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Source: melee distance mandatory; +3.5% crit chance per each enemy above 2

The relevant script in Combat_h.nss is:

if (HasAbility(oAttacker, ABILITY_TALENT_BRAVERY))
   {

       int nEnemies = Max(0,GetArraySize(GetCreaturesInMeleeRing(oAttacker,0.0, 359.99f,TRUE,0))-2);
       fCriticalHitModifier +=  nEnemies * 3.5f;

IN 07:31, March 25, 2010 (UTC)


About the note

I'm sorry... but it sounds like BS. If it is true, that would mean the flanking critical bonus would ALSO cancel SoC, since it is in the same scope. But there's NOTHING in the code to indicate that it works like this. The bonus from bravery literally does not even "see" the bonus from SoC.

Furthermore, how would you even test this? You can't just look at your chracter screen, since bravery bonus does not even appear on it. Unless someone can provide evidence (data+methodology, I am going to remove the note. --User:Thc 23:22, March 28, 2010 (UTC)

Well, I like theory, too. However, my SW with ranged crit chance of 80% was unexplicably scoring permanent critical hits vs. multiple enemies (7+) in close proximity (tested three times to account for an unlikely random factor). Re-loading, then attacking the same group from 50-60m distance did not result in perma-crit. I was scoring one normal hit per 5, as 80% ranged crit chance suggests. IN 10:39, March 29, 2010 (UTC)
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