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Attributes are character stats in Dragon Age 3: Inquisition. Your attribute distribution will determine your damage output as well as regeneration of basic character stats such as: stamina and mana. (stamina for warriors and rogues, mana for mages). Health is another stat that determines your hitpoints, but does not regenerate over time and requires the consumption of curative items.

Obtaining experience will fill a level meter, making the character or NPC level up. At this point, the player can spend ability points to unlock new active abilities from specific specializations or passive abilities that give situational or occasional advantages. Examples include extra damage to low health enemies, cooldown reductions, damage return when attacked, etc.) Many passive abilities include a bonus to the character's primary stats.

Attributes Guide

 

Primary Attributes

 

Strength

0.5% Attack (Warrior only)

1% Guard Damage Bonus

Dexterity

0.5% Attack (Rogue only)

1% Crit Damage Bonus

Magic

0.5% Attack (Mage only)

1% Barrier Damage Bonus

Cunning

0.5% Crit Chance

0.5% Range Defense

Willpower

0.5% Attack

0.5% Magic Defense

Constitution

5 Health

0.5% Melee Defense

 

Offensive Attributes



Attack %

  • Increases damage of basic attacks and most* abilities by 1%.
  • Damage bonus applied before deduction by enemy armor.
  • Weapon * (1 + Attk%) - Armor, NOT (Weapon - Armor) * (1 + Attk%).

*Note: some abilities may calculate damage differently and fail to apply the bonus properly. So far, Longshot's bonus damage based on range is not affected by attack %. I'll test more abilities in the future, as a lower priority task. Please let me know if you find any ability that doesn't benefit or doesn't benefit fully from attack %.

Guard Damage Bonus %

  • Increases damage of an attack against Guard by 1%.
  • Applies before damage reduction by armor.
  • Stacks multiplicatively with other damage bonus attributes.

Armor Penetration %

  • Ignores 1% of target's armor rating when dealing physical damage.
  • Example. 20% AP would penetrate 10 armor, if the enemy has 50 armor in total.
  • For enemies, 1 armor rating decreases their damage taken by 1 point. If 10 armor ratings are penetrated, then they'd take 10 extra damage when attacked.
  • Abilities' damage multipliers apply, so an ability that deals 300% weapon damage would inflict 30 extra damage even though only 10 armor ratings are penetrated.
  • Does not stack with bonus damage attributes (crit, flank, etc.). I.e. AP gives the same amount of extra damage on both a critical and a non-critical hit.
  • Overall, this is a marginally inferior stat than Attack %. 1% Attack > 2% AP. See second post for detailed analysis.

Barrier Damage Bonus %

  • Increases damage of an attack against Barrier by 1%.
  • Stacks multiplicatively with other damage bonus attributes.

Critical Damage Bonus %

  • Increases damage of critical attack by 1% more than non-critical attack.
  • I.e. default bonus of 40% means critical attacks hit for 1.4 times the damage of non-critical attacks.
  • Applies before damage reduction by armor.
  • Stacks multiplicatively with other damage bonus attributes.

Critical Chance %

  • Increases chance to inflict a critical attack on every target hit by 1%.
  • When attacking multiple targets, each hit is independently capable of triggering critical hits.
  • No internal cooldown.

Weapon Damage

  • Base damage per hit.
  • Every attribute applies to weapon damage, which serves as the base damage.
  • Generally a more useful indicator of overall damage output than DPS. DPS shows only base damage output of basic attacks, while weapon damage affects ability damage output.
  • Expressed as "Mainhand Damage" or "Offhand Damage".

Bleed on Hit %

  • Increases chance to "Sunder" foes. Decreases foe armor by 20% for 6 seconds and stacks.

Stagger on Hit %

  • Increases chance to stun an enemy for 3 seconds on hit by 1%.
  • The stun allows triggering of combos.
  • No internal cooldown.
  • No "Stunned" floating text like stuns from abilities.

Heal on Kill %

  • Increases healing received on landing a killing blow by 1% of max health.
  • E.g. 25% Heal on Kill would heal your character for 25% of their max health on every kill.
  • Must land the killing blow personally via abilities (including DoT) or otherwise.
  • No internal cooldown.

Flanking Damage Bonus %

  • Increases damage of flank attack by 1% more than non-flank attack.
  • I.e. default bonus of 25% means flank attacks hit for 1.25 times the damage of non-flank attacks.
  • Applies before damage reduction by armor.
  • Stacks multiplicatively with other damage bonus attributes.

Cooldown Modifier % (WIP)

  • Will test if it stacks multiplicatively with abilities.

Defensive Attributes



Magic Defense %
  • Reduces final damage taken from magical attacks by 1%.

Melee Defense %

  • Reduces final damage taken from melee attacks by 1%.
  • Applies after damage reduction from armor.

Ranged Defense %

  • Reduces final damage taken from ranged attacks by 1%.
  • Applies after damage reduction from armor.

Cold Resistance %

  • Reduces final damage taken from cold attacks by 1%.

Electrical Resistance %

  • Reduces final damage taken from electrical attacks by 1%.

Fire Resistance %

  • Reduces final damage taken from fire attacks by 1%.

Spirit Resistance %

  • Reduces final damage taken from spirit attacks by 1%.

Guard

  • Functions as extra health. Enjoys damage mitigation, unlike Barrier.
  • Max Guard = 25% of Max Health.
  • BUG: Vanguard's "Untouchable Defense" does not increase max guard at all, contrary to the stated 25%.
  • Certain abilities confer extra bonus, e.g. 20% armor, when Guard is present.
  • Guide on how to generate Guard here: http://forum.bioware...generate-guard/

Armor Rating

  • Reduces damage by X points when attacked by melee or ranged physical attacks.
  • X = 1 (MP); 2 (Nightmare) (will test Casual, Normal and Hard soon)
  • Applies before Melee/Ranged Defense %.
  • Some enemies may possess armor penetration properties.
  • Note: for enemies' armor rating, 1 armor only decreases their physical damage taken by 1 point even on Nightmare.

Armor Rating Front

  • Functions just like regular Armor Rating, but only used if attacked in the front.
  • Armor rating on a shield increases t his stat. Ergo, "armor rating" and "armor rating front" have identical values for all except shield users.
  • BUG: Does not benefit from abilities giving +% armor ability buffs, unlike regular armor rating. However, + armor potion applies the bonus properly.

Bleed on Being Hit %

  • Increases chance to "Sunder" foes. Decreases foe armor by 20% for 6 seconds and stacks.

Stagger on Being Hit %

  • Increases chance to stun an enemy for 3 seconds when being hit by them by 1%.
  • The stun allows triggering of combos.
  • No internal cooldown.
  • No "Stunned" floating text like stuns from abilities.
  • Can trigger on ranged or direct magical attacks (i.e. staff), if the attacking enemy is within melee range.

Healing Bonus %

  • Should be straight forward. Low priority.

The Damage Formula



Player Formula:
[ WeaponDmg * (1 + Attk%) * (1 + CritDmg%) * (1 + FlankDmg%) * (1 + BarrierDmg%) * (1 + GuardDmg%) - Armor *(1 - ArmorPen%)] * AbilityMultiplier%

  • CritDmg%, FlankDmg%, BarrierDmg%, GuardDmg% and AbilityMultiplier% only apply when applicable.
  • Armor applies only to physical attacks.

Enemy Formula:
[ BaseDmg * (1 + CritDmg%) * (1 + FlankDmg%) - Armor * 2 *(1 - ArmorPen%)] * (1 - Defense%) * (1 - ElementalDef%)

  • BaseDmg can be both regular attacks (Bear swipe) or special attacks (Bear slam).
  • Defense% can be melee, ranged or magic, where applicable.
  • ElementalDef% & CritDmg% apply only when applicable.
  • Armor applies only to physical attacks.



    • 27 Apr 2017 07:55  

      1. Attack % modifies attack speed, not damage. You can use your attack speed to the fullest by pressing "Shift" (sprint) just after your damage hits.

      2. Healing Bonus % isn't worthless. You get a higher % per crafting material used than % Heal on Kill, so if you already reliably have % Heal on Kill, this can buff it significantly.

      • 19 Feb 2017 17:43  

        What's the typical armor rating of enemies on nightmare? Based on the formula for damage, it seems if WeaponDmg * (1 + CritDmg%) * (1 + FlankDmg%) > 2*Armor then 1% Attack > 2% AP, otherwise 1% Attack < 2% AP.

        • Ranged defense15 Jul 2016 00:05  

          In defensive attributes section in Ranged defense you accidentally wrote : Reduces final damage taken from MELEE attacks by 1%. Just pointing it out so you can correct it :)

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