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    New Stats and Changed Ones

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    Post by GravelordZealot Wed Sep 18, 2013 10:44 pm

    So I can't post the link because I'm new here, but apparently, polygon.com says:

    "Dark Souls 2 also introduces a new player character attribute, agility. According to the game, agility governs "swiftness of movement" and boosts the speed of evasion, blocking and other actions. At least one other character attribute is slightly different. Dexterity now boosts poison and bleed effects, according to its description."




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    Post by Serious_Much Wed Sep 18, 2013 10:50 pm

    interesting... could become a core stat in PvP depending on how the dodging mechanics end up
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    Post by >Brave< Wed Sep 18, 2013 11:17 pm

    Changes how rolling works from numbers and equip builds to a stat. This'll add a sense of realism to the game (Fast rolling havel with a lightning dagger Huehue) and reduce the amount of fast rollers in the game; variety if you will.
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    Post by SATLOS Wed Sep 18, 2013 11:43 pm

    You should post that in the "All info so far" thread.

    I just posted another finding concerning some big changes, but here's the TL;DR:

    - The HP decreasing mechanic from Demon's is back (the more you die, the more your HP goes down).
    - You can be invaded while hollow.
    - The more you die, the more "zombified" your character appears.
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    Post by Back Lot Basher Thu Sep 19, 2013 2:38 pm

    I'm glad they're shaking things up with stats.  Everyone knows the stat categories in DkS inside and out.  Be nice for everyone to go back to the drawing board and see months of experimenting.
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    Post by SlothAlmighty Mon Sep 23, 2013 7:58 pm

    I'm sure weapons and armor have a base swing/roll speed and agility affects that.  the nice part will be dynamic roll speed instead of slow/med/fast.  no more mixing and matching armor to get 0.1 under fat roll.
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    Post by Zeful Mon Sep 23, 2013 8:54 pm

    SlothAlmighty wrote:I'm sure weapons and armor have a base swing/roll speed and agility affects that.  the nice part will be dynamic roll speed instead of slow/med/fast.  no more mixing and matching armor to get 0.1 under fat roll.
    Actually, based on ENB's statement from his playtime at the TGS press showing, there is no visual difference between being naked and wearing armor on the Warrior's roll.

    So it doesn't look like there is going to be a base speed from armors that'll be influenced by Agility, there's just the base speed that agility modifies.
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    Post by Shakie666 Mon Sep 23, 2013 10:05 pm

    While the addition of agility to govern roll speed (amongst other things) is a welcome one (if only to not have another useless stat), it makes me wonder; what's the deal with maximum equip burden? Is it gone completely, or will it still restrict armour usage? Hopefully its the latter, so we don't just get everyone using havels-equivalent regardless of their build.

    Secondly, dex gets a bonus to poison and bleed, but what does strength get? Hopefully it won't just be that strength builds get screwed over even more than they currently are.

    Finally, with the addition of another useful stat, will we have to raise the sl120 'cap' for pvp to accomodate it?
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    Post by SlothAlmighty Mon Sep 23, 2013 11:45 pm

    I would think str gets a bonus to physical resistance
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    Post by SlothAlmighty Mon Sep 23, 2013 11:47 pm

    Zeful wrote:
    SlothAlmighty wrote:I'm sure weapons and armor have a base swing/roll speed and agility affects that.  the nice part will be dynamic roll speed instead of slow/med/fast.  no more mixing and matching armor to get 0.1 under fat roll.
    Actually, based on ENB's statement from his playtime at the TGS press showing, there is no visual difference between being naked and wearing armor on the Warrior's roll.

    So it doesn't look like there is going to be a base speed from armors that'll be influenced by Agility, there's just the base speed that agility modifies.
    forgot about that.

    could be that there will be another way to handle armor burden or that they haven't implemented armor based roll speed yet.
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    Post by Myztyrio Tue Sep 24, 2013 12:57 am

    Also has the chance of being such a minimal difference, that it becomes the new luck/resistance.

    My feels tell me that in order for it to be detrimental enough of a stat to have the need to invest in it if your character is not an attack, it will have to also affect things like running speed and roll speed.
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    Post by hey its andres Tue Sep 24, 2013 1:06 am

    ENB....rolling eyes 


    Agility will probably replace resistance with bleed/poison build up and endurance may be reduced because of the whole rolling mechanic. It'd be interesting to see really fast characters that can only sprint for a little before having to stop because of their endurance.
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    Post by TheMeInTeam Mon Oct 07, 2013 2:13 pm

    Maybe they should attach poise to resistance so that people actually use it big grin.
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    Post by Steel Dragon74 Mon Oct 07, 2013 10:49 pm

    Poison and Bleed Dex huh?
    Tracers would be awesome with this
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    Post by eminusx Tue Oct 22, 2013 4:01 pm

    whats also interesting is that there are now 10 stats compared to Dark Souls' 8.

    The additional 2 stats means that there will be a greater number of potential builds available and more flexibility, an sl120 build could have a focussed split over 5 or 6 stats instead of just 3 or 4

    interesting!
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    Post by sparkly-twinkly-lizard Thu Oct 24, 2013 9:42 pm

    resisitance is the only stat that causes your defense to go up in dks2, it also reduces the durability damage str weapons do to you, oh and str weapons cause durability damage the more str you have, so thats a nice bonus to str as a stat.

    also agility may be the way for low poise builds to escape stunlock, saw some footage of someone we can't name here with 40 agi managing to raise their shield in the middle of a full zwei stunlock

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