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Item scaling (Dragon Age II)

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For the information on item scaling in Dragon Age: Origins, see Material.

Item scaling (or item level scaling) is a gameplay mechanic responsible for adjusting item power to the character level.

In regard to scaling, items in Dragon Age II can be split into three distinct categories:

  1. Unique items usually have fixed (predefined) levels.
  2. All generic and some unique items are scaled to Hawke's level once – at the time when they are generated. They don't improve in quality afterwards.
    Note: Container contents and merchant inventories are generated when you enter the area. Loot from enemy remains and quest rewards are created when they are received.
  3. Some unique weapons and accessories have the Improves with level-up property. These items are re-scaled every time Hawke gains a level. Companion armor also falls into this category even though it is not explicitly marked as leveled in UI.
    Note: Companion level is ignored for the purposes of scaling, only Hawke's level counts.

Scaling modifiers Edit

Item level Edit

Item level is a modifier similar to tiers in Dragon Age: Origins. Item level can be fixed, usually ranging from 1 to 25, or vary based on Hawke's level. In the latter case, the two levels are usually equal with the exception of The Hawke's Key (and possibly a few other unique items) which is set to Hawke's level + 2.

Power scale Edit

Power scale is a scaling multiplier that defines a relative strength of item properties for different base item types. For example, chestpieces have a power scale of 1, helmets – 0.4. This means that the stats on helmets will be 2.5 times less powerful than on chestpieces.

This multiplier is used in most scaling formulas, with a notable exception of attribute requirements.

Item type Power scale
Chestpiece 1
Helmet 0.4
Gloves 0.24
Boots 0.36
Shield 0.75
Companion armor 2
Amulet 0.4
Ring 0.3
Belt 0.3
One-Handed 0.8
Two-Handed 1
Dual Wield 0.6
Bow 1
Staff 1
Note: Taken from itm_base.gda.

Property power Edit

Property power is another common multiplier. It is defined for each property on an item individually. Most of the time it equals 1.0, however, many unique items override the default value. For example, for an item with 3 rune slots, this property power is 3.0.

Items are categorized by the game engine into 7 ranks based on the total property power. These ranks affect item costs, icons, and attribute requirements.

Rank Power
required
Cost
modifier
Requirements
scale
Icon
1 Junk -1 1 1 Red
2 Normal 0 1 1 Red
3 Magic 1 2 1.05 Silver
4 Magic (2) 2 4 1.05 Silver
5 Rare 3 8 1.05 Gold
6 Epic 4 20 1.1 Purple
7 Aspirational 5 73 1.1 Purple
Note: Taken from item_ranks.gda


Scaling formulas Edit

Armor, resistances, attack, defense Edit

PropertyValue = PropertyData(LVL) * PropertyScale * PowerScale * PropertyPower

PropertyScale is:

  • 0.5 for heavy armor
  • 0.4625 for medium armor
  • 0.425 for light armor
  • 2 for elemental resistances
  • 0.5 for attack
  • 0.25 for defense

PropertyData(LVL) is taken from property_data GDA file:

IntegerArmorResistanceAttackDefense
190906060
298986464
31071076868
41161167373
51261267878
61371378383
71491498989
81621629595
9177177102102
10193193109109
11211211117117
12230230125125
13251251134134
14274274143143
15299299153153
16326326164164
17356356176176
18389389189189
19425425203203
20464464218218
21507507234234
22554554251251
23605605269269
24661661289289
25722722310310
26789789333333
27862862357357
28942942383383
2910291029411411
3011241124441441
3112281228473473
3213421342508508
3314671467545545
3416031603585585
3517521752628628
3619151915674674
3720932093724724
3822882288777777
3925012501834834
4027342734896896
4129882988962962
423266326610331033
433570357011101110
443902390211921192
454265426512801280
464662466213751375
475096509614771477
485571557115871587
496090609017051705
506657665718321832


Attribute requirements Edit

See #Attribute requirements table for calculated requirements for levels 1 through 25.

Armor (strength, dexterity, magic):

ArmorReq = (10 + (0.75 * ItemLevel)) * ReqScale

Armor (constitution, cunning, willpower):

ArmorReq = (10 + (0.25 * ItemLevel)) * ReqScale
Note: Prior to patch 1.03, the formula was the same as for primary attributes above.

Weapons (strength, dexterity, magic):

WeaponReq = (10 + ItemLevel) * ReqScale * 1.1


Bonus damage Edit

BonusDamage = Damage * BonusDamageScale * PowerScale * PropertyPower

Damage is (scaled) base weapon damage.

BonusDamageScale is:

  • 0.2 for single-target damage
  • 0.1 for AoE damage
  • 0.3 for damage vs. enemy type (i.e. Humans, Qunari, or Demons/Undead)


Cost Edit

Cost in DAO bronzepiece trans = RankModifier * BaseModifier * ItemLevel * SUM(PropertyPower * PropertyCost)

RankModifier is taken from item_ranks.gda, see #Property power for the table of values.

BaseModifier is taken from itm_base.gda and usually equals 1.0 with the exception of:

Base item Cost modifier
Warrior 1h 0.65
Rogue Melee 0.65
Helm 0.9
Gloves 0.85
Boots 0.875
Shield 0.7

PropertyCost is taken from item_properties.gda.

Note that values listed in item infoboxes on the wiki are selling prices (i.e. prices that you get for selling an item to a merchant):

SellingPrice = TRUNC(Cost / 10)


Damage Edit

See #Damage table for calculated damage values for levels 1 through 30.

Damage increases linearly with weapon level. There are five basic weapon types that affect how damage is calculated.

Damage = (BaseDamage + DamagePerLevel * Level) * DamageScale * PowerScale
Class Weapon type Damage
(Damage per second)
Property ID Notable examples
Warrior Warrior one-handed 1.243 + 1.342 * Level
(2.338 + 2.523 * Level)
5000 The Edge of Night
Fadeshear
The Mountain-Father's Haft
Warrior two-handed 1.429 + 1.543 * Level
(2.343 + 2.53 * Level)
5100 The Dogs of War
Rogue Rogue melee 1.557 + 1.682 * Level
(2.881 + 3.111 * Level)
5200 Bard's Honor
Beraht's Revenge
Fiona
Jarvia's Shank
Rogue ranged 4.983 + 5.381 * Level
(4.684 + 5.059 * Level)
5300 Bianca
Hood's Message to the King
Longbow of the Avvars
Mage Staff 1.714 + 1.851 * Level
(2.331 + 2.518 * Level)
5400 Freedom's Promise
Malcolm's Honor
Note: Numbers are rounded to 3 decimal places for brevity.

Proc chance, regeneration rates Edit

Proc chance and regeneration rate bonuses are fixed. They are only affected by the power scale.

For properties X% chance to regenerate Y% health it means that Y (power value) is scaled, and X (proc chance) is not. X% chance to stun-style properties are not scaled.


Other Edit

PropertyValue = (BaseValue + ValuePerLevel * Level) * PowerScale * PropertyPower

BaseValue and ValuePerLevel are specified in item_properties.gda file on a per-property basis:

  • +(1 + 0.1 * LVL) [attribute]
  • +(1 + 0.025 * LVL) to all attributes
  • +(2 + 2 * LVL) [health/mana/stamina]
  • +(4 + 0.1 * LVL)% critical chance
  • +(10 + 0.25 * LVL)% critical damage
  • +(8 + 0.1 * LVL)% physical damage
  • +(10 + 0.25 * LVL)% [elemental] damage
  • +(15 + 0.5 * LVL)% healing [by/to] this character
  • +(4 + 0.05 * LVL)% attack speed
  • +(5 + 0.25 * LVL)% [damage/magic] resistance
  • +(8 + 0.25 * LVL) fortitude
  • ±(15 + 0.25 * LVL)% threat generation
  • +(2 + 0.25 * LVL)% chance to stealth when hit

Appendices Edit

Attribute requirements table Edit

This table lists armor attribute requirements for item levels 1 through 25.

Level Requirements scale
1 1.05 1.1
111 / 1011 / 1112 / 11
212 / 1112 / 1113 / 12
312 / 1113 / 1113 / 12
413 / 1114 / 1214 / 12
514 / 1114 / 1215 / 12
615 / 1215 / 1216 / 13
715 / 1216 / 1217 / 13
816 / 1217 / 1318 / 13
917 / 1218 / 1318 / 13
1018 / 1318 / 1319 / 14
1118 / 1319 / 1320 / 14
1219 / 1320 / 1421 / 14
1320 / 1321 / 1422 / 15
1421 / 1422 / 1423 / 15
1521 / 1422 / 1423 / 15
1622 / 1423 / 1524 / 15
1723 / 1424 / 1525 / 16
1824 / 1525 / 1526 / 16
1924 / 1525 / 1527 / 16
2025 / 1526 / 1628 / 17
2126 / 1527 / 1628 / 17
2227 / 1628 / 1629 / 17
2327 / 1629 / 1730 / 17
2428 / 1629 / 1731 / 18
2529 / 1630 / 1732 / 18


Damage table Edit

This table lists weapon damage and DPS for item levels 1 through 30.

Level One-Handed Two-Handed Dual Wield Bow Staff
1 3 damage
(6 per second)
3 damage
(5 per second)
3 damage
(6 per second)
10 damage
(9 per second)
4 damage
(5 per second)
2 4 damage
(8 per second)
5 damage
(8 per second)
5 damage
(9 per second)
16 damage
(15 per second)
5 damage
(7 per second)
3 5 damage
(9 per second)
6 damage
(10 per second)
7 damage
(13 per second)
21 damage
(20 per second)
7 damage
(10 per second)
4 7 damage
(13 per second)
8 damage
(13 per second)
8 damage
(15 per second)
27 damage
(25 per second)
9 damage
(12 per second)
5 8 damage
(15 per second)
9 damage
(15 per second)
10 damage
(19 per second)
32 damage
(30 per second)
11 damage
(15 per second)
6 9 damage
(17 per second)
11 damage
(18 per second)
12 damage
(22 per second)
37 damage
(35 per second)
13 damage
(18 per second)
7 11 damage
(21 per second)
12 damage
(20 per second)
13 damage
(24 per second)
43 damage
(40 per second)
15 damage
(20 per second)
8 12 damage
(23 per second)
14 damage
(23 per second)
15 damage
(28 per second)
48 damage
(45 per second)
17 damage
(23 per second)
9 13 damage
(24 per second)
15 damage
(25 per second)
17 damage
(31 per second)
53 damage
(50 per second)
18 damage
(24 per second)
10 15 damage
(28 per second)
17 damage
(28 per second)
18 damage
(33 per second)
59 damage
(55 per second)
20 damage
(27 per second)
11 16 damage
(30 per second)
18 damage
(30 per second)
20 damage
(37 per second)
64 damage
(60 per second)
22 damage
(30 per second)
12 17 damage
(32 per second)
20 damage
(33 per second)
22 damage
(41 per second)
70 damage
(66 per second)
24 damage
(33 per second)
13 19 damage
(36 per second)
21 damage
(34 per second)
23 damage
(43 per second)
75 damage
(70 per second)
26 damage
(35 per second)
14 20 damage
(38 per second)
23 damage
(38 per second)
25 damage
(46 per second)
80 damage
(75 per second)
28 damage
(38 per second)
15 21 damage
(39 per second)
25 damage
(41 per second)
27 damage
(50 per second)
86 damage
(81 per second)
29 damage
(39 per second)
16 23 damage
(43 per second)
26 damage
(43 per second)
28 damage
(52 per second)
91 damage
(86 per second)
31 damage
(42 per second)
17 24 damage
(45 per second)
28 damage
(46 per second)
30 damage
(56 per second)
96 damage
(90 per second)
33 damage
(45 per second)
18 25 damage
(47 per second)
29 damage
(48 per second)
32 damage
(59 per second)
102 damage
(96 per second)
35 damage
(48 per second)
19 27 damage
(51 per second)
31 damage
(51 per second)
34 damage
(63 per second)
107 damage
(101 per second)
37 damage
(50 per second)
20 28 damage
(53 per second)
32 damage
(52 per second)
35 damage
(65 per second)
113 damage
(106 per second)
39 damage
(53 per second)
21 29 damage
(55 per second)
34 damage
(56 per second)
37 damage
(68 per second)
118 damage
(111 per second)
41 damage
(56 per second)
22 31 damage
(58 per second)
35 damage
(57 per second)
39 damage
(72 per second)
123 damage
(116 per second)
42 damage
(57 per second)
23 32 damage
(60 per second)
37 damage
(61 per second)
40 damage
(74 per second)
129 damage
(121 per second)
44 damage
(60 per second)
24 33 damage
(62 per second)
38 damage
(62 per second)
42 damage
(78 per second)
134 damage
(126 per second)
46 damage
(63 per second)
25 35 damage
(66 per second)
40 damage
(66 per second)
44 damage
(81 per second)
140 damage
(132 per second)
48 damage
(65 per second)
26 36 damage
(68 per second)
42 damage
(69 per second)
45 damage
(83 per second)
145 damage
(136 per second)
50 damage
(68 per second)
27 37 damage
(70 per second)
43 damage
(71 per second)
47 damage
(87 per second)
150 damage
(141 per second)
52 damage
(71 per second)
28 39 damage
(73 per second)
45 damage
(74 per second)
49 damage
(91 per second)
156 damage
(147 per second)
54 damage
(73 per second)
29 40 damage
(75 per second)
46 damage
(75 per second)
50 damage
(93 per second)
161 damage
(151 per second)
55 damage
(75 per second)
30 42 damage
(79 per second)
48 damage
(79 per second)
52 damage
(96 per second)
166 damage
(156 per second)
57 damage
(78 per second)


See also Edit

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