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Dragons Dogma Builds Thread.

Posted: Sun Jan 17, 2016 11:25 am
by XlOz
Hi to all of you awesome people in here <3.

In Dragons dogma the starts are a bit different than what you might be used to. ones you change class you will keep your level and STATS. The different classes builds up different stats so you will prob swap classes some times to get your own unick build. :)

here is what all the classes will be giving in stats evry level. (all of this is taken from the Wikia)

Starting Vocations and Stats (Basic Vocations only)
Fighter HP : 450 Stamina : 540 Attack : 80 Defence : 80 Magick Attack : 60 Magick Defense : 60
Strider HP : 430 Stamina : 540 Attack : 70 Defence : 70 Magick Attack : 70 Magick Defense : 70
Mage HP : 410 Stamina : 540 Attack : 60 Defence : 60 Magick Attack : 80 Magick Defense : 80
Basic Vocations
Fighter
The Fighter provides great Defensive stats at the expense of Magick and Magick Defense. It also sports good Offensive stats early on.


Under Lv10 HP : 31 Stamina : 20 Attack : 4 Defence : 3 Magick Attack : 2 Magick Defense : 2
Lv10+ HP : 37 Stamina : 15 Attack : 4 Defence : 4 Magick Attack : 2 Magick Defense : 1
Lv100+ HP : 15 Stamina : 5 Attack : 1 Defence : 3 Magick Attack : 0 Magick Defense : 0


Strider
The Strider provides a consistent balance of stats across the board, and boasts above-average stamina.


Under Lv10 HP : 25 Stamina : 25 Attack : 3 Defence : 3 Magick Attack : 3 Magick Defense : 2
Lv10+ HP : 25 Stamina : 25 Attack : 3 Defence : 3 Magick Attack : 3 Magick Defense : 2
Lv100+ HP : 5 Stamina : 15 Attack : 1 Defence : 1 Magick Attack : 1 Magick Defense : 1


Mage
The Mage provides good Magick offense and defense, at the expense of Physical Offense, Defense and Stamina; Mage has the lowest cumulative stamina growth of all vocations, and has very poor comparative hit point and stamina growth from level 10-100 - other vocations with equivalent attack/defense growth score an addition 20 HP/Stamina growth points per level comparatively.


Under Lv10 HP : 22 Stamina : 20 Attack : 2 Defence : 3 Magick Attack : 4 Magick Defense : 3
Lv10+ HP : 21 Stamina : 10 Attack : 2 Defence : 1 Magick Attack : 4 Magick Defense : 4
Lv100+ HP : 10 Stamina : 10 Attack : 0 Defence : 0 Magick Attack : 2 Magick Defense : 2

Warrior
The Warrior is more offensively oriented than the Fighter, with less stamina and more HP. Warrior is second only to Mage in terms of low cumulative Stamina growth, which is an offset for high HP and Defense growth.

Lv10+ HP : 40 Stamina : 10 Attack : 5 Defence : 3 Magick Attack : 2 Magick Defense : 1
Lv100+ HP : 5 Stamina : 15 Attack : 2 Defence : 2 Magick Attack : 0 Magick Defense : 0
Note: The official strategy guide incorrectly list the hp growth for warrior level 100+ as 15 hp; but in reality it is 5 hp 15 stamina per level at level 100+. This may be a glitch but as of July 17, 2012 this has been the stat growth of warrior post level 100.

Ranger
The Ranger foregoes the Strider's balance for more Stamina and Attack and less magick-based stats. This vocation has the highest cumulative Stamina gains out of all vocations.


Lv10+ HP : 21 Stamina : 30 Attack : 4 Defence : 2 Magick Attack : 3 Magick Defense : 2
Lv100+ HP : 5 Stamina : 15 Attack : 2 Defence : 1 Magick Attack : 0 Magick Defense : 1


Sorceres
The Sorcerer has the highest cumulative Magick Attack gains out of all vocations, which is paid for by low stamina, defense and HP.


Lv10+ HP : 16 Stamina : 15 Attack : 2 Defence : 1 Magick Attack : 5 Magick Defense : 5
Lv100+ HP : 10 Stamina : 10 Attack : 0 Defence : 0 Magick Attack : 3 Magick Defense : 1


Hysbrid Vocations
Hybrid Vocations are only available once the character reaches Level 10. They are exclusive Vocations to humans (that is, the Arisen and non-pawn NPCs.)


Assassin
This vocation has the highest Strength gains out of all vocations, and the lowest Magick Attack and Magick Defense gains to compensate.


Lv10+ HP : 22 Stamina : 27 Attack : 6 Defence : 2 Magick Attack : 2 Magick Defense : 1
Lv100+ HP : 5 Stamina : 15 Attack : 3 Defence : 1 Magick Attack : 0 Magick Defense : 0


Magick'http://dragonsdogma.wikia.com/wiki/Magick_Archer'Archer
The Magick Archer is mostly balanced, with Magick Defense being the vocation's strong point at the expense of physical stats and stamina. The Stat Growths before level 100 focuses on defensive stats.


Lv10+ HP : 21 Stamina : 20 Attack : 2 Defence : 3 Magick Attack : 3 Magick Defense : 4
Lv100+ HP : 10 Stamina : 10 Attack : 1 Defence : 0 Magick Attack : 1 Magick Defense : 2


Mystic'http://dragonsdogma.wikia.com/wiki/Mystic_Knight'Knight
The Mystic Knight has mostly balanced stats, but with increased HP and less Stamina.


Lv10+ HP : 30 Stamina : 20 Attack : 2 Defence : 3 Magick Attack : 3 Magick Defense : 3
Lv100+ HP : 15 Stamina : 5 Attack : 1 Defence : 1 Magick Attack : 1 Magick Defense : 1

All of the Augments you can get and from what class.

Fighter


Fitness Halves the Stamina consumed when you lift objects or grapple-hold opponents. RANK :2 DP COST:700
Vigilance Increases your maximum HP by 100. RANK :2 DP COST:700
Egression This allows for easier escapes - halves the L-stick wiggles needed to free yourself. RANK :5 DP COST:2,800
Sinew
Increases the weight that you can carry by 20kg, and increases the weight needed to go from all weight burden categories up to the next. RANK :5 DP COST:2,800
Exhilaration When health is critical, attack is increased by 1.5 times. 1.35x with Dark Arisen. RANK :7 DP COST:4,500
Prescience Performing perfect blocks is easier (five more frames in which you can guard.) RANK :7 DP COST:4,500
Vehemence Strength is increased by 1.1 times. RANK:8 DP COST:6,000

Strider


Dexterity Enables you to clamber up cliffs and other terrain more quickly. RANK :2 DP COST:700
Endurance Increases your maximum stamina by 100. RANK :2 DP COST:700
Damping No recoil after firing your bow. RANK :3 DP COST:1,300
Eminence Jumping attacks are more powerful - 1.3 times the power. RANK :5 DP COST:2,200
Grit Halves the recovery time when you run out of Stamina. RANK :5 DP COST:2,200
Arm-Strength Halves the Stamina consumed when you cling to objects or climb terrain or monsters. RANK :7 DP COST:4,500
Leg-Strength Renders you one rank lighter for purposes of mobility RANK :9 DP COST:7,000

Mage


Equanimity While your health is critical, Magick is amplified by 1.5 times. 1.2x with Dark Arisen. RANK :2 DP COST:700
Intervention "Reduces cumulative damage when you are debilitated by the Five Archmagicks" - the primary effect is the prevention of catching fire RANK :2 DP COST:700
Apotropaism Magick Defense is increased by 30. RANK :4 DP COST:1,800
Beatitude Healing Magick (Halidom, Anodyne, Jewel of Health) lasts 1.5 times longer. RANK :4 DP COST:1,800
Perpetuation Enchantments last 30% longer. RANK :7 DP COST:3,500
Attunement Magick Attack is increased by 10%. RANK :9 DP COST:7,000
Inflection Halves the damage taken while preparing spells. This augment is BUGGED RANK :9 DP COST:7,000

Warrior


Bastion Increases Defenses by 50. Stats do not reflect adjustment. RANK :1 DP COST:900
Ferocity Increases damage dealt from your Core Skills by 10%. RANK :3 DP COST:1,300
Audacity Makes you harder to knock off your feet while charging an attack?reduces knockback and stagger accumulation by 15%. RANK :7 DP COST:4,500
Temerity Halves the damage taken while charging an attack. RANK :7 DP COST:4,500
Impact Improves your ability to knock down opponents with physical attacks. RANK :8 DP COST:8,000
Clout Increases Strength by 20%. RANK :9 DP COST:10,000
Proficiency Reduces the Stamina consumed when you perform a physical weapon-skill by 25%. Does not affect bows. RANK :9 DP COST:10,000

Ranger


Longevity Increases your maximum HP by 100. RANK :2 DP COST:700
Radiance Causes your lantern to illuminate an area that is 20% wider. RANK :2 DP COST:700
Efficacy The effect of Health and Stamina restoration items on the user is increased by 20%. RANK :6 DP COST:3,500
Morbidity Increases cumulative damage to foes you debilitate with non-Archmagick attacks. (description may confuse, actually increases the chance to inflict a non-elemental debilitation) RANK :6 DP COST:3,500
Trajectory Causes your arrows to fly 30% farther. RANK :6 DP COST:3,500
Precision Keeps your arrows from flying off mark when you loose them whilst in motion - reduces arrow deviation and spread from center when strafing RANK :8 DP COST:7,000
Stability Prevents mighty winds from hampering your mobility - only works against wind based buffet attacks. RANK :8 DP COST:7,000

Sorcerer


Awareness Increases Magick Defenses by 50. Stats do not reflect adjustment. RANK :1 DP COST:1,200
Emphasis Increases the ability to knock down an enemy with spells that cause Knockdown. RANK :2 DP COST:1,200
Suasion Enables you to negotiate higher prices for items and equipment you sell. Items are sold for 1.15 times the sell price - stacks with other party members for a max of 1.749 increase in sell price. RANK :2 DP COST:1,200
Conservation Reduces the Stamina consumed when you perform a magick weapon-skill by 15%. No effect on Magick Bows. RANK :7 DP COST:6,000
Gravitas Makes it difficult for foes to knock you off your feet while you prepare spells. (Affects Knockdown resistances during spell incantation) RANK :7 DP COST:6,000
Acuity Increases Magick Attack by 20% RANK :9 DP COST:9,000
Articulacy Shortens all spell casting time by 15%, stacks with the Wyrmking's Ring. RANK :9 DP COST:9,000

Mystic Knight

Fortitude Increases Defenses by 30. RANK :1 DP COST:1,200
Adamance Halves the Stamina consumed when you block attacks with your shield. RANK :3 DP COST:1,800
Periphery Helps keep your footing when you block attacks with your shield - increases Stagger Resistance by 50. RANK :3 DP COST:1,800
Reinforcement Pawns you aid get a boost of 1.2 times to Defenses and Magick Defenses for 1 minute. RANK :6 DP COST:4,000
Retribution Grants pawns you aid a temporary gain in their Strength and Magick - 1.2 times greater for 1 minute. RANK :6 DP COST:4,000
Restoration Increases the amount of Health restored when rescuing pawns? recovers 75% instead of the normal 50% of their total amount. Stacks with the Wanderlust Ring. RANK :9 DP COST:7,000
Sanctuary When your health is critical, Defenses and Magick Defenses are raised by 50%. RANK :8 DP COST:7,000

Assassin


Watchfulness Halves all the damage taken when your blade is sheathed. RANK :1 DP COST:1,200
Entrancement Increases max stamina by 100 at night (9PM - dawn). RANK :2 DP COST:1,200
Sanguinity Increases max health by 100 at night (9PM - dawn). RANK :3 DP COST:1,800
Bloodlust Strength and Magick are up 70%, plus Defenses and Magick Defenses are increased by 30 at night (9PM - dawn).Strength & Magick are up only 20% with Dark Arisen. RANK :4 DP COST:2,400
Preemption Doubles the damage dealt when enemies are not in battle stance. (possibly Bugged) RANK :6 DP COST:4,000
Toxicity "Sharply increases the cumulative damage wrought by your poison attacks." (Description is misleading - actually greatly increases the chance to poison, but poison damage is not increased) RANK :8 DP COST:7,000
Autonomy When venturing forth alone, Strength & Magick are up 70% and Defenses & Magick Defenses are increased by 30.Strength & Magick are up 20% with Dark Arisen. RANK :9 DP COST:8,000

Magich Archer


Detection Expands one's field of vision, more easily revealing unknown areas of the map - removes more of the fog from the map when exploring an area the first time. RANK :2 DP COST:1,000
Potential Stamina limit is increased by 100. RANK :2 DP COST:1,000
Resilience Halves damage done from falling, though it still doesn't save you from death. RANK :6 DP COST:4,000
Allure Doubles the increase in your affinity when you give items to non-pawns. RANK :8 DP COST:7,000
Regeneration Causes your Health to slowly return with the passage of time - heals 1 HP every 3 seconds. RANK :8 DP COST:7,000
Magnitude Increases the effect when you debilitate adversaries with the Five Archmagicks. (appears to be bugged, actual effect unknown) RANK :9 DP COST:7,500
Resistance Reduces cumulative damage when you are debilitated by non-Archmagick. (description is misleading -actually greatly increases resistance to non-archmagick debilitations) RANK :9 DP COST:7,500

Secret Augments

Acquisition Hastens the speed with which you gather and mine items. N/A DP COST:2,000
Adhesion Makes it harder for an enemy to throw you off whilst clinging to it. N/A DP COST:10,000
Athleticism Reduces Stamina consumed whilst running. N/A DP COST:13,000
Conveyance Hastens your movement speed whilst carrying a person or object. N/A DP COST:1,700
Facility Hastens the reloading process for ballistae, allowing you to fire bolts more quickly. N/A DP COST:3,000
Flow Keeps you from being slowed while fording water or marshland. N/A DP COST:4,000
Fortune Increases the likelihood enemies will drop Rift Crystals. N/A DP COST:12,000
Grace : Raises the threshold for taking damage from falls, allowing you to safely alight from greater heights. N/A DP COST:10,000
Mettle Increases the ratio of white, recoverable Health when you take damage. N/A DP COST:8,000
Opportunism Augments your Strength whilst you cling to a foe by 20%. N/A DP COST:11,000
Predation Slightly restores Health when you deliver the killing blow to a foe. N/A DP COST:8,000
Prolongation Makes your lantern oil last longer, greatly extending its duration of use. N/A DP COST:7,000
Recuperation Hastens the speed with which you recover lost Health from curative magic and healing springs. N/A DP COST:7,000
Tenacity Grants a chance that any attack which would reduce your Health to 0 leaves you with 1 Health instead. N/A DP COST:11,000

I was thinking if people woud share the builds they made for Dragons Dogma?

I can start with mine. Im working on a Mythic Knight (Attack focused) at the moment and right now it wiill be looking like this.

1-100
Strider 1-10
Warrior 10-30
Assassin 30-50
MK 50-85
MA 85-90
Fighter 90-100

100-200
MA 100-150
MK 150-200

HP-4670
ST-3205
ATT-537
MAG-417
DEF-407
MAG DEF-413

Augments:
Vehemence Strength is increased by 1.1 times.
Clout Increases Strength by 20%.
Sanctuary When your health is critical, Defenses and Magick Defenses are raised by 50%.
Bloodlust Strength and Magick are up 70%, plus Defenses and Magick Defenses are increased by 30 at night (9PM - dawn).Strength & Magick are up only 20% with Dark Arisen.
Endurance Increases your maximum stamina by 100.

This one is if i dont have any pawns with me.
Autonomy When venturing forth alone, Strength & Magick are up 70% and Defenses & Magick Defenses are increased by 30.Strength & Magick are up 20% with Dark Arisen.

And this is if i have.
Temerity Halves the damage taken while charging an attack.

Im really interrested of what people think of my build and what builds all of you awesome people will come out with :)