TGS2011: DA2 demo hands-on, all talent descriptions
#601
Posté 20 février 2011 - 01:04
#602
Posté 20 février 2011 - 02:28
Naitaka wrote...
Gnobbile wrote...
abilities' damage change depending on attribute values?
"Ability damage is based on a characters base damage, which is based on their weapon damage + primary attribute bonuses."
Thanks, bro. :happy:
... Weapon and Shield + Defender (Elemental Aegis) is awesome!!
#603
Posté 20 février 2011 - 02:50
#604
Posté 20 février 2011 - 03:39
Sabresandiego wrote...
Will miasmic flask stun friendlies in nightmare? And tremor knockback teamates?
I think so. Here are some developer quotes from this thread that address it.
Peter Thomas wrote...
Friendly fire is on Nightmare and applies to all abilities. This is for damage and effects, not targeting.
Peter Thomas wrote...
Alodar wrote...
So on nightmare mind blast would effect your own party as well?
Correct.
Peter Thomas wrote...
DSerpa wrote...
But lightning spells don't cause friendly fire damage?
Chain Lightning and Tempest don't target friendlies.
Peter Thomas wrote...
Angrimsaur wrote...
Thank you! It is great to finally get an general idea of how combat mechanics work in DA2!
Just to be sure - "all abilities" would mean it also applies to abilities like Scythe, Whirlwind or Assail (with Besiege)?
Suddenly, it seems hard to imagine a 2h warrior in a nightmare setup, since a lot of their damaging abilities seem to have arc based area damage and I can see "gap closer" area damage like Scythe just being really hard to control in terms of friendly fire.
I would be hard to control without taking it into account beforehand. Pull other characters back before using it, or divide the enemies into separate groups. There are ways to adapt, but a similar problem is faced by Mages with a lot of their abilities.
One thing I didn't choose when I used 2handers on Nightmare was Giant's Reach, because I kept my party pretty close together. This meant I couldn't get Whirlwind, but he wasn't the focus of enemy attention anyway.
Peter Thomas wrote...
Alodar wrote...
Does Sleep have friendly fire on nightmare? (it applies an effect but it's description says it targets enemies)
Yes, though it won't affect the caster.
Modifié par lazuli, 20 février 2011 - 03:40 .
#605
Posté 20 février 2011 - 06:16
Also, for skills such as Lacerate and Cleave that causes status effects on-hit. Do the effects apply only to auto-attack or do they apply to other skills as well? Example, will using Whirlwind attack with Cleave stagger enemy in a group?
Modifié par Naitaka, 20 février 2011 - 06:36 .
#606
Posté 20 février 2011 - 06:29
#607
Posté 20 février 2011 - 08:57
Naitaka wrote...
Also, for skills such as Lacerate and Cleave that causes status effects on-hit. Do the effects apply only to auto-attack or do they apply to other skills as well? Example, will using Whirlwind attack with Cleave stagger enemy in a group?
Would love an answer to this. Do passive talents effect active talents? Does sunder (50% stagger on crit) affect tornado (100% crit AOE), allowing you to AOE stagger 50% of the enemies near you? This type of synergy would really make the game fun and I really want to know if it exists, or if Sunder and other passive bonuses are only good for auto attacks.
#608
Posté 20 février 2011 - 09:13
#609
Posté 20 février 2011 - 10:39
#610
Posté 20 février 2011 - 11:12
#611
Posté 21 février 2011 - 01:15
Sabresandiego wrote...
Naitaka wrote...
Also, for skills such as Lacerate and Cleave that causes status effects on-hit. Do the effects apply only to auto-attack or do they apply to other skills as well? Example, will using Whirlwind attack with Cleave stagger enemy in a group?
Would love an answer to this. Do passive talents effect active talents? Does sunder (50% stagger on crit) affect tornado (100% crit AOE), allowing you to AOE stagger 50% of the enemies near you? This type of synergy would really make the game fun and I really want to know if it exists, or if Sunder and other passive bonuses are only good for auto attacks.
Hey Peter, saw you in the forums! You think you could answer this one? I am really curious to see if talents synergize or not, especially tornado and sunder or tornado and cleave.
#612
Posté 21 février 2011 - 02:02
First: I like the S&S talents. For a tank, the mix of sustained and activated abilities, along with some good passive abilities makes it a very viable option. I play an S&S warrior more than anything else, so it's cool that it has so many options.
Second: It seems to me that to make a great tank the Specializations really don't come into play. The Elemental Aegis tree takes care of enough magic damage to make the Templar unnecessary, and the Beserker is damage oriented. The Reaver is obviously not a good option because it involves damaging yourself (which is something tanks should avoid.)
Third: I play with a more walk in with the tank and bash skulls than drawing enemies toward the party with a scout rogue. The tank draws the threat, then the rest of the party demolishes the opposition.
So here is my level by level warrior:
1) Pommel Strike (It sucks that they FORCE me to take this talent)
2) Shield Bash (It's the only LVL 2 talent worth anything)
3) Taunt (A staple for every tank)
4) Shield Defense (Probably going to be active the entire game lol)
5) Turn the Blade (See Above)
6) Perception (No backstabby for you)
7) Pummel (Enter cross-class combos)
8) Shield Wall (Extra 50% damage reduction from behind)
9) Elemental Aegis (40% damage decrease to all elements? Yes please!)
10) Bravery (DEFINITELY should take earlier, but don't know where else to put it.)
11) Bravado (More threat = Better tank)
12) Bellow (Wider range of taunt... Need I say more?)
13) Raise the Guard (Upgrade to Turn the Blade)
14) Assault (Time to start doing some damage with the tank)
15) Battery (Cross class comboing)
16) Stonewall (Getting it to get Adamant. Already have enough defensive abilities)
17) Adamant (Passive ability for better defense? Why not?)
18) Elemental Shroud (An extra 20% against most magical attacks seems fine to me.)
19) Tremor (Good for a tank that's constantly surrounded, but not good enough to take earlier)
20) Aftershock (See above)
There are also bound to be a few extra talents throughout the game, so here's what I would take if I happened to get six:
Bravura (More damage never hurts)
Bulwark (More defense never hurts either.)
Resilience (I thought long and hard about putting this talent in the main makeup, but I couldn't find a place for it. Also, there are already a lot of talents in the warrior tree that keep Hawke on his feet.)
Resolute (An extra 10% MR is always appreciated)
Scatter (Gateway talent to Safeguard)
Safeguard (No criticals would be nice, but not necessary)
Let me know what you think because I'm always interested in feedback.
Modifié par colejossart, 21 février 2011 - 02:04 .
#613
Posté 21 février 2011 - 02:10
ViSeirA wrote...
While you're still around Peter could you tell us how the damage is calculated for talents?
Is it like (Base talent damage + base class damage + weapon damage)? or what exactly? considering that weapon damage and base class damage will change every now and then.
Ability damage is base damage multiplied by an ability damage factor.
Base Damage = 10
Mighty Blow Damage = 40
If Base Damage is raised to 15, Might Blow Damage will go to 60 (x4). Those numbers are examples. Also there may be other factors calculated in on top of that when the damage is actually being dealt.
Your Base Damage is weapon damage + attribute bonus + other specific things.
#614
Posté 21 février 2011 - 02:15
Naitaka wrote...
Another question for Peter, is there going to be certain enemy arch-type particularly resistent to certain CCC condition? Like how golem was immune to bleeding in Origin, will some enemies be immune to stagger/disorient/brittle?
Also, for skills such as Lacerate and Cleave that causes status effects on-hit. Do the effects apply only to auto-attack or do they apply to other skills as well? Example, will using Whirlwind attack with Cleave stagger enemy in a group?
Enemies are not immune to CCC effects, but they may be immune to other effects on a case by case basis. Any ability desciption that gives a chance "vs a normal enemy" will have a lesser chance of affecting a boss rank creature.
Abilities that strike with a weapon gain any on-hit effects that basic attacks can give. So, yes, auto-crit Whirlwind can Stagger a lot of enemies. If you build a Warrior so that he gets a lot of crit bonuses from other things, you might not need to invest in that particular upgrade to get the same effect.
#615
Posté 21 février 2011 - 02:15
colejossart wrote...
Several things:
First: I like the S&S talents. For a tank, the mix of sustained and activated abilities, along with some good passive abilities makes it a very viable option. I play an S&S warrior more than anything else, so it's cool that it has so many options.
Second: It seems to me that to make a great tank the Specializations really don't come into play. The Elemental Aegis tree takes care of enough magic damage to make the Templar unnecessary, and the Beserker is damage oriented. The Reaver is obviously not a good option because it involves damaging yourself (which is something tanks should avoid.)
Third: I play with a more walk in with the tank and bash skulls than drawing enemies toward the party with a scout rogue. The tank draws the threat, then the rest of the party demolishes the opposition.
So here is my level by level warrior:
(Snip)
Let me know what you think because I'm always interested in feedback.
Cool build, snipped it to save space. I also like tanking but I wanted to try something different and a little bit more risky. So I made a rough tank/ dps build. The goal is to get lot's of guys on and me then kill them as fast as possible.
(2) Shield Defense. For big bosses who deal big damage.
(1)Perception. for flanking defense
(2) Scatter. Scatter looks to be a good damage dealer and CC move.
(2) Shield Bash. I have to put 2 into shield bash because when I am the
only warrior in the party, I need some way to inflict STAGGER.
(2) Assault another good CC move.
(1) Stonewall This is really a stepping stone more than anything else
(1) Elemental Aegis for bosses again.
(1) Resilience Immunity to knockback is too good to pass up. Also, this build
focuses on dealing damage so anytime spent being knocked back is time not spent
dealing damage.
(1) Taunt Obvious tanking skill
(3) Bravery. This is the core of this build. The goal is to get lots on enemies
on me to reap the most benefits out of the damage bonuses.
Next part is to delve into Vanguard in order to up the damage.
(2) Control I chose control over might because the upgrade to control give +10%
chance to crit. Combine that with the bonus crit chance from bravery and I
should have a pretty good chance to crit.
(2) Cleave. 100% damage skill, too good to pass up on.
(1) Massacre. This effectively makes the last 1/5th of a normal enemy's health
non existent.
So that's 20 points. I guess that the goal of this build is to get enemies on
me and then rely on CC skills in the SnS tree to deal damage and stay
alive while Bravery and Vangaurd skills buff my damage and crit chance.
#616
Posté 21 février 2011 - 02:17
#617
Posté 21 février 2011 - 02:26
#618
Posté 21 février 2011 - 02:36
#619
Posté 21 février 2011 - 02:43
Also what was ur mage build? Im really liking primal myself cant wait to play it out.
#620
Posté 21 février 2011 - 02:46
Ershel wrote...
ok thnx but how will I be a battle mage?
If by battle mage you mean a mage that can stand on his own in Melee I think Primal/Arcane with Cone of Cold (Deep Freeze) from Elemental, Heoric Aura
Cone of Cold is probably the most versitle close range damage spell with AOE speed reduction and freeze. Primal will provide just the right mix of defense and offense with Rock Armor and AOE Chain Lightning + Tempest that have no FF making them much safer to use in close quarter. Add the defensive capability of Arcane Shield and Barrier, extra damage from Elemental Weapon, Death Hex and Heoric Aura for extra damage and defense for the whole party, your mage will be formidable indeed in melee combat.
That's 25 points spent, assuming we have 25~30 points by the end of DA2, Heroic Aura and Hex of Torment are optional so at most we can have another 9 points to spend on another mage spec.
Update: Oops forgot the level gating.
Modifié par Naitaka, 21 février 2011 - 03:06 .
#621
Posté 21 février 2011 - 02:46
9. Confusion
Requires: Level 5
Points required in Sabotage: 2
The rogue tricks nearby enemies, causing some to fight among themselves for a short time.
Confuse chance: 50% vs. normal enemies
Duration: 10s
Size: 4m
Cost: 30 stamina
Cooldown: 30s
Type: Activated ability
10. Chaos
Requires: Level 9
Requires: Confusion
Points required in Sabotage: 6
Confusion persists longer, and enemies who were attacking each other now leave their defenses open as well.
DISORIENT chance: 100% vs. confused targets
Duration: +10s
Type: Upgrade
Why does the rogue who is the best individual target single DPS machine also have the best crowd control spell, 50% of enemies attacking each other, and the effect lasts longer than any of the entropy spells?
This perplexes me.
Going over the six basic trees, I see no equivalent crowd control spell for the mage. The longest entropy spell is 15s and from my reading of it there is nothing as effective as half of your enemies fighting the other half.
Alodar
#622
Posté 21 février 2011 - 02:47
However, ur idea of a battlemage could be completely different to mine.
#623
Posté 21 février 2011 - 02:49
#624
Posté 21 février 2011 - 02:49
My battlemage will have a mix of abilities from Spirit, Arcane, Creation, entropy and force. Oh and rock armour.Naitaka wrote...
Ershel wrote...
ok thnx but how will I be a battle mage?
If by battle mage you mean a mage that can stand on his own in Melee I think Primal/Arcane with Heoric Aura (Valiant Aura) from Creation, Cone of Cold (Deep Freeze) from Elemental and Hex of Torment (Death Hex) would be the way to go.
Modifié par Morroian, 21 février 2011 - 02:55 .
#625
Posté 21 février 2011 - 02:51





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