TGS2011: DA2 demo hands-on, all talent descriptions
#676
Posté 21 février 2011 - 05:04
#677
Posté 21 février 2011 - 05:19
Seems hawke uses fire lightning telekinetic and blood magic (going off trailers etc).
I wonder if rock armor will have a really noticeable effect in reducing damage taken.
#678
Posté 21 février 2011 - 05:26
#679
Posté 21 février 2011 - 05:27
Freakaz0idx wrote...
Is there a reason why the force mage, blood mage and another tree weren't covered? A mage has 9 trees right? only 6 were posted. Maybe I need to dig through 28 pages.
None of the specializations were posted.
#680
Posté 21 février 2011 - 05:27
Freakaz0idx wrote...
Is there a reason why the force mage, blood mage and another tree weren't covered? A mage has 9 trees right? only 6 were posted. Maybe I need to dig through 28 pages.
None of the specializations are covered in this thread because the specializations were locked or not to be seen in the demo.
#681
Posté 21 février 2011 - 05:28
Naitaka wrote...
Well to be fair, Sleep + Entropic Cloud will give a 10 second sleep/paralyze plus another 15 second paralyze on all the target you have slept (50% chance) if you time the cloud right. Also that combo will have a 6m radius as opposed to 4m from Chaos, so I wouldn't say that mage doesn't have as good a crowd control option as rogue. Although it does cost way more mana than Chaos.
The description gives a 6 m radius for Sleep, it doesn't say what Entropic Cloud's radius is.
The Rogue's ability can't have friendly fire (As you control your companions they won't fight against each other -- both sleep and Entropic cloud do have friendly fire.)
The Rogue's full 20 second ability can be done at level 9, as opposed to level 12 for the mage.
Even if your are using the 75 mana to combine the upgraded versions, Coma and Death Cloud, the enemies would have to stay in the same spot for both to work. The first spell would Paralyze 50% of normal monsters in the radius, if they have no resistance, Then death cloud would, if I'm reading it correctly, keep those 50% paralyzed for another 15s, apply the entropy tree effects on one character, and then applies the Enemy attack speed: -50%,
Enemy movement speed: -50%, Enemy damage resistance: -25% to the others in the cloud.
The mage still has the 50% unaffected by Sleep/Coma to contend with in order to get off the second spell.
IMHO, from reading the spell descriptions, the Rogue effect is far superior, and of the limited crowd control spells in the mage trees, I see nothing that compares for effectiveness.
Taking away mass paralyzation,Sleep, whose resistance is based off your magic stat, and mage spell combos, grease,
earthquake, blizzard, glyph of neutralization, mana clash, and giving Waking Nightmare to the Rogue, and replacing them with no large crowd control spells has really impacted the effectiveness of a mage to control the battlefield.
My hope is that force mage has some crowd control spells, that don't affect the mage. They will most likely have friendly fire.
Alodar
Modifié par Alodar, 21 février 2011 - 05:35 .
#682
Posté 21 février 2011 - 05:35
#683
Posté 21 février 2011 - 05:38
Modifié par themageguy, 21 février 2011 - 05:41 .
#684
Posté 21 février 2011 - 05:41
#685
Posté 21 février 2011 - 06:03
#686
Posté 21 février 2011 - 06:08
Sal_add wrote...
Where is daft hands for the rouge? Is it no longer a talent?
Lockpicking is based purely on the rogues cunning stat
#687
Posté 21 février 2011 - 06:23
#688
Posté 21 février 2011 - 06:24
Does anyone know how many times that's been asked now? I'm trying to keep a running tally but it is quite daunting.
#689
Posté 21 février 2011 - 06:36
#690
Posté 21 février 2011 - 06:39
themageguy wrote...
but didnt DG say the red eyes was blood magic? Suppose he just used blood magic to fuel his crushing prison deathblow.
Seems hawke uses fire lightning telekinetic and blood magic (going off trailers etc).
I wonder if rock armor will have a really noticeable effect in reducing damage taken.
This seems to be a misconception about what those bonuses give. If something says "Armor +25%", it doesn't mean that your armor value (say... 67) is increased by 25% (giving ~84), it means that the physical damage resistance is increased by 25%. Say Armor of 67 at your level gives 39% physical damage resistance. Turn on that other ability and it becomes 64%.
So Rock Armor reduces all physical damage done to the character by 1/4. Likewise, the Warrior mode Turn The Blade gives a 10% Defense bonus. This means 1/10th of enemy attacks will miss you.
#691
Posté 21 février 2011 - 06:44
Peter Thomas wrote...
themageguy wrote...
but didnt DG say the red eyes was blood magic? Suppose he just used blood magic to fuel his crushing prison deathblow.
Seems hawke uses fire lightning telekinetic and blood magic (going off trailers etc).
I wonder if rock armor will have a really noticeable effect in reducing damage taken.
This seems to be a misconception about what those bonuses give. If something says "Armor +25%", it doesn't mean that your armor value (say... 67) is increased by 25% (giving ~84), it means that the physical damage resistance is increased by 25%. Say Armor of 67 at your level gives 39% physical damage resistance. Turn on that other ability and it becomes 64%.
So Rock Armor reduces all physical damage done to the character by 1/4. Likewise, the Warrior mode Turn The Blade gives a 10% Defense bonus. This means 1/10th of enemy attacks will miss you.
Do armor and items still give defense as numbers (as in DAO where you might have 80 defense, which means against an opponent with 80 attack its a 50/50 chance to hit {i think}) or is it now just if something gives you defense then you have that percentage chance of avoiding physical damage?
#692
Posté 21 février 2011 - 06:49
Shiro_the_Gambler wrote...
There is no Arcane Warrior...
Does anyone know how many times that's been asked now? I'm trying to keep a running tally but it is quite daunting.
Oh, well excuuuuuuse me. I didn't mean to offend you with my question >.>. But thanks for the answer anyway.
Very disappointing I must say. Certainly takes away some of my excitement for the game. And since the Arcane Warrior of DAO is the only mage I've ever really enjoyed playing as in this type of game, that totally takes away any reason for me to play as a mage, unless there's a trophy for it. And if there is.....I won't enjoy it.
But aside from this MAJOR step back (for my tastes), everything else in the game is a major leap forward. Good Job BioWare......aside from taking away my Arcane Warrior......please add it back in a patch or DLC.
#693
Posté 21 février 2011 - 06:58
Larry L wrote...
Shiro_the_Gambler wrote...
There is no Arcane Warrior...
Does anyone know how many times that's been asked now? I'm trying to keep a running tally but it is quite daunting.
Oh, well excuuuuuuse me. I didn't mean to offend you with my question >.>. But thanks for the answer anyway.
Very disappointing I must say. Certainly takes away some of my excitement for the game. And since the Arcane Warrior of DAO is the only mage I've ever really enjoyed playing as in this type of game, that totally takes away any reason for me to play as a mage, unless there's a trophy for it. And if there is.....I won't enjoy it.
But aside from this MAJOR step back (for my tastes), everything else in the game is a major leap forward. Good Job BioWare......aside from taking away my Arcane Warrior......please add it back in a patch or DLC.
What is so interesting about the arcane warrior? Buff...buff...buff...auto attack. Go get a drink or a smoke come back everything is dead. No excitement there.
Modifié par Phoenixblight, 21 février 2011 - 06:59 .
#694
Posté 21 février 2011 - 06:59
Peter Thomas wrote...
themageguy wrote...
but didnt DG say the red eyes was blood magic? Suppose he just used blood magic to fuel his crushing prison deathblow.
Seems hawke uses fire lightning telekinetic and blood magic (going off trailers etc).
I wonder if rock armor will have a really noticeable effect in reducing damage taken.
This seems to be a misconception about what those bonuses give. If something says "Armor +25%", it doesn't mean that your armor value (say... 67) is increased by 25% (giving ~84), it means that the physical damage resistance is increased by 25%. Say Armor of 67 at your level gives 39% physical damage resistance. Turn on that other ability and it becomes 64%.
So Rock Armor reduces all physical damage done to the character by 1/4. Likewise, the Warrior mode Turn The Blade gives a 10% Defense bonus. This means 1/10th of enemy attacks will miss you.
Thats kind of confusing but I understand what you are saying. You are saying that talents that boost attack, defense, damage, or armor are additive instead of multiplicative. So for example if I am using cleave (boosts damage by 100%) and might (boosts damage by 10%) I am doing 210% damage rather than 220% damage. Is this correct?
#695
Posté 21 février 2011 - 07:00
Larry L wrote...
Shiro_the_Gambler wrote...
There is no Arcane Warrior...
Does anyone know how many times that's been asked now? I'm trying to keep a running tally but it is quite daunting.
Oh, well excuuuuuuse me. I didn't mean to offend you with my question >.>. But thanks for the answer anyway.
Very disappointing I must say. Certainly takes away some of my excitement for the game. And since the Arcane Warrior of DAO is the only mage I've ever really enjoyed playing as in this type of game, that totally takes away any reason for me to play as a mage, unless there's a trophy for it. And if there is.....I won't enjoy it.
But aside from this MAJOR step back (for my tastes), everything else in the game is a major leap forward. Good Job BioWare......aside from taking away my Arcane Warrior......please add it back in a patch or DLC.
That came out a little wrong, I apologize. I've just seen the question an awful lot recently. They probably aren't going to put it in at a later time either. They want the classes to be more distinctive. If you spec your character a little differently, they will be able to wear different armor but mages are stuck with staves as weapons. The three specializations the mages get are Force Mage (new spec, seems to have a knockdown/back flair to it), Blood Mage, and Spirit Healer.
#696
Posté 21 février 2011 - 07:02
ghostmessiah202 wrote...
Do armor and items still give defense as numbers (as in DAO where you might have 80 defense, which means against an opponent with 80 attack its a 50/50 chance to hit {i think}) or is it now just if something gives you defense then you have that percentage chance of avoiding physical damage?
Attack and Defense are party member stats. The party member's values are the ones that matter. There is also a difference between flat numbers given for Attack and Defense (and Armor and Resistances) and percentages. Flat numbers are added together and converted into a percentage value, which then has your percentage bonuses added on top of it.
Items generally give flat numbers for those stats (which go up as you get better items), and abilities generally give percentages (since they stay the same throughout the game).
Cunning gives you 84 Defense + 16 Defense from a sweet pair of boots = 100 Defense, yielding 32% Defense + 20% bonus from a mode = 52% chance to avoid enemy attacks.
Attack values for enemies only really matter if they deviate from the norm. An enemy Attack penalty effectively increases your Defense, and a bonus lowers it.
#697
Posté 21 février 2011 - 07:05
Sabresandiego wrote...
Thats kind of confusing but I understand what you are saying. You are saying that talents that boost attack, defense, damage, or armor are additive instead of multiplicative. So for example if I am using cleave (boosts damage by 100%) and might (boosts damage by 10%) I am doing 210% damage rather than 220% damage. Is this correct?
Yes. The exception are the CCC effects. It says 400% damage, not +400%. Get the base damage, put in all multipliers, then multiply all that by 4 for the CCC bonus.
#698
Posté 21 février 2011 - 07:12
Peter Thomas wrote...
Sabresandiego wrote...
Thats kind of confusing but I understand what you are saying. You are saying that talents that boost attack, defense, damage, or armor are additive instead of multiplicative. So for example if I am using cleave (boosts damage by 100%) and might (boosts damage by 10%) I am doing 210% damage rather than 220% damage. Is this correct?
Yes. The exception are the CCC effects. It says 400% damage, not +400%. Get the base damage, put in all multipliers, then multiply all that by 4 for the CCC bonus.
So just to confirm I understand, Ill go back to my tornado +cleave + sunder example (Yes I cant wait to play my warrior and set up sweet CCC's!).
Tornado = 100% crit whirlwind
Sunder = 50% stagger on crits
Claymore = 40% stagger on hits
Therefore when I use tornado while under the influence of Claymore and Sunder I should have a 90% chance to stagger everyone around me, correct? The reason this scenario is confusing is because the stagger effect doesn't say +50% but rather just 50%. Is this a scenario where the larger percentage simply overrides the lower percentage or is it additive as well.
Modifié par Sabresandiego, 21 février 2011 - 07:26 .
#699
Posté 21 février 2011 - 07:13
Phoenixblight wrote...
Larry L wrote...
Shiro_the_Gambler wrote...
There is no Arcane Warrior...
Does anyone know how many times that's been asked now? I'm trying to keep a running tally but it is quite daunting.
Oh, well excuuuuuuse me. I didn't mean to offend you with my question >.>. But thanks for the answer anyway.
Very disappointing I must say. Certainly takes away some of my excitement for the game. And since the Arcane Warrior of DAO is the only mage I've ever really enjoyed playing as in this type of game, that totally takes away any reason for me to play as a mage, unless there's a trophy for it. And if there is.....I won't enjoy it.
But aside from this MAJOR step back (for my tastes), everything else in the game is a major leap forward. Good Job BioWare......aside from taking away my Arcane Warrior......please add it back in a patch or DLC.
What is so interesting about the arcane warrior? Buff...buff...buff...auto attack. Go get a drink or a smoke come back everything is dead. No excitement there.
I didn't buff with my Arcane Warrior/Blood Mage. I was purely offensive, I had Wynne as a dedicated healer. I never really used buffs in the game aside from haste and whatever buffs Allistair or Shale would have going. My Arcane Warrior/ Blood Mage was just pure damage really. I'd rip off fire and lighting storms, run into the middle and when I was surrounded I'd cast the Blood Mage AoE stun spell which I always mistakenly call Blood Control because I always forget the actual name, then get out of the damage zone and clean up the left-overs with StarFang.
Though I really had the freedom to take out mobs however I wanted. I always switch up my battle tactics, I didn't always use that series of events. I pretty much had 3 or 4 different ways I could win any given battle. It was a godly class, and certainly over-powered. But it's my game, and has no online/pvp. So if I want to play as an over-powered Arcane Warrior/Blood Mage demi-god, I should be able to do so.
Bottom line is..... it was alot of people's favorite class, or at least one of. I don't see the logic behind taking it out. Just my opinion on the matter.
#700
Posté 21 février 2011 - 07:21





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