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Awakening Plus (Shameless plug)Edit

This addin is for people who REALLY CARE about Dragon Age: Awakening. This is basically a big compilation of various fixes and changes to the game I've made. Including various tweaks, bug fixes, balance changes and difficulty changes to make Awakening much more enjoyable. Please first skim the following Wall of Text (WoT), to get an idea if this mod is for you.

WoT here: http://www.dragonagenexus.com/downloads/file.php?id=1041

Gender specific combat mechanics in AwakeningEdit

I'm not sure if this ability is used in game, ever, but I was actually pretty surprised to find that Bioware at least had plans to implement gender specific combat mechanics. For some reason I can't quite put my finger on, this irks me a great deal. Everything about it screams "bad game design" to me. Meh.

case MONSTER_SUCCUBUS_DANCE:

       {
           Log_Trace_Spell("MONSTER_SUCCUBUS_DANCE","START", stEvent.nAbility, stEvent.oTarget);
           ApplyEffectVisualEffect(stEvent.oCaster, stEvent.oCaster, MONSTER_SUCCUBUS_DANCE_AOE_VFX, EFFECT_DURATION_TYPE_INSTANT, 0.0, stEvent.nAbility);
           // For males
           effect eSleep = EffectSleep();
           // apply damage to targets
           object [] oTargets = GetObjectsInShape(OBJECT_TYPE_CREATURE, SHAPE_SPHERE, GetLocation(stEvent.oCaster), MONSTER_SUCCUBUS_DANCE_RADIUS);
           int nCount = 0;
           int nNum = GetArraySize(oTargets);
           object oTarget;
           for (nCount = 0; nCount < nNum; nCount++)
           {
               oTarget = oTargets[nCount];
               // aoe doesn't harm itself or allies
               if (GetGroupId(oTarget) != GetGroupId(stEvent.oCaster))
               {
                   // remove stacking effects
                   RemoveStackingEffects(oTarget, stEvent.oCaster, stEvent.nAbility);
                   ApplyEffectVisualEffect(stEvent.oCaster, oTarget, MONSTER_SUCCUBUS_DANCE_IMPACT_VFX, EFFECT_DURATION_TYPE_INSTANT, 0.0);
                   if(GetCreatureGender(oTargets[nCount]) == GENDER_FEMALE) // Vulnerability hex
                   {
                       effect eEffect = EffectDecreaseProperty(PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_COLD, MONSTER_SUCCUBUS_DEBUF_RESIST_PENALTY,
                                          PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_ELEC, MONSTER_SUCCUBUS_DEBUF_RESIST_PENALTY);
                       eEffect = SetEffectEngineInteger(eEffect, EFFECT_INTEGER_VFX, Ability_GetImpactObjectVfxId(stEvent.nAbility));
                       ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, oTarget, MONSTER_SUCCUBUS_DEBUF_DURATION, stEvent.oCaster, stEvent.nAbility);
                       eEffect = EffectDecreaseProperty(PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_FIRE, MONSTER_SUCCUBUS_DEBUF_RESIST_PENALTY,
                                                      PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_NATURE, MONSTER_SUCCUBUS_DEBUF_RESIST_PENALTY);
                       ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, oTarget, MONSTER_SUCCUBUS_DEBUF_DURATION, stEvent.oCaster, stEvent.nAbility);
                       eEffect = EffectDecreaseProperty(PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_SPIRIT, MONSTER_SUCCUBUS_DEBUF_RESIST_PENALTY);
                       ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, oTarget, MONSTER_SUCCUBUS_DEBUF_DURATION, stEvent.oCaster, stEvent.nAbility);
                       eEffect = EffectDecreaseProperty(PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL, MONSTER_SUCCUBUS_DEBUF_RESIST_PENALTY);
                       ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, oTarget, MONSTER_SUCCUBUS_DEBUF_DURATION, stEvent.oCaster, stEvent.nAbility);
                       eEffect = EffectDecreaseProperty(PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL, MONSTER_SUCCUBUS_DEBUF_RESIST_PENALTY);
                       ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, oTarget, MONSTER_SUCCUBUS_DEBUF_DURATION, stEvent.oCaster, stEvent.nAbility);
                       eEffect = EffectKnockdown(stEvent.oCaster, 0, stEvent.nAbility);
                       ApplyEffectOnObject(EFFECT_DURATION_TYPE_INSTANT, eEffect, oTarget, 0.0, stEvent.oCaster, stEvent.nAbility);
                   }
                   else // male/neutral -> sleep + curst of mortality
                   {
                       // mental resistance
                       if (ResistanceCheck(stEvent.oCaster, stEvent.oTarget, PROPERTY_ATTRIBUTE_STRENGTH, RESISTANCE_MENTAL) == FALSE)
                       {
                           float fDuration = GetRankAdjustedEffectDuration(oTarget, MONSTER_SUCCUBUS_SLEEP_DURATION);
                           ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eSleep, oTarget, fDuration, stEvent.oCaster, stEvent.nAbility);
                       }
                       effect eEffect = Effect(EFFECT_TYPE_CURSE_OF_MORTALITY);
                       eEffect = SetEffectEngineInteger(eEffect, EFFECT_INTEGER_VFX, Ability_GetImpactObjectVfxId(stEvent.nAbility));
                       ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, oTarget, MONSTER_SUCCUBUS_SLEEP_DURATION, stEvent.oCaster, stEvent.nAbility);
                       // health regeneration
                       eEffect = EffectDecreaseProperty(PROPERTY_ATTRIBUTE_REGENERATION_HEALTH, MONSTER_SUCCUBUS_HEALTH_DEGEN_PENALTY,
                                                      PROPERTY_ATTRIBUTE_REGENERATION_HEALTH, MONSTER_SUCCUBUS_HEALTH_DEGEN_PENALTY);
                       ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, oTarget, MONSTER_SUCCUBUS_SLEEP_DURATION, stEvent.oCaster, stEvent.nAbility);
                       // spirit dot
                       ApplyEffectDamageOverTime(oTarget, stEvent.oCaster, stEvent.nAbility, MONSTER_SUCCUBUS_CURSE_DAMAGE_TOTAL, MONSTER_SUCCUBUS_SLEEP_DURATION, DAMAGE_TYPE_SPIRIT);
                   }
               }
           }
           break;
       }

Passive Ability Bonuses in AwakeningEdit

The entries are referred to abi_base. The properties were determined by properties.xls;

ID Prop1 Modifier1 Prop2 Modifier2 Prop3 Modifier3 Conditional
int int float int float int float int
0 0 0 0 0 0 0 0
20000 7 5000 9 -10 10 -5 0 monster
20001 7 5000 9 -30 10 -20 0 monster
20003 16 5 52 5 0 0 0 fade shield; +5 displacement, +5 spell resist
20004 52 5 56 5 0 0 0 spirit warrior sustain; +%5 sp.dmg, 5 spell resist
20005 1 10 6 10 0 0 0 mark of the legion; +10 str, con
20006 21 5 0 0 0 0 0 shadow striking ;+5 melee crit range (also adds +50 backstab, in core sripts)
20007 7 2000 9 -10 10 -10 0 monster
20008 7 100 52 10 0 0 0 monster
20009 7 400 11 10 52 10 0 monster
20010 7 1000 11 10 0 0 0 monster
20011 7 1000 11 10 0 0 0 monster
20012 7 2000 11 35 52 15 0 monster
20013 3 10 4 10 30 2 0 Attunement; +10 magic, willpower, +2 regen
20014 7 750 11 10 52 10 0 monster
20015 7 100 11 10 9 5 0 monster
20016 16 10 11 40 52 50 0 monster
20017 56 5 0 0 0 0 0 fade burst +%5 sp. dmg
20018 56 5 0 0 0 0 0 blessing of the fade +%5 sp. dmg
20019 32 100 0 0 0 0 0 monster
20020 33 100 0 0 0 0 0 monster
21000 7 25 0 0 0 0 0 toughness
21001 7 25 0 0 0 0 0 toughness
21002 7 25 0 0 0 0 0 toughness
21003 7 25 0 0 0 0 0 toughness
21004 8 25 0 0 0 0 0 clarity
21005 8 25 0 0 0 0 0 clarity
21006 8 25 0 0 0 0 0 clarity
21007 8 25 0 0 0 0 0 clarity
22000 33 5 6 1 0 0 0 spec bonuses
22001 45 5 6 1 0 0 0 spec bonuses
22002 4 2 32 3 0 0 0 spec bonuses
22003 4 2 28 0.2 0 0 0 spec bonuses
22004 2 2 39 1 0 0 0 spec bonuses
22005 2 1 9 5 0 0 0 spec bonuses
20017 21 10 54 20 0 0 8 find vitals; 10% crit mod, 20% crit range, REQ dual wielding (DOES NOT WORK, ID DUPLICATE)
22006 33 10 32 10 7 20 0 Hidden_grey_warden;  phys resist, mental resist, health

DW Rogue Maximum DPSEdit

OriginsEdit

Lvl 25 with Duncan's Dagger Offhand

  • Mainhand: Rose's Thorn (6.4 base damage, +2 dex, +3 damage, +30% crit)
  • Offhand: Duncan's Daggers (6.4 base, 10% crit, +4dex)
  • Helm: Helm of Honnleath (+2 str, +2 dex, +2 cun)
  • Chest: Warden Commander's Armor (+15% crit)
  • Gloves: Red Jenny Seekers (+15% crit)
  • Boots: Cadash Shtompers (+2 dex)
  • Belt: Andruil's Blessing (+2 str, 2 dex, +2 cun)
  • Amulet: Amulet of the War Mage (+5% elemental)
  • Ring: Dusk Ring (+3 cunning)
  • Ring: Wicked Oath (+10% crit)

Stats (human base): DEX: 21 = 10 + 1 + 4 (rogue) + 4 (fade) + 2 (assassin) CUN: 21 = 10 + 1 + 4 (rogue) + 5 (fade) + 1 (bard)

spendable attr = 77 base + 5 tomes = 82 DEX: 30 (whirlwind req), -9 CUN: 94, -73 cun

After items: DEX: 30 + 13 = 43 CUN: 94 + 7 = 101

Avg base = 6.4*1.25 = 8 +crit = (150% base) + 30 + 10 + 15 + 15 + 10 = 230%

Base Crit Damage: [8 + (91+33)*.375*.425]*2.3 = 63.85375

Full DPS Calc: 63.85 crit + 15.77 Exploit + 6.55 SoC + 23.2 Tainted Blade + 5 Rogue + 3 Rose's Thron + 15 Runes = 126.3/0.7 attack speed = 180.45 DPS

Lvl 25 with Crow Dagger Offhand

After items: DEX: 30 + 9 = 39 +crit = (150% base) + 30 + 10 + 15 + 15 + 15 = 235%

Base Crit Damage: [8 + (91+29)*.375*.425]*2.35 = 63.74375

Conclusion: Duncan's Dagger is ALWAYS STRICTLY SUPERIOR to Crow Dagger as an offhand, if only marginally, not even taking into account the other

bonuses offered by Duncan's. This doesn't change at lower levels; in fact, the gap between the two daggers INCREASES.



Updated DPS for AwakeningEdit

Rogue: lvl 35, Assassin/Bard/Shadow, Velvet/Rose

Stats (base): DEX: 18 = 10 + 1 (race) + 4 (rogue) + 2 (assassin) + 1 (shadow) CUN: 16 = 10 + 1 (race) + 4 (rogue) + 1 (bard)

Spendable Attributes: 146 = 107 (level up) + 5 (tomes) 21 (fade) + 12 (blackmarsh) + 1 (caladrius)

Final: DEX: 52 (Flicker Req) CUN: 128

Weapons:

  • Voice of Velvet (9, +3 damage, +100% crit, +5 cold)
  • Rose's Thorn (8 base, +2 dex, +3 damage, +30% crit)

(Runes: -0.2 attack speed, +40% crit)

Gear:

  • blackblade helm: +5% crit
  • vest of the nimble: +5 dex, +5 cun
  • finger's of the nimble: +6 dex, +15% crit
  • wolf treads: 3dex/3cun
  • illumination: 3dex/3cun
  • ring of subtelty: 3dex/3cun
  • key to the city: 2dex/2cun
  • wasp's sting: +5% crit


Cunning Pre-buff Items (for SoC):

  • vest of the nimble: +5 cun
  • quicksilver: +6 cun
  • andruil's blessing: +2cun
  • Slippery Ferret's glove: +8 cun
  • Dusk Ring X 2: +6 cun
  • Dead Thaig Shanker: +5 cun
  • Partha + Legion of the Dead: +28 cun
  • Wolf's Treads +3 cun
  • Illumination: +3

Total: +60 cunning (Thanks to IN http://dragonage.wikia.com/wiki/User:IN)

Total crit mod: 3.45 DEX bonus: +24 (final: 76) CUN bonus: +16 (final: 144)

1.5*[((8 + 9)/2 + (134 + 66)*.375*.425)*3.45 + 22.36] + 11.4 + 13 + 2.5 = 271.5053906/0.5 = 543.0107813 DPS


Vigilance/Velvet

Weapons:

  • Voice of Velvet (9 base, +3 damage, +100% crit, +5 cold)
  • Vigilance (15.75 base, +1 cun, +1 dex, +15% crit, +5 cold)

(Runes: -0.2 attack speed, +40% crit)

Gear:

  • blackblade helm: +5% crit
  • vest of the nimble: +5 dex, +5 cun
  • finger's of the nimble: +6 dex, +15% crit
  • wolf treads: 3dex/3cun
  • illumination: 3dex/3cun
  • ring of subtelty: 3dex/3cun
  • key to the city: 2dex/2cun
  • wasp's sting: +5% crit

Total crit mod: 3.30 DEX bonus: +23 (final: 75) CUN bonus: +17 (final: 145)

1.5*[((9 + 15.75)/2 + (135 + 65)*.375*.425/2 + (135)*.375*1.0/2)*3.30 + 22.53] + 11.4 + 13 + 5 = 330.3382031/0.6 = 550.5636719 DPS


Veshialle/Velvet

  • Voice of Velvet (9 base, +3 damage, +100% crit, +5 cold)
  • Veshialle (10.8 base, +2 nature, +10 crit)

Total crit mod: 3.30 DEX bonus: +23 (final: 74) CUN bonus: +11 (final: 144)

1.5*[((9 + 10.8)/2 + (134 + 64)*.375*.425/2 + (134)*.375*1.1/2)*3.30 + 22.53] + 11.4 + 13 + 3.5 = 323.0421484/0.6 = 538.403580 DPS


Conclusion: Vigilance/Velvet is the best DPS a rogue can offer, with no party buffs and not considering Weak Points. Realistically though, the difference is almost negligable, and considering 1) the fact that Weak Points stacks with itself 2) party buffs (which both take advantage of the faster attack speed), Velvet/Rose EASILY pushes over the top; not to mention, saving you the trouble of having to pre-buff with STR gear just to equip your weapon.

On the other hand, Vigilance/Velvet has MUCH better AoE spike (in the form of Flicker/Whirlwind/Dual Strike) which is not accounted for in the math.

DW Warrior Maximum DPS for AwakeningEdit

Warrior DPS is a bit more complicated. Since you can't rely on auto-crits like backstabbers can, there are more variables. Not only that, each weapon needs to be calculated seperately, since they have different crit rates (in general). It's possible that the following gear is NOT the ideal DPS setup, but it should be very, very close.


Warrior lvl 35, Berserker/Spirit Warrior, Vigilance/VelvetEdit

Stats (base): DEX: 14 = 10 + 1 (race) + 3 (warrior) STR: 17 = 10 + 1 (race) + 4 (warrior) + 2 (berserker)

Spendable Attributes: 146 = 107 (level up) + 5 (tomes) + 21 (fade) + 12 (blackmarsh) + 1 (caladrius)

Final: DEX: 40 (Find Vitals req) STR: 137


  • Vigilance (15.75 base. 3.60% base crit, +4 str, +4 dex, +5 cold)
  • Voice of Velvet (9 base, 5.40% base crit, +3 damage, +5% crit chance, +100% crit, +5 cold)

(Runes: -0.1 attack speed, +80% crit)

Gauntlet's of Hirol's Defense: +4 str, +3% crit chance Golem Shell Armor: +8 str (+15% spirit dmg) helm of dragon's peak: 6 str sentinel boots: 8 str doge's dodger: 4 str 4 dex illumination: 3 str 3 dex dreamsever x2: +20% spirit damage

DEX bonus: +11 (final: 51) STR bonus: +31 (final: 168)

crit mod: 1.5 base + 1.0 voice + .2 find vitals + .8 runes = 3.5 Bonus Damage: 14 (base) + 3 (velvet) + 1 bravery +8 berserk = 26 Avg elemental: 5*1.15 = 5.75

Vigilance Damage: Crit chance: 3.6 base + 10 find vitals + 2.5 expertise + 20 rune + 20 precise striking + 5 VoV = 61.1 Normal Dmg = 15.75+(158)*1*0.375 = 75 Crit Dmg = 3.5 * 75 = 262.5 Avg = 189.5625

Velvet Damage: Crit chance: 5.4 base + 10 find vitals + 2.5 expertise + 20 rune + 20 precise striking + 5 VoV = 62.9 Normal Dmg = 15.75+(158+41)*0.425*0.375 = 40.71 Crit Dmg = 3.5 * 75 = 142.5 Avg = 104.74

Total: (189.5625 + 104.74)/2 + 26 + 5.75 = ...*1.5 = 268.352584/0.6 = 447.2543066 DPS


Conclusion: Although clearly inferior to Rogue DPS, DW warrior has two ways to push past rogue. 1) Twin Strikes + Unending Flurry in the DW tree for auto-crits brings warrior up to vanilla DW rogue DPS. 2) Vulnerability Hex/Affliction Hex doubles DW warrior DPS thanks to spirit warrior. Still, for most fights, a rogue can probably finish up faster.



Now just for fun.... Shield WarriorEdit

Warrior lvl 35, Berserker/Spirit Warrior, Vigilance/Shield

  • Earthheart's Portable Bulwark +1 str, +1 dex

(Legion of the Dead heraldry +20 str, +20 dex)

  • Vigilance (15.75 base. 3.60% base crit, +4 str, +4 dex, +5 cold)

(Runes: +3x momentum)

Gauntlet's of Hirol's Defense: +4 str, +3% crit chance Golem Shell Armor: +8 str (+15% spirit dmg) helm of dragon's peak: 6 str sentinel boots: 8 str doge's dodger: 4 str 4 dex illumination: 3 str 3 dex dreamsever x2: +20% spirit damage

DEX: +32 (Final: 58) STR: +58 (Final: 209)

Crit chance: 3.6 Crit mod: 1.5 (15.75 + (199)*1.0*.625)*(1 + 0.5*0.036) + 23 + 5 = ...*1.5 = 253.3503338/1.235 = 205.1419706 (Awww...)


My ModsEdit

Awakening:

  • wakening is Difficult Mod - A small balance mod that changes various aspects of Awakening to make the game more difficult.
  • All Awakening Items - adds all Awakening Equipment to your inventory.

Origins:

  • Anyone Can Marry Alistair - Removes gender and origin checks for the ability to marry Alistair at the landsmeet.
  • Ostagar Mage Chest Key - Simple fix: allows you to use the mage's chest in "Return to Ostagar" if you've already used it in the prelude.

Awakening Item Set InformationEdit

All of the information is contained in GDA files that can be directly read. The difficulty comes by interpreting the numbers and which labels correspond to which item sets. Item_sets_GXA.GDA contains information on all the sets available in Awakening. Each property corresponds to an entry in properties.GDA, which is easy enough to read off. Anyone wants to parse this information into something easy to read?


ID Label namestrref Slots Prop1 Prop1Value Prop2 Prop2Value
int string int int int float int float
0 INVALID 0 0 0 0 0 0
20001 mage armor set 0 60 33 20 11 3
20002 mage ring set 1 0 384 28 2 0 0
20003 mage ring set 2 0 384 6 12 0 0
20004 mage ring set 3 0 384 3 8 0 0
20005 mage ring set 4 0 384 4 8 0 0
20006 warrior heavy armor set 0 60 44 25 11 1
20007 warrior massive armor set 1 0 60 41 -10 0 0
20008 warrior ring set 0 384 28 3 0 0
20009 warrior shld and wpn set 0 3 30 2 10 5
20010 rogue armor set 1 0 60 41 -5 0 0
20011 rogue armor set 2 0 60 42 20 43 20
20012 rogue ring set 0 384 28 2 0 0
20013 dual weapon set 1 0 3 30 2 0 0
20014 dual weapon set 2 0 3 1050 0 0 0
20015 warrior massive armor set 2 0 60 41 -10 11 1
20016 rogue armor set 3 0 60 41 -10 11 1
20017 Orlesian massive armor set 0 60 1 2 6 6
20018 Orlesian light armor set 0 60 2 2 6 6

My contributionsEdit

Community content is available under CC-BY-SA unless otherwise noted.