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TGS2011: DA2 demo hands-on, all talent descriptions


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#951
Sabresandiego

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Peter Thomas wrote...

Adhin wrote...

Yeah godlike13, but keep in mind all that damage listed is based off what amounts to a lvl1-3 Mage with low Magic stat. ALL of that will increase to much much higher amounts with just a few lvls. They've said damage for all skills is basically your (weapon + stat) * Skill modifier. The modifier doesn't seem to be shown at all but you can see the total via the skill its self. Looks like walking Bomb is probably an x2, maybe x3-4, done over the course of its duration. It was never a heavy dmg skill in its DoT form it was all about its explosion, even in DAO.


It's basically like getting a free Spirit Bolt extra.

One thing I'm not sure about is if people read the detailed description of Walking Bomb. It does the creature's health in damage to everyone near it. Based on how many times you hit it, how much health did the demo ogre have? Lots.


That sounds extremely dangerous on nightmare! Instantly explode your party on accident if they are clumped. :o

#952
Peter Thomas

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Adhin wrote...

Yeah I'd like to get a direct confirmation as to % of maxHP being the 'check against' for force applied. That being higher HP increases the 'check' for the whole thing. For instance something like this.

((Damage * ForceMod) - Fortitude) > maxHP*0.1


Yes. Damage is post-resistances as well, so Armor reduces physical force as well.

Someone mentioned earlier about player ability damage numbers and force multipliers. Enemies do not use player abilities, so don't use that as a basis for how much you need.

#953
Peter Thomas

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Sabresandiego wrote...

So then the data listed in this thread is roughly equivalant to the final build (gold release) in terms of cooldowns, stam/mana cost, etc?


It had some things that were changed pretty recently, but I can't vouch for it being 100% correct without going through everything manually.

#954
Sabresandiego

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You stated that you built Aveline as 1 str, 1 cun, 1 con per level. Were you also versatile like this with your archer/dual wield rogue Hawke or did you focus more on 1 or 2 stats?

Modifié par Sabresandiego, 24 février 2011 - 07:11 .


#955
The Night Haunter

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Mr. Thomas, while you are answering questions I was hoping you would be able to answer this:

Playing the demo we have noticed that you siblings do not have a unique specialization like Varrick and Avaline. So we are wondering if they receive a specialization later or if they are just 'unspecialized'.



Thanks for your response, even if its just 'no comment'

#956
Sabresandiego

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ghostmessiah202 wrote...

Mr. Thomas, while you are answering questions I was hoping you would be able to answer this:
Playing the demo we have noticed that you siblings do not have a unique specialization like Varrick and Avaline. So we are wondering if they receive a specialization later or if they are just 'unspecialized'.

Thanks for your response, even if its just 'no comment'


On that note, Id be curious to know if companions have access to Hawkes specializations like they did in origins. Spirit Healer, Blood Mage, and Force Mage for Bethany, Anders, or Merril for example.

#957
bluecapsule6

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Peter Thomas wrote...

andar91 wrote...

Peter, I'm really, really curious about something. If the talents listed here are more recent than the demo build, than I have to say some of the cooldowns seems excessively long on the mage abilities (I specify mage because I know them the best). A 20 second cooldown on Winter's Grasp, for example, when we can get it so early seems a bit long in my opinion. There are other spells as well. Fifteen I might have understood, but 20 seems long for a starting ability, especially when basic attacks don't do a whole lot of damage.

I haven't played the final game-maybe it works great. But I'm curious as to what the rationale was on the cooldowns being so long (or short in some cases). And, of course, the fact that they reset is awesome and alleviates the problem for short encounters. The problem is that you're often mobbed my enemies in waves.

Enlighten me?


The basis for combat is that a two-handed weapon should kill a critter rank hurlock in ~4.2 hits. That's how enemy health and weapon damage is related.

The basis for ability damage is that 20 stamina/mana with a cooldown of 20 seconds will kill an equal level critter in one shot. Add secondary effects, damage goes down if the cost is the same. Increase damage, cost or cooldown goes up. Others had their cost/cooldown set to something for very specific reasons (I'm guessing Heal is one of your concerns; that one was balance; I wanted 60s) like Healing Aura and Blood Magic. Why use 20/20? It felt decent. Too fast cooldowns and abilities are spammed constantly. Too low cost and stamina/mana is no longer a limiting factor. As you play, if you use abilities on everything, you'll find they're always in cooldown and never there when you need them. With certain exceptions (Tempest), I generally didn't use my abilities on critters at all. I saved them to combine on the larger creatures that can pop up in the middle of waves.

Oh, and the after combat cooldown reset doesn't happen in Nightmare.


In DAO and the DA2 demo, mages do almost no auto attack damage at all compared to the classes. Does this mean auto attack damage has been buffed for mages to compensate for the longer cool downs? Otherwise autoattacking waves of critters with mages seems pretty dull. 

Modifié par bluecapsule6, 24 février 2011 - 07:25 .


#958
Sabresandiego

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Mages have similar basic attack numbers to sword and shield and 2 hander, and their attacks ignore armor and are ranged. Cooldowns for other classes are just as high as mage cooldowns. Whats the complaining about?

Modifié par Sabresandiego, 24 février 2011 - 07:30 .


#959
kane442

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bluecapsule6 wrote...

Peter Thomas wrote...

andar91 wrote...

Peter, I'm really, really curious about something. If the talents listed here are more recent than the demo build, than I have to say some of the cooldowns seems excessively long on the mage abilities (I specify mage because I know them the best). A 20 second cooldown on Winter's Grasp, for example, when we can get it so early seems a bit long in my opinion. There are other spells as well. Fifteen I might have understood, but 20 seems long for a starting ability, especially when basic attacks don't do a whole lot of damage.

I haven't played the final game-maybe it works great. But I'm curious as to what the rationale was on the cooldowns being so long (or short in some cases). And, of course, the fact that they reset is awesome and alleviates the problem for short encounters. The problem is that you're often mobbed my enemies in waves.

Enlighten me?


The basis for combat is that a two-handed weapon should kill a critter rank hurlock in ~4.2 hits. That's how enemy health and weapon damage is related.

The basis for ability damage is that 20 stamina/mana with a cooldown of 20 seconds will kill an equal level critter in one shot. Add secondary effects, damage goes down if the cost is the same. Increase damage, cost or cooldown goes up. Others had their cost/cooldown set to something for very specific reasons (I'm guessing Heal is one of your concerns; that one was balance; I wanted 60s) like Healing Aura and Blood Magic. Why use 20/20? It felt decent. Too fast cooldowns and abilities are spammed constantly. Too low cost and stamina/mana is no longer a limiting factor. As you play, if you use abilities on everything, you'll find they're always in cooldown and never there when you need them. With certain exceptions (Tempest), I generally didn't use my abilities on critters at all. I saved them to combine on the larger creatures that can pop up in the middle of waves.

Oh, and the after combat cooldown reset doesn't happen in Nightmare.


In DAO and the DA2 demo, mages do almost no auto attack damage at all compared to the classes. Does this mean auto attack damage has been buffed for mages to compensate for the longer cool downs? Otherwise autoattacking waves of critters with mages seems pretty dull. 


i have to say i didnt have this problem on "critters" i just used fireball ..... shouldnt be trying to single target down hordes

Modifié par kane442, 24 février 2011 - 07:39 .


#960
Adhin

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Yeah and keep in mind Mages are the massive mana pool croud. They may have the worst auto-attack (as its slightly less then warriors and only single target) but it has the advantage of being different elemental types based off what your using. And on top of that, like I said, huge reserves compared to the other classes so they get to use more abilities then others in general.

#961
Peter Thomas

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Sabresandiego wrote...

You stated that you built Aveline as 1 str, 1 cun, 1 con per level. Were you also versatile like this with your archer/dual wield rogue Hawke or did you focus more on 1 or 2 stats?


It wasn't exactly 1:1:1. 1 Str, 1 Con, sometimes 1 Cun.

For my archer it was Mainly Dex and Cun, but a little bit of Wil and Con as well. Mages I ended up dumping a lot into Wil. I tended to specialize my characters. This made them more powerful, but more vulnerable.

#962
Peter Thomas

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ghostmessiah202 wrote...

Mr. Thomas, while you are answering questions I was hoping you would be able to answer this:
Playing the demo we have noticed that you siblings do not have a unique specialization like Varrick and Avaline. So we are wondering if they receive a specialization later or if they are just 'unspecialized'.

Thanks for your response, even if its just 'no comment'


Heh, no comment.

#963
The Night Haunter

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Peter Thomas wrote...

ghostmessiah202 wrote...

Mr. Thomas, while you are answering questions I was hoping you would be able to answer this:
Playing the demo we have noticed that you siblings do not have a unique specialization like Varrick and Avaline. So we are wondering if they receive a specialization later or if they are just 'unspecialized'.

Thanks for your response, even if its just 'no comment'


Heh, no comment.


Thanks for your reply :P hehe

#964
themageguy

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hey peter, seems ur a big fan of tempest. Did u use the earth side of the primal web? If so whats ur fav spell?

I cant help it, im hyped bout the primal school.

#965
Wissenschaft

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If you take multiple talents that buff defense, do they stack? As in, if I take Battle Synergy on my warrior and my mage takes Heroic Aura, does that mean my warrior is getting the defense bonus from both talents?

#966
Adhin

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I think he likes tempest (same reason I do and I haven't played it) because its FF 'safe' talent. Both Lightning spells are actually. So they make for good mage AoE killers as you don't have to worry about position nearly as much as the fire/ice ones.

And to Wissenschaft he answered that in pages back. Majority of buffs like that don't directly stack and use the highest value. Partly why I hope Merrill has creation tree actually, I want her to use a fully upgraded Heroic Aura.

#967
Wissenschaft

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Ah, Heroic Aura is impressively powerful. But I'll me fine if Merrill doesn't have access to Creation spells because I might be taking Battle Synergy on my warrior anyway.

Thanks for the quick response.

Modifié par Wissenschaft, 24 février 2011 - 09:12 .


#968
Adhin

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Yeah wont be a big deal I don't think for me one way or the other, would just be nice is all. I'm really hoping Berserker comes with some %hp or Damage Resistant talents to go along with there insane fighting ways.

#969
Rocambole4

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I have one more question, Peter.



Im thinking on nightmare here. How will resistance work against debuff spells with with continuous effect over an area? Is the effect diminished or there are several resistance checks over the duration of the spell?



In case I was not clear (you know, my english is not that good), I'm thinking how will entropic Cloud (or death cloud) affect your teamates near an affected NPC (say I target a boss with it). Just to picture it, let's say my tank has 80% magic resistance - is the chance of not affecting him good (maybe having him checked against his 80% resistance every second or so for the duration), will he suffer a diminished penalty (100% chance to be affected with 80% reduced effect) or will he be screwed like anyone else in the area?



Thanks a lot btw Peter, you've been very patient with us rabid fans, specially the ones that likes thinking about their future chars and builds. Not only that, you also have very deep knowledge of the game mechanics :)

#970
atheelogos

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Peter Thomas wrote...

ghostmessiah202 wrote...

Mr. Thomas, while you are answering questions I was hoping you would be able to answer this:
Playing the demo we have noticed that you siblings do not have a unique specialization like Varrick and Avaline. So we are wondering if they receive a specialization later or if they are just 'unspecialized'.

Thanks for your response, even if its just 'no comment'


Heh, no comment.

Damn!! lol

#971
Naitaka

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Rocambole4 wrote...
*Snip


Yah, Peter is offically my favorite developer from Bioware now. :D As for your question, spell resistance in DA:O gives a chance to completely ignore the effect of hostile spell, while elemental resistance reduce damage. Of course we still need Peter's confirmation if it works the same way in DA2, but if I were to guess, I don't see why they would change it. On the other hand, whether it does a check on debuff for each damage tick in the cloud or not is a very good question.

Modifié par Naitaka, 24 février 2011 - 09:52 .


#972
Gnobbile

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The image of the branch "Entropy"and branch "Spirit" are no longer visible. Can you provide one without numbers?


#973
Rocambole4

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Naitaka wrote...
*Snip


Hey there Naitaka.

Interesting, thanks for the info. What about school resistance agains non-damage effects? is the effect also diminished or only damage is affected? I mean, entropic resistance will be less than ideal if only the damage goes down but your char still suffer:

Spirit damage: 1 every 4s
Enemy attack speed: -50%
Enemy movement speed: -50%
Enemy damage resistance: -25%
Paralyze chance: 100% vs. sleeping targets

BTW, do you know what happen when you round off damage? Is it rounded up or down? And can damage become zero without 100% school resistance? (1 damage minus 60% resis is 1 or 0?) 

Tnx :)

#974
Naitaka

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Gnobbile wrote...

The image of the branch "Entropy"and branch "Spirit" are no longer visible. Can you provide one without numbers?


Looks like it exceeded bandwidth on photobucket and imageshack...you know any other free image uploader I can use?

Rocambole4 wrote...

Interesting, thanks for the info. What about school resistance agains non-damage effects? is the effect also diminished or only damage is affected? I mean, entropic resistance will be less than ideal if only the damage goes down but your char still suffer:

BTW,
do you know what happen when you round off damage? Is it rounded up or down? And can damage become zero without 100% school resistance? (1 damage minus 60% resis is 1 or 0?)


Oops, just checked out the DAWiki, looks like spell resistance has been changed to magic resistance. Quote from the wiki.

Magic resistance
Magic resistance increases the likelihood of absorbing magical attacks and lessens the duration of hostile magical effects, it's derived from Magic.


As for rounding off for damage number, I have no idea sorry. :(

Modifié par Naitaka, 24 février 2011 - 10:25 .


#975
Adhin

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I have a free host site, if you send them to me I can upload and give you the links. I'll PM you with an email.