TGS2011: DA2 demo hands-on, all talent descriptions
#901
Posté 23 février 2011 - 08:45
#902
Posté 23 février 2011 - 08:54
Rocambole4 wrote...
Well, peter is answering questions, I have some...
The passive stagger gained with Sunder applies to all attacks or only white swings? Whirlwind with the Tornado upgrade start to seem very nice with chain lightning if it's with all attacks...
Also, can you automate the NPCs in your group to usa abilities based on stat, i.e. chain lightning if enemy is staggered, corrosive walking bomb if disoriented, etc? Or do you have to manualy cast it?
And talking about nightmare, what does full friendly fire on lightmare? All AoE attacks or only magic AoE? What about cdondition inducing AoE, like rogue's nades?
Thanks
1. Sunder effects whirlwind, Peter answered that one. That is why Tornado is a level 13 ability and requires 4 points to get (giants reach, whirlwind, cyclone, tornado).
2. Yes
3. Thats a good question. Not sure if whirlwind does full damage to friendlies, or if rogue area control tools like fog and grenades hurt allies.
#903
Posté 23 février 2011 - 09:02
1) How exactly does chain lightning work? It strikes the first victim and?..
2) Does unupgraded tempest hit only one target every 4 sec?
Thanks...
#904
Posté 23 février 2011 - 09:08
#905
Posté 23 février 2011 - 09:11
daverian wrote...
It seems, from the demo at least, that nothing damages friendlies anymore....maybe this is because the difficulty level or because it's a demo...unsure
difficulty. FF is only on Nightmare in DA2.
#906
Posté 23 février 2011 - 09:12
#907
Posté 23 février 2011 - 09:14
#908
Posté 23 février 2011 - 09:49
alkealol wrote...
2Peter Thomas
1) How exactly does chain lightning work? It strikes the first victim and?..
2) Does unupgraded tempest hit only one target every 4 sec?
Thanks...
1. 6. Chain Lightning
The mage singles a target with lightning, and electrical arcs lance out to hit other nearby foes.
Effect: Lightning arcs 2 times
Electricity damage: 19
ELemental force: 2x
Size: 2m
Cost: 30 mana
Cooldown: 20s
Type: Activated ability
2. 8. Tempest
Requires: Level 5
Requires: Chain Lightning
Magical bolts of lightning stab down into foes across a wide area of the battlefield.
Electricity damage: 4 every 4s
Elemental force: 2x
Duration: 20s
Size: 15m
Cost: 50 mana
Cooldown: 30s
Type: Activated ability
The ability descriptions answer your questions.
#909
Posté 23 février 2011 - 09:54
Sabresandiego wrote...
3. Thats a good question. Not sure if whirlwind does full damage to friendlies, or if rogue area control tools like fog and grenades hurt allies.
Except for specific abilities, all AoEs affect friendlies with full effects. Things like the Glyphs and the electricity abilities don't affect party members even on Nightmare.
#910
Posté 23 février 2011 - 10:00
Peter Thomas wrote...
Sabresandiego wrote...
3. Thats a good question. Not sure if whirlwind does full damage to friendlies, or if rogue area control tools like fog and grenades hurt allies.
Except for specific abilities, all AoEs affect friendlies with full effects. Things like the Glyphs and the electricity abilities don't affect party members even on Nightmare.
Fog is a strange one though, because when its upgraded it both helps allies and hinders enemies. I wonder if in nightmare it will both help and hinder allies at the same time, making it not worth the points.
#911
Posté 23 février 2011 - 10:02
alkealol wrote...
2Peter Thomas
1) How exactly does chain lightning work? It strikes the first victim and?..
2) Does unupgraded tempest hit only one target every 4 sec?
Thanks...
1) It hits one target. Selects enemies within 2m. Sends a bolt to each. That's the first arc. Repeat for each of those enemies. That's the second arc. It can't arc back on someone its already hit. If the positions of enemies are set up right, it can affect a more people that Fireball.
2) Tempest affect every enemy in the AoE each tick.
#912
Posté 23 février 2011 - 10:09
Sabresandiego wrote...
Fog is a strange one though, because when its upgraded it both helps allies and hinders enemies. I wonder if in nightmare it will both help and hinder allies at the same time, making it not worth the points.
It will apply both positive and negative effects of being in the AoE. You'll be slower, but have a dodge bonus. Might still be valuable for someone whose main benefit to the group is existing, rather than acting.
#913
Posté 23 février 2011 - 10:14
Peter Thomas wrote...
Sabresandiego wrote...
Fog is a strange one though, because when its upgraded it both helps allies and hinders enemies. I wonder if in nightmare it will both help and hinder allies at the same time, making it not worth the points.
It will apply both positive and negative effects of being in the AoE. You'll be slower, but have a dodge bonus. Might still be valuable for someone whose main benefit to the group is existing, rather than acting.
Enemy attack speed: -50%
Enemy movement speed: -50%
DISORIENT chance: 100% vs. normal enemies (-50% defense)
Obscure chance: 100% for all party members
I see 3 negatives and one positive for friendlies being in the fog. Fog sounds like a terrible series for nightmare! (unless friendlies stay out of the fog, which defeats the impenetrable fog upgrade except as a stepping stone to overpowering fog)
I guess its useful for mass disorient into scatter/walking bombs
Modifié par Sabresandiego, 23 février 2011 - 10:23 .
#914
Posté 23 février 2011 - 10:22
Or they could just put it all in the manual where it belongs.Atmosfear3 wrote...
I think we're going to need a similar stickied post like in the ME2 strategy forum where a BW dev gives us the 411 on how everything functions in the game.
#915
Posté 23 février 2011 - 10:24
Sabresandiego wrote...
Peter Thomas wrote...
Sabresandiego wrote...
Fog is a strange one though, because when its upgraded it both helps allies and hinders enemies. I wonder if in nightmare it will both help and hinder allies at the same time, making it not worth the points.
It will apply both positive and negative effects of being in the AoE. You'll be slower, but have a dodge bonus. Might still be valuable for someone whose main benefit to the group is existing, rather than acting.
Enemy attack speed: -50%
Enemy movement speed: -50%
DISORIENT chance: 100% vs. normal enemies (-50% defense)
Obscure chance: 100% for all party members
I see 3 negatives and one positive for friendlies being in the fog. Fog sounds like a terrible series for nightmare! (unless friendlies stay out of the fog, which defeats the impenetrable fog upgrade except as a stepping stone to overpowering fog)
Actually I checked that one specifically. It doesn't use the normal check. Friendly creatures only get the obscure bonus.
#916
Posté 23 février 2011 - 10:24
#917
Posté 23 février 2011 - 10:26
Sylvius the Mad wrote...
Does Arcane Wall stack? Since it's a shield for the whole party, if I have two mages maintaining it at the same time, does everyone get twice the benefit?
I dont think any aura stacks. Then youd have double haste, double elemental weapons, double valiant aura. etc. Maybe Im wrong though and auras stack.
Edit: Nope, Peter states auras do not stack earlier in this thread.
Modifié par Sabresandiego, 23 février 2011 - 10:42 .
#918
Posté 23 février 2011 - 10:29
Modifié par Sabresandiego, 23 février 2011 - 10:29 .
#919
Posté 23 février 2011 - 10:41
Sabresandiego wrote...
Sylvius the Mad wrote...
Does Arcane Wall stack? Since it's a shield for the whole party, if I have two mages maintaining it at the same time, does everyone get twice the benefit?
I dont think any aura stacks. Then youd have double haste, double elemental weapons, double valiant aura. etc. Maybe Im wrong though and auras stack.
A few pages back Peter mentioned it doesn't stack... bonuses can stack from separate abilities, but not the same ones.
#920
Posté 23 février 2011 - 10:44
Peter Thomas wrote...
Sabresandiego wrote...
The reason I ask is because arcane shield/ arcane wall is a permanent aura that does something similar. The wording isnt clear on rally and last push. I would expect last push to be really good for being a level 14 ability.
Something that wasn't in that build... Arcane Wall gives a reduced benefit to party members, 5% not the full 20%. And it doesn't stack.
That said, a Mage who activates Arcane Shield while under the effect of another Mage's Arcane Shield will get the 20% bonus, not the 5% one. They're both on the character, but it only pays attention to the higher one. The same thing is used for slow effects. If you Winter's Grasp (-50% slow) an enemy who is already affected by Cone of Cold (-75% slow), the enemy will only be -75% slow. When that wears off, they will be at -50% until Winter's Grasp wears off too. Most partywide buffs are non-stacking like that.
Edit: Except for slow effects, they don't stack if they're from the same ability. Getting an Attack bonus from 2 different abilities is fine.
#921
Posté 23 février 2011 - 10:46
That's a shame. I wonder if we can mod that...Icy Magebane wrote...
A few pages back Peter mentioned it doesn't stack
#922
Posté 23 février 2011 - 10:53
#923
Posté 23 février 2011 - 11:12
Sabresandiego wrote...
Question for Peter: Do attributes and attack/defense percentages work the same across all difficulties or change according to difficulty? For example, if 15 strength gives me 100% chance to hit a normal enemy at level 5 on normal dificulty, will it do the same on nightmare?
Player and player ability stats don't change across difficulties. Effect chances and durations are lowered on higher difficulties, though. (50% vs normal enemies, stun for 10s, that kind of thing)
#924
Posté 24 février 2011 - 12:35
Modifié par Sabresandiego, 24 février 2011 - 12:36 .
#925
Posté 24 février 2011 - 01:53





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