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TGS2011: DA2 demo hands-on, all talent descriptions


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#901
Atmosfear3

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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.

#902
Sabresandiego

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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
alkealol

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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...

#904
daverian

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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

#905
The Elder King

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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
koshindan

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 It has been stated that Nightmare difficulty will have friendly fire.

#907
lcbeers2

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This is awesome , thank you!

#908
Sabresandiego

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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
Peter Thomas

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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
Sabresandiego

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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
Peter Thomas

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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
Peter Thomas

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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
Sabresandiego

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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
Sylvius the Mad

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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.

Or they could just put it all in the manual where it belongs.

#915
Peter Thomas

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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
Sylvius the Mad

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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?

#917
Sabresandiego

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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
Sabresandiego

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All of a sudden the fog series is awesome B)

Modifié par Sabresandiego, 23 février 2011 - 10:29 .


#919
Icy Magebane

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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
Icy Magebane

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Here it is...

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
Sylvius the Mad

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Icy Magebane wrote...

A few pages back Peter mentioned it doesn't stack

That's a shame.  I wonder if we can mod that...

#922
Sabresandiego

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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?

#923
Peter Thomas

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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
Sabresandiego

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Any information on how fortitude works? Does it have diminishing returns like attack/defense? I am tempted to put all my points into strength because I hate losing control of my character, but I would also like to be able to diversify my attributes a bit and still have top notch stun resistance.There is no tooltip clarifying how fortitude works like there is with attack/defense for example I know that I can put only 2 points per level in strength and still have nearly 100% attack across the board. This knowledge allows me to invest in other attributes, however there is no tooltip for fortitude saying I have a 90% chance to resist stuns against normal, elite, or boss characters. Can you elaborate on how fortitude works?

Modifié par Sabresandiego, 24 février 2011 - 12:36 .


#925
i am not a nerd lol

i am not a nerd lol
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how did you get the locked ones?