Attributes are the base stats of your characters in Divinity Original Sin 2 (DOS 2). All characters begin with a basic 10 points in each attribute. Characters can be customized with 3 additional attribute points at the start and acquire 2 more points per level. A total of 30 points can be added to an attribute for a maximum of 40 points. This maximum can further be augmented through equipment. In addition, putting Combat Ability points into Polymorph (up to 5) will also give an additional attribute point each increase. The Lone Wolf talent allows players to double their investment in attributes and combat skills.
Divinity Original Sin 2 Attributes
Divinity Original Sin 2 Stats
These statistics are determined by your character’s base statistics. They can be affected by skills, stances, statuses, gear, abilities, and talents.
Damage
The damage a character inflicts when successfully hitting an enemy or an item with their equipped weapon or while unarmed.
Critical Chance
The chance a character has of dealing extra damage. Each weapon has a base critical chance which is further modified by Wits and any additional increases found on equipment.
A critical damage multiplier is the amount of extra damage the attack will do. For example, if a weapon states 180% Critical Damage, a normal hit that does 10 damage will now do 18.
Damage = (Base Damage) x (1 + Elemental Bonus%) x (1 + Attribute Bonus% + Weapon Skill Bonus% + Misc Bonuses% [if attack]) x (1 + High Ground Bonus% + Crit Bonus%) x ( 1 x Misc Bonus% [if spell])
Accuracy
Accuracy determines the chance to hit an enemy. Any number past 100% will subtract from an enemy's chance to dodge.
Dodging
Dodging determines the ability to evade attacks. Can be increased by equipping items or investing points in Dual Wielding ability.
Physical Armor
Physical armor acts as an additional layer of health on top of Vitality that will absorb physical damage first. Once physical armor reaches 0, the character is vulnerable to physically-based crowd control and Vitality will drop from physical attacks. Examples of crowd control effects:
- Knocked Down
- Bleeding
- Atrophy
- Chicken Form
- Crippled
Magical Armor
Magical Armor acts as a secondary layer of health that protects against elemental attacks that also include those that come from weapons. Once magical armor reaches 0, Vitality will start taking damage from magical attacks. The character also gets vulnerable to magically-based crowd control. Examples include:
- Sleeping
- Frozen
- Shocked
- Stunned
- Chilled
- Charmed
Experience
The amount of points needed to gain a level. This can be gained by:
- Completing quests
- Exploring new areas
- Killing enemies
- Furthering the story
Initiative
Initiative affects when a character's takes their turn in combat will be taking their turn in combat. In a party and in large enough battles, characters alternate between enemy and ally turns to act.
Vitality
Vitality is the amount of health a character has. The amount of vitality gained per level becomes exponential throughout the game, even if the amount of constitution is low.
Action Points
The ability to act during a character's turn is determined by their action points. A normal character starts with 4 points at the start of a fight and regenerates another 4 points per turn. Actions points can be saved if a character skips their turn. A maximum of 6 points can be saved, unless the character acquired the Lone Wolf talent, which adds 2 maximum action points, for a total of 8. Lone Wolf also starts combat with 6 points.
Source Points
Source Points are a new resource introduced at the end of Act I. A player can gain these for their characters during certain quests. A maximum of 3 points can be acquired throughout the Act II.
Divinity Original Sin 2 Elemental Resistances
Elemental damage is decreased by a percentage based off of the resistance a character has. For every number past 100%, a character will instead be healed by the attack. For example, if a character is hit by a fireball that is set to do 500 damage and he has a fire resistance of 150%, the character will be healed for 250 vitality. An undead character will always be healed by poison damage.
Anonymous
Anonymous
Anonymous
AnonymousI’m in Arx and have had Crit Chance above 50 % without the Hothead talent. Now when I look at Crit Chance, it is 10% lower for no apparent reason. Took off all armor and respec at the mirror and even with the base 10 wits it says that my crit Chance is 0%. Is this a bug or did I get cursed at some point?

Anonymousread what it says for the lone wolf talent. you may have had 5 ap and then +2 for the lone wolf talent, which is 7 ap. I got 8, and that was cool.

AnonymousHi, yesterday i realize that i am with 7 ap, and i dont know what have i done for this. Warrior, undead.

Anonymous
AnonymousWhen I got to the Respec Mirror I noticed that characters have different number of Total Attribute Points. Naked and with zero talents.
Currently level 9 party:
Main Elf - 22 points
Lohse - 17
Sebille - 20
Fane - 21
I have no Idea if this is a bug or just intended to be like this...???
AnonymousThe game has very little to do with memory slots. Usually there are 4, however sometimes you only have two. You can usually purchase DIMMs. [moderator removed brand mentions]
But as I said, the game ha very little to do with how many memory slots are on your motherboard.
Anonymousthe actual chance to hit is:
chance = (1 + acc) * (1 - dodge)
acc = accuracy bonus from attacker
dodge = dodge from targer
Anonymous
AnonymousHere is the formula for calculating damage:
Base Damage + Combat Abilities:Skills Bonus% = Abilities Damage
Abilities Damage+(Abilities Damage*(1*Attribute Bonus%))+(Abilities Damage*(1*Combat Abilities:Weapon Bonus%+Misc Bonus%)) = Total damage
Example:
Damage from weapon:201
from warframe:+55%
from single-handed:+50%
from finesse:+240%
from thick of the fight:+40%
Abilities Damage = 201 + 55% = 311.55
Total Damage = 311.55 + (311.55 * (1 * 240%)) + (311.55 * (1 * 50% + 40%))
= 311.55 + (311.55 * 2.4) + (311.55 * 0.9)
= 311.55 + 747.72 + 280.395
= 1339.665
If High Ground and Crit:
Total Damage * (1+High Ground Bonus%) * (1*Crit Bonus%)
It would have been much simpler and balanced that the percentages were addictive because there the bonus Combat Abilities: Weapon and spells become very low as the game progresses.
Anonymous
Anonymouswhat I really dislike about this is that you only get 2 points to spend when you level up. This means it is not viable to go for Warfare/Scoundrel because warfare depends on strength while scoundrel depends on finesse. If you spend your attribute points on those two to maximize damage, then you will lack constitution. Another disappointing fact is that finesse cannot combo with ranged or metamorph either because of weapon differences. Neither will going strength/intelligence because you will lack health. The only way is to go for a mix where comboing works, such as warfare/polymorph, ranged/warfare, etc..

AnonymousIs there any point in going higher than 100% accuracy? I know in some games going higher than 100% accuracy will translate into higher crit chance.

Anonymous
Anonymoushow do I know what a (Strength/Intelligence )"finesse-based weapons" is? I assume crossbows count (as finesse) but can't find any way to back this up.

Anonymouswhat do the damage ranges mean? Like if a weapon's damage is 25-29 and another is 23-31 which one is better? What determines when the lower or higher number is used?

AnonymousLone wolf no longer allow to put additional point, cap is 40 for all (need to be confirmed by another player), you still double your invested point.

AnonymousStrenght:|Strenght determines your Accuracy with strenght-based weapons, improves |Warfare| skills, decreases movement penalty from heavy equipment||1 point = +12% damage bonus and 20% heavy armor movement penalty ignored|Finesse:|Finesse determines your chance to hit with finesse-based weapons, improves |Hunting| and |Rogue| skills and increases your Dodge chance||1 point = +12% damage bonus and 4% Dodge bonus|Intelligence:|Intelligence determines your Accuracy with intelligence-based weapons, improves Elemental, Necromency and Summoning spells||1 point = +12% damage bonus|Constitution:|Constitution determines how much Vitality you have||1 point = +5 Vitality|Memory:|Memmory affects number of skills you can use at the same time||3 points = 1 memory Slot|Wits:|Wits affects your Critical chance, Initiative, Magic Armor, your ability to detect traps and find hidden treasures||1 point = 3.0% Critical chance +2 initiative|






I was thinking how on some simple builds things like extra memory and attributes talents and what you invest in polymorph really add up.
The point im traying to make is in A1 you can basically say that even 25% extra damage is actually multiplied additionally with combat abilities and skills and crits so its actually more so if you gain aprohimetly 50% total damage you basically gain extra hit for typical 2AP x2 actions.
Math may not be so exact but in restrictions of A1 its sort of interesting.
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