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TGS2011: DA2 demo hands-on, all talent descriptions


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#701
Peter Thomas

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Sabresandiego wrote...

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.


They're each a separate on-hit check. Checks one. If that fails, check the other. So it would be around a 70% chance to get a Stagger.

#702
-Skorpious-

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Peter Thomas wrote...

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.


Is cunning a stat worth investing him for warrior tanks? I assume that defense/dodge rating is more beneficial to a rogue (for tanking purposes) while a warrior would be better off using talents such as Shield Wall, Turn the Blase, or tank-based plate equipment with +defense to improve his/her dodge rating. 

#703
Adhin

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Well think of it this way, Strength is your damage stat and requirement for armor, other stats maybe required like Con. You could make a Tank based off STR and CUN (as long as all high end base armor doesn't require a lot of CON). Good chance the stats are a bit free-flowing like they where in DAO. That being its not about picking 1 and maxing it but getting 1 above 40 and 1-2 other at 30+.

So I'd say its definitely one way to go, but that's off an assumption sadly, as we don't have item stats. Personally I hate not having item requirements ahead of time. That's the kinda thing you have to know before building your char and I had to look that stuff up for DAO as you couldn't find out in game till you where 10+ at which point its kinda late to try to get your str up to spec in time for anything important.

#704
-Skorpious-

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I was thinking on just putting points in STR, CON, and WILL now that DEX isn't necessary for tanks.

#705
Adhin

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My current plan is enough STR to ware the heavy stuff and then all CON. Not sure how well that'll work but I don't care to much. I like having huge health pools. The other thing to consider is, generally speaking, %based damage resistance isn't as useful as direct damage values.

In DAO, for example, if a mobs doing 50 base damage, and you have 40 Armor, they do 10 to you. Same numbers but you have 60% from Armor in DA2, and its 20 dmg. Obviously I can't be to sure but couple that with how healing now works (entirely % based, potion and spells) and having an ass ton of HP seems like a more viable method then it was in DAO.

In DAO, having a TON of hp only meant healing spells didn't really help as much and you where better off focusing on tons of Armor and Defense. Anything else for tanking was mostly useless. Hopefully this new setup makes it all a tad more equal ended.

-edit-
Feel like I should clarify that %DR (DA2) vs DR (DAO), percent based is more balanced and allows for a greater range of damage. It seems to me that damage is just a tad more then DAO was, probably a bigger scale. Looking at the giantbomb video shows lvl 9 Hawke, with 27 STR having 48 DPS, and some im guessing 'dmg' number to the right of it shows 28. Not sure how the 2 work together but Mighty Blow (which does x base dmg (not sure how much) does 112 base dmg, +56 with an upgrade (looks like the upgrade basically does 50% dmg to that).

Anyways, point is much larger damage totals from skills gets a larger chunk taken away now due to armor being percent based which will, ultimately, keep things probably bit closer. But your never gonna get into a situation where your only taking 1 dmg (unless the monsters dmg is literally super tiny). Least I don't think so, they may not have a cap on how much %armor you can get due to lvl differences.

Bah more stuff for me to be curious about.

Modifié par Adhin, 21 février 2011 - 01:54 .


#706
Peter Thomas

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-Skorpious- wrote...

Is cunning a stat worth investing him for warrior tanks? I assume that defense/dodge rating is more beneficial to a rogue (for tanking purposes) while a warrior would be better off using talents such as Shield Wall, Turn the Blase, or tank-based plate equipment with +defense to improve his/her dodge rating.


For me, Aveline was roughly equal Str, Cun and Con.

#707
Taleroth

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Peter Thomas wrote...

-Skorpious- wrote...

Is cunning a stat worth investing him for warrior tanks? I assume that defense/dodge rating is more beneficial to a rogue (for tanking purposes) while a warrior would be better off using talents such as Shield Wall, Turn the Blase, or tank-based plate equipment with +defense to improve his/her dodge rating.


For me, Aveline was roughly equal Str, Cun and Con.

And that just made me realize there are no dexterity requirements on Sword and Shield talents.  Which then made me realize there are no stat requirements period.

Modifié par Taleroth, 21 février 2011 - 06:57 .


#708
marshalleck

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 I really love it when Bioware lets Mr. Peter Thomas out of his box. :happy: He's such a wealth of information. 

#709
Guest_distinguetraces_*

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Peter Thomas wrote...
For me, Aveline was roughly equal Str, Cun and Con.


...?

Why pump crit damage (Cun) without pumping crit chance (Dex)? Is there something else cunning does that I'm not realizing?

#710
Taleroth

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marshalleck wrote...

 I really love it when Bioware lets Mr. Peter Thomas out of his box. :happy: He's such a wealth of information. 

I might have to be both a Zoeller and Thomas fanboy, now.

#711
Wicknap

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distinguetraces wrote...

Peter Thomas wrote...
For me, Aveline was roughly equal Str, Cun and Con.


...?

Why pump crit damage (Cun) without pumping crit chance (Dex)? Is there something else cunning does that I'm not realizing?


Cunning also helps DEF

#712
marshalleck

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Taleroth wrote...

marshalleck wrote...

 I really love it when Bioware lets Mr. Peter Thomas out of his box. :happy: He's such a wealth of information. 

I might have to be both a Zoeller and Thomas fanboy, now.

I'm a total fanboy. And now I'll stop off-topic posting. Just wanted to state my appreciation for the information!

#713
nightcobra

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Wicknap wrote...

distinguetraces wrote...

Peter Thomas wrote...
For me, Aveline was roughly equal Str, Cun and Con.


...?

Why pump crit damage (Cun) without pumping crit chance (Dex)? Is there something else cunning does that I'm not realizing?


Cunning also helps DEF


yup, basically the perfect defense with both armor and evade rate.

#714
Sylvius the Mad

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Our closing attacks involve some very rapid movement toward our opponents. Are there abilities that allow a similarly rapid movement AWAY from our opponents?

#715
Fadook

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Peter Thomas wrote...

-Skorpious- wrote...

Is cunning a stat worth investing him for warrior tanks? I assume that defense/dodge rating is more beneficial to a rogue (for tanking purposes) while a warrior would be better off using talents such as Shield Wall, Turn the Blase, or tank-based plate equipment with +defense to improve his/her dodge rating.


For me, Aveline was roughly equal Str, Cun and Con.


So is Con actually useful in DA2? Because in Origins it just wasn't worth putting points into Constitution when you could put them into Strength and/or Dexterity.

#716
ViSeiRa

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@Sylvius: Only for rogues I guess, there's this skill called Evade.

#717
Taleroth

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Fadook wrote...

Peter Thomas wrote...

-Skorpious- wrote...

Is cunning a stat worth investing him for warrior tanks? I assume that defense/dodge rating is more beneficial to a rogue (for tanking purposes) while a warrior would be better off using talents such as Shield Wall, Turn the Blase, or tank-based plate equipment with +defense to improve his/her dodge rating.


For me, Aveline was roughly equal Str, Cun and Con.


So is Con actually useful in DA2? Because in Origins it just wasn't worth putting points into Constitution when you could put them into Strength and/or Dexterity.

 Similarly how worthwhile is Willpower.  I know we have another thread on stats around here, maybe I should see if we already have this particular insight.  I'm kind of hoping they're not flat additions to just the pools again.

#718
Sylvius the Mad

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ViSeirA wrote...

@Sylvius: Only for rogues I guess, there's this skill called Evade.

So actually moving away from opponents will require some sort of crowd control.  Got it.

I like trading space for time in combat (my fights routinely take longer than I think the designers intend, because I'm backing up a lot), and the existence of the Bolster ability makes buying time obviously valuable.

#719
Sabresandiego

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Does fatiguing fog negatively effect friendlies on nightmare? Thats a confusing talent because it reduces enemy attack by 50% and speed by 50%, but its upgrades benefit allies by obscuring. So it wouldn't make sense if it both helped and hurt your teamates on nightmare, but I am looking for clarification on that.

#720
Icy Magebane

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What I'm not understanding is why so many abilities have contradictory level and skill requirements. If you look at Death Hex, it says the level req is 4, but you need 5 other entropy skills to get that upgrade. This makes it impossible to learn at level 4, so why even give it a level requirement? Those kinds of roadblocks appear all over the trees, regardless of class. So really, this system is even more restrictive than the one from DA:O.



Maybe I'm wrong, but I thought you got 1 talent point per level...

#721
Taleroth

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Icy Magebane wrote...

What I'm not understanding is why so many abilities have contradictory level and skill requirements. If you look at Death Hex, it says the level req is 4, but you need 5 other entropy skills to get that upgrade. This makes it impossible to learn at level 4, so why even give it a level requirement? Those kinds of roadblocks appear all over the trees, regardless of class. So really, this system is even more restrictive than the one from DA:O.

Maybe I'm wrong, but I thought you got 1 talent point per level...

You do get 1 talent point per level, but there are other ways to get talent points than leveling.  So you may have the opportunity to have 6 talent points by level 4, but only 4 of those from levels.

I don't know if that'll genuinely be true for DA2, but there were things like tomes, quests, or becoming a grey warden that all gave a talent point in DAO.

Modifié par Taleroth, 21 février 2011 - 08:58 .


#722
JSLfromBx

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Peter Thomas wrote...

-Skorpious- wrote...

Is cunning a stat worth investing him for warrior tanks? I assume that defense/dodge rating is more beneficial to a rogue (for tanking purposes) while a warrior would be better off using talents such as Shield Wall, Turn the Blase, or tank-based plate equipment with +defense to improve his/her dodge rating.


For me, Aveline was roughly equal Str, Cun and Con.


that's funny because it's exactly what I was planning on doing for my main tank character i'll simply put 1 point in str,cuning and con every level. simple.

#723
Phoenixblight

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Icy Magebane wrote...

What I'm not understanding is why so many abilities have contradictory level and skill requirements. If you look at Death Hex, it says the level req is 4, but you need 5 other entropy skills to get that upgrade. This makes it impossible to learn at level 4, so why even give it a level requirement? Those kinds of roadblocks appear all over the trees, regardless of class. So really, this system is even more restrictive than the one from DA:O.

Maybe I'm wrong, but I thought you got 1 talent point per level...



You get 2 talent points when you start the game.....

#724
Icy Magebane

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Phoenixblight wrote...

You get 2 talent points when you start the game.....


So that's 2 points in addition to the skill you start with, or 1 point and a starting skill?  And thanks for helping me understand this...   Every bit of info is appreciated.

#725
Sabresandiego

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Phoenixblight wrote...

Icy Magebane wrote...

What I'm not understanding is why so many abilities have contradictory level and skill requirements. If you look at Death Hex, it says the level req is 4, but you need 5 other entropy skills to get that upgrade. This makes it impossible to learn at level 4, so why even give it a level requirement? Those kinds of roadblocks appear all over the trees, regardless of class. So really, this system is even more restrictive than the one from DA:O.

Maybe I'm wrong, but I thought you got 1 talent point per level...



You get 2 talent points when you start the game.....


How do you know?