Does The Penetration Of Armor Impact Inquisition Spells?

Attributes in Dragon Age: Inquisition provide various benefits to the player, with primary attribute points assigned automatically on leveling up. Armor Pen is only useful in the early game when average damage is about the same as average armor. Armor Penetration is useless for mages, as all mage damage, including staff damage, is magic damage that bypasses armor.

Armor penetration works for physical attacks, not spells. Attack increases all damage, including spells. For example, Hakkon’s Honor has +50 armor penetration, +6 attack, and +27 stagger on hit, as well as some frost damage and heal on kill. Armor penetration only works for physical attacks, not spells. Most Avvar abilities are Elemental damage, so Armor Penetration is not worth a damn on Mages.

It depends on the average armor of enemies you are usually up against. If the average armor of enemies is higher than or about the same as your average damage, Armor Pen is worth it. Armor penetration ignores one point of the target’s armor when inflicting damage. Barrier Damage Bonus increases the effective armor of an enemy.

In summary, Attributes in Dragon Age: Inquisition provide various benefits to the player, but they are only useful in the early game when average damage is similar to average armor. Armor penetration is not useful for mages, and most Avvar abilities are Elemental damage. The effectiveness of Armor Penetration depends on the average armor of enemies and the opponent’s armor score.


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Can a mage wear heavy armor in Dragon Age: Inquisition?

Mages are unable to utilize heavy or medium armor, as its availability is contingent upon class rather than skill points. It is not permitted for warriors and mages to wear light or heavy armor. In a recent development, developers have hinted at the potential for items that would allow characters to wear armor outside of their designated class. However, this has not yet been observed in the game. The base component for armor schematics, Silverite, has the effect of rendering armor usable by any class and of removing class restrictions.

What is the best armor in Dai early game?

The Ragged Set of armor, which includes a Ragged Shirt, Ragged Pants, and Ragged Boots, is the best early game armor. Crafted after completing the first quest, it provides 30+ resistance to physical and magical attacks, making it ideal for first forays into the Shroud. To create the entire set, players must enter the Shrouded areas, gather Torn Cloth, and harvest bushes and small trees for Plant Fiber. This extra resistance can significantly improve combat during initial gameplay.

Does armor penetration stack?

The unit’s percentage bonus penetration stacks multiplicatively when multiple sources are present. Armor penetration is a champion statistic that determines the amount of a target’s armor ignored when dealing physical damage. Percentage armor penetration and Lethality have no effect if the target’s armor is less than or equal to 0. Armor reduction reduces the target’s armor for a period of time, with flat reduction reducing values below 0, and percentage reduction applying to the target’s resistances as a whole.

What does armor penetration do in Dai?
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What does armor penetration do in Dai?

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The article also discusses the use of scripts or add-ons that scan GameFAQs for box and screen images, running a “scraper” or “downloader” program that does not identify itself or uses fake headers to elude detection, using a poorly configured browser add-on for blocking content, and overusing our search engine with a large number of searches in a short amount of time. If you promise to stop, we will unblock your connection for now, but we will immediately re-block it if we detect additional bad behavior.

What does armor penetration do?

Armor penetration (AP) is the amount of armor an attack or spell ignores when calculating damage. For instance, an Air Magic spell that grants 25 armor penetration treats a foe with an armor rating of 80 as if it had only 60 armor, causing approximately 41 more damage to the target. There are two types of armor penetration: base armor penetration and bonus armor penetration. The increase in damage is dependent on the base armor rating.

Should mages use light or heavy armor?
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Should mages use light or heavy armor?

As a mage, your perks are limited, so acquiring weightless armor is usually not recommended. Most mages opt for clothing or light armor. Your IP address has been temporarily blocked due to a large number of HTTP requests. Common causes include the latest version of the Opera browser sending multiple invalid requests to servers for every page visited, using the Brave browser or Ghostery add-on, which send extra traffic to servers for every page visited, and using GameFAQs regularly with these browsers can cause temporary or permanent IP blocks.

Some unofficial phone apps may also use GameFAQs as a back-end, triggering anti-spambot measures to prevent automated systems from flooding the site with traffic. Continued use of these apps may result in IP block indefinitely.

Other common causes include using scripts or add-ons that scan GameFAQs for box and screen images, running a “scraper” or “downloader” program, using poorly configured browser add-ons for blocking content, and overusing the search engine with large searches in a short amount of time. If you promise to stop, your connection will be unblocked for now, but re-blocked if additional bad behavior is detected.

What is the best mage armor in Dragonage Inquisition?

The Superior Battlemage Armor Tier 3 Schematic is the top armor for offensive mages in the base game. To obtain it, players need the Short List Inquisition Perk. It can be purchased from the Canyon Merchant in the Hissing Wastes for 15, 995. If the merchant doesn’t have it, players can leave the area and re-enter to refresh the stock. The Battlemage Armor Legs Tier 3 Schematic can be purchased for 934 from the Canyon Merchant. The Revered Defender Helm Schematic (Paid DLC) has an armor rating of 23-30-36-46 and is made up of +9 Constitution/+9 Magic Defense/+9 Melee Defense.

Does magic penetration stack?
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Does magic penetration stack?

Magic penetration, also known as MPen, is a champion statistic that determines the amount of a target’s magic resistance that will be ignored when the user deals magic damage. Percentage and flat magic penetration have no effect if the target’s magic resistance is less than or equal to 0. Magic resistance reduction is an effect that reduces the target’s magic resistance for a period of time, either by an amount or percentage. Flat magic resistance reduction can reduce the value below 0, while percentage magic resistance reduction cannot.

It is important to note that penetration treats the target’s resistances as being multiplied by a percentage or reduced by a flat amount, unlike reduction which applies to the target’s resistances as a whole.

Can spellcasters wear heavy armor?

It is a fallacy to assume that proficiency in heavy armor impedes spell casting. A prevalent strategy is to advance to the next level in the fighter class, gain proficiency in armor and weapons, receive additional hit points from a higher-level dice, and subsequently adopt the role of a tankier wizard.

Is lethality the same as armor penetration?

Lethality, also known as flat armor penetration, is a skill that grants a specific amount of armor removal, unlike armor penetration items which provide a percentage of armor removal. For example, 50 Lethality would grant 150 armor removal, while 30 Armor Penetration would result in 140 armor removal. In a scenario where an opponent has 70 armor, 50 Lethality would cause 20 damage, while 30 Armor Penetration would result in 49 damage. Lethality items were initially designed for assassins, but since Season 14 in League of Legends, they are now available to any champion that deals Attack Damage.

Does armor penetration have a cap?
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Does armor penetration have a cap?

The armor penetration stat does not have a cap, but reduced arpen can be used as a direct counter to attacker arpen, providing good value. For example, a 50 mitigation defender gets 25 mitigation of initial damage when hit by a 50 arpen attacker. Other skills like Force of Fury and WE’s Septic Blade can also be used. There is a 75 hard cap for physical damage reduction, with 125 physical damage reduction (your armor) – 56 enemy armor penetration = 69 physical damage reduction left for you.


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Does The Penetration Of Armor Impact Inquisition Spells?
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24 comments

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  • Note that since the vitaar provide a flat bonus to your base damage, and staffs have the lowest base damage by far, that means mages get a much stronger increase to their overall damage by going Qunari than the other classes do. With Cretahl vitaar and an end-game staff, that’s around a 30% damage increase, not even counting the 9% attack bonus that’s also included with that vitaar. Also, despite what the game says, I’m pretty sure Qunari get 25% melee defense rather than 10%. 25% is what shows up in the character record, at least.

  • About #38 stopping the demons from spawning: You don’t necessarily need to have the red circle demon spawnpoint inside the radius of your purge/dispel spell radius. As long as your purge/dispel radius touches the visual spawnpoint (light green visual circle that’s bigger than the red one), it still works.

  • First off, thank you for the tips! I do want to add a suggestion for potential future articles: there is quite a bit of bass feedback from your voice in the audio. I think potentially backing away slightly from the mic would provide a clearer representation of your voice. Thank you again, and I hope I didn’t come across as ungrateful or entitled. Genuinely appreciative of folks still giving advice on x-year-old games ❤

  • Trick 51: Bear Maul the Wolves is bugged. It doesn’t do what it says. Instead, enemies behind you in short range deal 1 dmg to you. Very good for survivability. Where this is could be useful is with the infinite whirlwind build since you don’t have to face your targets. Or other builds that use aoe effects like wombo combos. Trick 52: Simulacrum tanking. When you take damage when Simulacrum is up, you take at most HP minus 1 damage. E.g., if you have 10 hp, you take 9 dmg. Where is this broken is when you also have barrier and guard, say 10 hp but 200 barrier, you take at most 9 dmg to barrier each time you are hit. A practical build is Melee-mancer with Andraste’s Sacrifice to generate guard, Tirdalion to melee, belt of urgency since you’ll be low HP with Simulacrum.

  • Be nice if someone had a fix for the fire starter achievement bugging it’s literally the last one I need in the whole trilogy and it’s annoying the shit out of me nobody is any help ea is taking forever to answer my ticket it’s bugged at 93% I’ve done this multiple time multiple guides multiple articles 2 play through I don’t get it

  • I’m stuck trying to upgrade Skyhold and all the plants I need to find are easy to find . But I can’t find any logging stands or rock quarries, I found 1 logging stand but that was before I found Skyhold . If they aren’t going to give you map markers for these things they should at least give you a basic area to search in .

  • On Xbox for instant war table missions completion. Go offline and restart your console staying offline. Go to war table and press the home button. In settings change the year to before 1967. Missions will now complete instantly. When done change the year to above 1967 as it will cause problems with your character menu if left before 1967. No you don’t need to exit game to do this, again only on Xbox one, series s or X.

  • Dont see the point in farming exp or making money, once you get to skyhold enter duplication glitch. You can get best blueprints as long as you farm in haven you can be OP from the start. Also my fav build is Knight Enchanter Mage build up barrier abilities use fade touched obsidian on weapon on armor +weapon. Mage will full Guard and Barrier almost instantly. Its hilarious perusal other squad mates fall in nightmare difficulty and your a unstoppable mage wall.

  • I’ve done at least six full playthroughs of this game and I can’t bring myself to play as anything other than a human female Warrior or Rogue! It just doesn’t make any sense to me to play as any other race, because I don’t believe the world would follow anyone but a human. And a female at that. You’d assume a female human Jesus warrior who inspired a matriarchal religion would choose another human female as her Herald!

  • Leaping Shot is S tier, especially for artificer. it works really well with pincushion and the cooldown/stamina passives and also gives you perma stealth with the upgrade. Throwing Blades is also extremely powerful when spammed and also if you use another ability right after it it will deal X3 the damage. Pretty much a must for any Rogue who focus on DPS and it’s good for any spec (can be spammed for massive damage with artificer/tempest and as an assassin you can use hidden blades right after it to 1 shot things)

  • Wall of ice is a tactical spell, great for splitting mobs in smaller groups (so they rather come in waves, than all at once), great for reducing range units ability to target you (blocking line of sight), and also can give you time to recover, if you simply put a wall between you and enemy in a corridor setup. I really like how it changes the dynamics of game and appreciate having it.

  • I enjoyed this and found it surprisingly informative despite nearly 7 years playing this game myself (on, off, on, off, on, and off again…currently back on lol, about 75% through the story finally). The only thing I’d add to this is more YouTube commercials. Seeing only 6,449 ads on a 29 minute 39 second article isn’t nearly enough……………………………………

  • disruption Field is better than people think. fighting an enemy that keep knocking you down ( bear, shielded W, Envy, Terror, Revenant ) or keeps escaping your grasp ( Despair, Arcane Horror, archers, Tevinter mage )? it stops all melee damage. fun to set up a fire mind too. If you’re playing a classic KE then I think DF is quite useful.

  • Great vid in general but I would change some: Flashfire D tier no explanation needed Fade step – S tier literally every mage uses same with Walking bomb – the skill is so good every class wants it so S tier Concerning focus ability, well yeah you’re right. The only exception may be thousand cuts but if you need it… git gud scrub Also I love how you used the old design for Livid (its old name is unbowed)

  • As someone who has played (& is still playing) the game, I can pretty much agree with most of what was stated with a few exceptions: 1. The Knight Enchanter specialization is SOOOO OP!! Spirit Blade itself is S tier for me. The upgrades are great IMO. I’ve survived dragon battles with a Knight Enchanter mage wielding Spirit Blade alone. 2. Walking Bomb w/Virulent upgrade is SOOOO S tier!! When I use this skill, whomever it targets has the potential to spread it to anyone or anything in its vicinity. So when you kill someone or something under the Walking Bomb spell, they usually tend to wipe out all other enemies around them. 3. Immolate w/Flashfire upgrade is GREAT!! It’s a go-to for me when I build a fire-based mage. The ability to cast the spell repeatedly is a bonus for me. 4. I’m sorry but I LOVE the Give Them the Boot upgrade for the Grappling Chain skill. It’s a guaranteed stun that constitutes a knockdown. There are plenty of others that I like to use because I love changing up the play style in a playthrough.

  • The trespasser barrier upgrade is so amazing and despite being s tier already its still underrated. The five second decay delay applies to all barriers who that character creates. Mind blast, fade shield, transmute, guardian spirit, and the barrier itself. Spirit is my primary school so I got pretty good with it’s secret stuff. It’s actually amazing. Mind blast is also amazing with mana surge because its essentially a self combo machine that spams freeze and detonate tho elegant defense is better for that. Upgrades affect abilities from other sources such as mind blast upgrades affecting the weapon procs. I wonder if the elegant defense upgrade applies to non barrier ability barriers. So the mind blast barrier runs out and the CD is still reduced by 4. Support mage inquisitor is actually the best lol. Fade step is amazing too.

  • I don’t know it if makes much sense to rank individual spells. Often I felt you overvalued or undervalued spells because of the build I have. I basically play a knight enchanter that mixes in spells from each tree. For example I don’t need the Barrier spell anymore, because I just do damage and my passives create barrier for me. The point of the build is to fire off spells at range to charge spirit blade and barrier, then either the enemies reach you or you fade step close. Spirit blade and fadd cloak can be used up closed especially for enemies who are vulnerable against spirit damage. I have staves for each damage type, so I cna Barrage their vulneeabilty and add either Winters Grasp, immolate or lightning bolt. Rinse and repeat. All you have to do is calculate what type of damage you should prepare, instead of trying to use one big spell. Of course the greatest weapon of the build is Ring of Doubt that allows eternal stealth and crit as a mage. It basically feels like being a magical assasin.

  • Holy shit, did you seriously put Mark of Death in a low tier? Mark of Death is one of the best abilities in the game. It effectively doubles your damage output and DPS. Dual wielding rogues are at their best as a single target DPS role. Mark of Death + Throwing Daggers + Shadow Strike will delete practically any enemy. I defeated the Highland Ravager with this combo from full health, the entire fight was about 10 seconds. This was on Nightmare with Even Ground active at level 27.

  • Nice list! When I used to keep up with StarFlorge, he did a breakdown of specializations that wasn’t nearly as insightful. The one thing I did like from his, however, was he ranked them in two categories: vs mobs and vs bosses. I did like seeing your take on overall use of abilities, but with just a blanket rank, it did seem to rank certain abilities without context that can render some of them entirely useless, or completely game changing. Solo vs with a party also has a big impact on ability usefulness For mages Fire mine’s glitch of dealing 1 damage actually can be predicted. It only ever deals 1 damage when you’re flanking your enemy. As long as you’re in the 180 degrees in front of them, it deals full damage (assuming their not immune to fire). This is why I agree it’s only A tier in a party where enemies aren’t as reliably facing you, but would definitely rank it S tier Solo when enemies are only looking at you. I also felt that wall of fire in a solo context is stronger. It’s burn damage from just a single contact with the wall is equivalent to a fire mine without crit, and you can land it multiple times per cast if you keep enemies running into it via CC or just hiding behind it. I agree wall of ice is generally bad, but does offer ice armor while near like ice mine, and the ring upgrade can provide long term cc to shut down an enemy until just about everything else is dead, which can be helpful solo, but is still a B tier at best. Blizzard is maybe closer to C tier I feel since it’s main upgrade can deal a lot of DoT, and any build that can regenerate mana can be doing decent damage with it while keeping ice armor and enemies chilled if they or their party want to use Winter’s ruin.

  • You mention cc attacks but don’t consider this in ranking, or how, many passives can completely change the ability’s rankings… Like Spirit blade, regenerating barrier for every strike, making your knight enchanter literally invincible. 1v1ing a high dragon with basically 3 abilities due to spirit blade is easily class S. Or mind blast detonation ability for frozen enemies…. Priceless… And generates barrier… At least an A.

  • I’ve gotta say your definition of how to use mark of death is wrong it’s very easy to activate and def doesn’t require a still opponent nor one that isn’t attacking you, I use it on all enemies wether it be tanky giants or faster enemies or red templars it activates easily every time on each enemy I’ve faced and hits hard like almost 1 taps em hard you literally just need a couple abilities that hit more than once and that’s it, it’s probably my strongest skill or in my top 2 for sure

  • On pc u can easily mod that u have all skill trees. Its a lot of fun being an time controlling aoe mage with so many good passives. Its definitly op, yeah who would have guessed, but gives u cool ways to extend ur build and in the end, its up to you, how op u gonna make it. however note that weapon related skills arent usabale, without further mods.

  • I don’t know if this is a personal experience or a common bug but sometimes whenever I used Vortex of Steel on a bigger enemy (other then dragons), the enemy would launch into the air and immediately die from fall damage. This made killing a giant as easy as a button press as this had a 100% success rate on them while I might occasionally launch a wyvern when I am battling a group of them

  • So confusing. From D to S? That makes NO SENSE. Shouldn’t the article include the chart and shouldn’t the letter at least represent spells in some logic scale? Wtf would S even mean? There’s no logic to it lol. I watched the entire article still confused as fuck as to which spell you actually put up as good or bad lol.

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