Jacks Smirking Revenge wrote...
First off thanks for answering these questions. I'm a big gameplay min/maxer guy, and this is one of my areas of concern for this game
. So thank you very much!
Now onto to the questions!
#1: Since there will no longer be any fatigue. Will there be a a limit on sustained abilities, or is it just a matter of how much stamina/magic you have? Like for example an Arcane Warrior uses like five or six sustained abilities putting them near 100% fatigue and hindering their mana pool, but once you had gotten some good pieces of gear. You could run those sustains and have maybe 80-150 mana in reserve, but the fatigue would hinder that to the use of maybe one or two spells. Without fatigue couldn't a class in theory have six or seven sustatins running leaving them with about 20-40% of their mana/stamina pool. Which is more than enough to chain abilities and spells thanks to spells such as Deathblow, Feast of the Fallen, Dark Sustence, Blood Magic, Spellboom, Mass Rejuvenation, etc. I guess a more pinpoint question would be: Are there any consequences to having a lot of sustained abilities running other than a smaller mana pool since fatigue/cost increase of spells is removed?
I had mentioned in a previous answer that the amount of mana/stamina reserved by an ability will be a percentage of your total pool. This will limit the number of sustained abilities, since you can only have up to 100% (if you don't want to be able to do anything else).
#2: You have mentioned staff deathblows do they only occur off of Staff hits(melee hit/staff projectile) only, or do they happen after a spell as well. For example I cast Shock(and I have a staff equipped) at a group of darkspawn and kill one will that trigger a deathblow? Like the one you mentioned early of the player shooting flames out of the staff, but of course for Shock it would be electricity. Or did you mean that the deathblows will only trigger for the projectile/melee swing of the staves not the spells themselves. Basically do I have to "auto attack" with my staff to get deathblow animations, or will they also trigger off of spells like; Cone of Cold, Flame Blast, Shock, Winter's Grasp, etc?
Deathblows can trigger off of basic attacks, and also off of abilities. The exact scope of the deathblow system and the number of them have not been finalized yet.
#3: I was reading through the answers topic, and when you mentioned the statistics I noticed none of them said "increase damage". Was that just understood, or will we be getting our offensive boost through spells, gear and sustained abilities we aquire as we level up and get stronger? I assume cunning no longer will increase armor penetration since it is for now the defensive attribute. Do magic, strength, and dex stilll increase damage passivly, or do they have only a more specialized purpose like you indicated; magic=resistance to magic, strength=higher impact/resistance to impact, dex=critical chance?
They increase damage passively for the class for which they are the primary attribute. Magic, for example, increases magic resistance for all classes. If you are a Mage, it will also increase your base damage which, in turn, increases the damage of all your abilities.
#4. Will pro/cons of using certain weapons still be present. For example 1h axes having a higher modifer than a longsword, but the longsword had better base damage. Or mauls/maces having higher armor penetration.
The exact stats of specific item has not been finalized yet.