Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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Deathix 2015년 11월 3일 오전 5시 00분
Intelligence cap? (Stats cap?)
Good day! I've been playing Enhanced Edition for almost a week now and noticed quite a disappointing thing. It seems that now Intelligence stat has cap, since even with 18+ Intelligence I still have 5 turns CD for most of my strong spells. As far as I can see max CD reduction you may get is "-4", which means that 13-14 Intelligence stat is a soft cap and it does not seem to be a good idea to level it further. As I remember in old Divinity: Original Sin I had 1 turn Fireball cooldown with 22+ Intelligence. Could some1 please confirm that this thing is the same for all and clarify if this is intentional. Thanks!
Deathix 님이 마지막으로 수정; 2015년 11월 3일 오후 4시 57분
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barnabus79 2016년 1월 5일 오전 6시 35분 
Just to add some more information - was doing some testing with Expert Marksmanship, and it seems that the dex breakpoints are at 10 and 15. The cooldowns are the same for novice + adept... my character isn't far enough to have any master skills yet, but I'm guessing that's it's the same, like Man-At-Arms.

I also confirmed that the -1 cooldown reduction for Man-At-Arms also kicks in at 10 str.

Finally, it seems that the cooldown reduction for int / spells isn't as simple as a breakdown by Novice/Adept/Master - there are some Adept skills which can get the full -4 turn reduction, and others which only get -2. I even found a Novice skill (Malediction) which only gets a -2!

Here's a partial list of spells I checked, at Int 15:

Aerothurge
----------
Blitz Bolt (Novice): -4
Headvice (Adept): -4
Invisibility (Adept): -3

Geomancer
---------
Petrifying Touch (Adept): -4
Magical Poison Dart (Adept): -3 [It starts at 4, so -3 is max]
Earth Absorption (Adept): -3

Pyrokinetic
-----------
Fireball (Adept): -3
Smokescreen (Adept): -3

Witchcraft
----------
Malediction (Novice): -2
Destroy Summon (Adept): -3
Rapture (Adept): -2
Drain Willpower (Adept): -3


I've got to go for now, but will try to fill this in more completely when I have a chance...

So, to summarize, here's what we know:

Spells:
Reductions at Int 8/10/13/15
Caps differ per spell, but in general the max caps are:
Novice: 4, Adept: 3, Master: 2

Man-At-Arms:
Reductions at Str 10/15
All skills except stances get same reduction* (stances have NO reduction)

Expert Marksmanship:
Reductions at Dex 10/15
All skills except stances get same reduction* (stances have NO reduction)

*: Not verified yet
barnabus79 님이 마지막으로 수정; 2016년 1월 5일 오전 6시 40분
barnabus79 2016년 1월 7일 오후 9시 05분 
So, I did some digging into the data files, and I found the cooldown data for skills was in Data/Public/Shared/Stats/Generated/Data/SkillData.txt (not sure which .pak file that was from originally, I just unpackaged them all). Here are all the skills I found that didn't fit the "standard" of 4/3/2 for int-based spells and flat -2 for dex/str skills

EDIT: removed skills which have a minimum cooldown of 1

Aerotheurge
===========
Novice
------
Lightning Strike: -3 (8)

Adept
-----
Headvice: -4 (8)

Master
------
Netherswap: -4 (8)


Expert Marksman
===============
Novice
------
Ranged Power Stance: 0 (2)
Ranged Precision Stance: 0 (2)

Master
------
Arrow Spray: 0 (6)
Rain Of Arrows: 0 (5)


Geomancer
=========
Adept
-----
Petrifying Touch: -4 (6)

Master
------
Summon Earth Elemental: -3 (8)


Hydrosophist
============
NONE (All skills fit standard 4/3/2 pattern)


Man-At-Arms
===========
Novice
------
Melee Defensive Stance: 0 (2)
Melee Power Stance: 0 (2)

Adept
-----
Taunt: -3 (6)


Pyrokinetic
===========
Adept
-----
Explode: -2 (4)


Scoundrel
=========
Novice
------
Venomous Strike: 0 (2)

Adept
-----
Cloak And Dagger: -3 (12)


Witchcraft
==========
Novice
------
Malediction: -2 (5)

Adept
-----
Mute: -5 (9)
Rapture: -2 (6)

Master
------
Horrific Scream: 0 (9)
Resurrect: -3.5 (8)


==============================================

The negative values are the cooldowns from SkillData.txt, and the values in parantheses are the original cooldowns, before reduction. There's a few oddities here, namely:

Resurrect has a fractional cooldown reduction cap! (3.5) I have no idea what this means in practice... Perhaps it's always just 3 turn reduction (so 5 turn cooldown) in combat, but it regenerates slightly faster outside?

Mute has a cooldown reduction cap listed as -5! It's the only skill I could find like that - unfortunately, I can't test what it's behavior is in-game when you have 20+ int - anyone else want to try? I suspect it will still be a -4, though... it's a cap, but if the game never provides for more than 4 breakpoints, the cap will simply never be hit...
barnabus79 님이 마지막으로 수정; 2016년 1월 9일 오후 1시 42분
barnabus79 2016년 1월 9일 오후 4시 14분 
I've gone ahead and updated the wiki (http://divinity.wikia.com/) with the above information - ie:
http://divinity.wikia.com/wiki/Midnight_Oil_(DOS_EE)
EminenceK 2016년 1월 9일 오후 7시 12분 
15 is the cap for all stats

Deathix 2016년 1월 9일 오후 11시 24분 
15 is a soft cap only for stats which affect CDs/Damage. I've finished game with 29 speed and had 19AP per turn. Each 2 points of speed gives you 1 AP per turn. Full stats are:

Str: 13
Agi: 16
Int: 15
Const: 10
Speed: 29
Percetion: 5

LVL: 21
Deathix 님이 마지막으로 수정; 2016년 1월 9일 오후 11시 26분
Dixon Sider 2016년 1월 10일 오전 6시 21분 
you want your intelligence to be around 22 so you can have a 150% chance to cause status effects on all skills for a pure mage class. if your not using low starting % skills like thunder jump or electric bolt then it can be lower but you want that 150% cap before you go for things like constitution. thre only CDs you should worry about are common skills like regeneration or poison arrow (not sure of the name), and those cap out at like 15 int.but a pure mage class with 15 int will be useless in the last quarter of the game. its a lot more important to focus on your % rather than your cooldown timers because if you miss then the skill aint worth ♥♥♥♥ anyway lol. and at the end mobs will have 6 willpower/bodybuilding
Dixon Sider 님이 마지막으로 수정; 2016년 1월 10일 오전 6시 27분
Dixon Sider 2016년 1월 10일 오전 6시 29분 
150% is the cap btw unless the skill starts out with a higher % like earthquake and vampire touch
Tehrock 2017년 8월 15일 오후 5시 51분 
Eminence님이 먼저 게시:
15 is the cap for all stats
Are you referring to the point where cooldowns stop decreasing? Because Novice skills increase in damage from their stat up to 18, Adept up to 20, and Master up to 22.

It's also worth noting that your offense rating will keep going up past 22, although since you're no longer decreasing cooldowns or increasing the damage of skills, it's hardly worth it.

Another note is that the status chance bonus continues to go up past 22, but the maximum chance you can get after factoring in the bonus is 150%. For skills like thunder jump however that start out at a base of 50%, you would need 27 int to reach the max 150% chance (50% plus 100% from int). You get +5% chance for every point of int over 8 (for other skills the bonus can start at higher int), so at 9 int you get +5% chance. Again, the benefits are hardly worth it though.
Tehrock 님이 마지막으로 수정; 2017년 8월 15일 오후 6시 33분
Tehrock 2017년 8월 15일 오후 6시 14분 
I've got to say though, the damage increase from 20 to 22 strength isn't really worth it. Flurry goes from 381-525 to 408-563. I'd rather shuffle those points around and get speed IMO.
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