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Dragon Age Modding! Part 4!

Blogs > orgolove
Post a Reply
orgolove
Profile Blog Joined April 2009
Vatican City State1650 Posts
Last Edited: 2009-12-21 18:07:44
December 20 2009 22:34 GMT
#1
Part 1
Part 2
Part 3


Ever wished the Rogue would be more useful in battles? Ever wanted daggers in Dragon Age to
actually be realistic, not just a slightly faster longsword? Here it is! This mod increases the swing speed of daggers by 10x but decreases the damage by 10x. Further, the damage bonus purely comes from dexterity, making the dagger the perfect rogue weapon.

Dagger Redesign - 10x speed, 1/10th damage

version 1.0

by Orgolove


Scroll to bottom for changelog.



[image loading]




INTRODUCTION


This is a mod that allows dual wielded daggers to attack like a machine. The swing speed is increased 10 times, and the damage is decreased to 1/10th. The single wielded version is also quite fast, but there is a limit to how fast the single wielded animations can run. (But who wields only one dagger or a dagger-shield setup anyway)

It is commonly known that rogues are underpowered in Dragon Age. Even with the recent patch, which allows daggers to gain a damage bonus from dexterity, rogues are still gimped when it comes to the full gameplay. How, you say? Their damage output doesn't compare to mages or warriors. Their ranged capabilities are utterly useless because, well, ranged combat is useless. They have to get up close and personal, but they don't have the survivability of plate warriors. They only have a very few useful buffs, and most of their skills are geared towards single targets, when 90% or more of the game is multi vs multi combat.

This mod fixes the situation. By forcing the damage to only increase from dexterity, we ensure that the daggers will almost exclusively be used by rogues. By increasing the swing speed so dramatically, we ensure that they won't lose in close combat against warriors - they can parry most of the warrior's attacks. Further, with the increased swing speed, rogues can do multiple backstab attacks before the victim even realizes you are there. Also, as many of rogue's and rogue specializations' skills are chance-based, this increased swing speed will greatly increase the chance of DoT.

You can use this in a variety of ways, i.e. get an elemental enchant rune, whose damage is not decreased, get a dagger with % chance to stun, etc etc. The DoT from dual weapon expert and lacerate will definitely happen whenever you fight. Just imagine the possibilities.



Download here:
http://www.dragonagenexus.com/downloads/file.php?id=400

초대 갓, 이영호 | First God, Lee Young Ho
nortorius
Profile Joined April 2003
Canada1210 Posts
December 20 2009 22:57 GMT
#2
I thought rogues were the best class for dps....? When I played a dual wielding rogue my total contribution to damage was like 37%, with the next highest being Morrigan at 30%.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2009-12-20 23:02:48
December 20 2009 23:02 GMT
#3
On December 21 2009 07:57 nortorius wrote:
I thought rogues were the best class for dps....? When I played a dual wielding rogue my total contribution to damage was like 37%, with the next highest being Morrigan at 30%.

Generally, your DPS stats are skewed toward your main character, because it's all party damage, between all characters in the entire game. This means that characters not in your party (and even characters that permanently leave your party) are included in that percentage. The skew comes because 1) you swap out other characters, but your main character is present for every combat, and 2) there are segments where you get only your main character.

Given that Warriors generally sit about 50%, and a mage can easily be dishing out 70-75% of party DPS, 37% is pretty light.
Moderator
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
December 20 2009 23:03 GMT
#4
I wish people finished their games so we didn't have to wait for modders to give games the basic semblance of balance.
GranDim
Profile Blog Joined November 2003
Canada1214 Posts
December 21 2009 01:02 GMT
#5
Don't you think X10 is kind of extreme? Poison damage must be disgustingly high.
TheYango
Profile Joined September 2008
United States47024 Posts
December 21 2009 01:05 GMT
#6
On December 21 2009 08:03 Pyrrhuloxia wrote:
I wish people finished their games so we didn't have to wait for modders to give games the basic semblance of balance.

On December 21 2009 10:02 GranDim wrote:
Don't you think X10 is kind of extreme? Poison damage must be disgustingly high.

Given what orgolove's done with his past few mods, I'm guessing this, like the others, are trying to push the limits of whats possible in the engine, rather than actually trying to precisely balance the game. Not everyone's looking to do that with their mods, and given that what orgolove does could potentially be very useful to someone else, I fully support him.
Moderator
ghermination
Profile Blog Joined April 2008
United States2851 Posts
December 21 2009 01:31 GMT
#7
tbh to be more balanced it would have to be only 2 or 3 times faster. Still, amazing work here. I wish i could even begin to attempt stuff like this.
U Gotta Skate.
orgolove
Profile Blog Joined April 2009
Vatican City State1650 Posts
December 21 2009 01:34 GMT
#8
On December 21 2009 10:02 GranDim wrote:
Don't you think X10 is kind of extreme? Poison damage must be disgustingly high.



I did create a version of x5 and 1/5th damage in the mod download page.
초대 갓, 이영호 | First God, Lee Young Ho
deth
Profile Blog Joined August 2009
Australia1757 Posts
December 21 2009 08:30 GMT
#9
in the mod, it said the damage comes from dex, but in this blog, you say it comes from cunning?
orgolove
Profile Blog Joined April 2009
Vatican City State1650 Posts
December 21 2009 18:06 GMT
#10
Yeah, it's dex. I made a mistake.
초대 갓, 이영호 | First God, Lee Young Ho
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