
10 | 15 damage (28 per second) |
17 damage (28 per second) |
18 damage (33 per second) |
59 damage (55 per second) |
20 damage (27 per second) |
11 | 16 damage (30 per second) |
18 damage (30 per second) |
20 damage (37 per second) |
64 damage (60 per second) |
22 damage (30 per second) |
12 | 17 damage (32 per second) |
20 damage (33 per second) |
22 damage (41 per second) |
70 damage (66 per second) |
24 damage (33 per second) |
13 | 19 damage (36 per second) |
21 damage (34 per second) |
23 damage (43 per second) |
75 damage (70 per second) |
26 damage (35 per second) |
14 | 20 damage (38 per second) |
23 damage (38 per second) |
25 damage (46 per second) |
80 damage (75 per second) |
28 damage (38 per second) |
15 | 21 damage (39 per second) |
25 damage (41 per second) |
27 damage (50 per second) |
86 damage (81 per second) |
29 damage (39 per second) |
16 | 23 damage (43 per second) |
26 damage (43 per second) |
28 damage (52 per second) |
91 damage (86 per second) |
31 damage (42 per second) |
17 | 24 damage (45 per second) |
28 damage (46 per second) |
30 damage (56 per second) |
96 damage (90 per second) |
33 damage (45 per second) |
18 | 25 damage (47 per second) |
29 damage (48 per second) |
32 damage (59 per second) |
102 damage (96 per second) |
35 damage (48 per second) |
19 | 27 damage (51 per second) |
31 damage (51 per second) |
34 damage (63 per second) |
107 damage (101 per second) |
37 damage (50 per second) |
20 | 28 damage (53 per second) |
32 damage (52 per second) |
35 damage (65 per second) |
113 damage (106 per second) |
39 damage (53 per second) |
21 | 29 damage (55 per second) |
34 damage (56 per second) |
37 damage (68 per second) |
118 damage (111 per second) |
41 damage (56 per second) |
22 | 31 damage (58 per second) |
35 damage (57 per second) |
39 damage (72 per second) |
123 damage (116 per second) |
42 damage (57 per second) |
23 | 32 damage (60 per second) |
37 damage (61 per second) |
40 damage (74 per second) |
129 damage (121 per second) |
44 damage (60 per second) |
24 | 33 damage (62 per second) |
38 damage (62 per second) |
42 damage (78 per second) |
134 damage (126 per second) |
46 damage (63 per second) |
25 | 35 damage (66 per second) |
40 damage (66 per second) |
44 damage (81 per second) |
140 damage (132 per second) |
48 damage (65 per second) |
26 | 36 damage (68 per second) |
42 damage (69 per second) |
45 damage (83 per second) |
145 damage (136 per second) |
50 damage (68 per second) |
27 | 37 damage (70 per second) |
43 damage (71 per second) |
47 damage (87 per second) |
150 damage (141 per second) |
52 damage (71 per second) |
28 | 39 damage (73 per second) |
45 damage (74 per second) |
49 damage (91 per second) |
156 damage (147 per second) |
54 damage (73 per second) |
29 | 40 damage (75 per second) |
46 damage (75 per second) |
50 damage (93 per second) |
161 damage (151 per second) |
55 damage (75 per second) |
30 | 42 damage (79 per second) |
48 damage (79 per second) |
52 damage (96 per second) |
166 damage (156 per second) |
57 damage (78 per second) |