Aller au contenu

Photo

TGS2011: DA2 demo hands-on, all talent descriptions


1724 réponses à ce sujet

#976
Naitaka

Naitaka
  • Members
  • 1 670 messages

Adhin wrote...

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.


Many thanks to Adhin for providing the web space to host the images.

#977
Adhin

Adhin
  • Members
  • 2 997 messages
Yeah, hopefully it doesn't crumble horribly and kardon comes raging at me for it hehe. I doubt that though.

#978
Zhel_Ryn

Zhel_Ryn
  • Members
  • 132 messages
Question for the great and very helpful sage, Ser Thomas! =P



Been discussing stat usefulness. Can mage spells crit, making dexterity and cunning useful for their critical chance/damage? I can't think of any instance of seeing crit chance listed in any spell or upgrade, and without damage floaties in the demo, can't tell if any have occurred or not.



Much thanks for all the info granted in this thread!

#979
Adhin

Adhin
  • Members
  • 2 997 messages
He said somewhere in here anything that does damage can crit but im not sure if that was just a rogue/warrior comment or a 'even mages this time around' comment. So.. im not being helpful but I have nothing else to do so... yeah.

#980
Icy Magebane

Icy Magebane
  • Members
  • 7 317 messages
Peter mentioned mage criticals in this thread: http://social.biowar...index/6106591/2
it's all the way at the bottom of page 2. Short answer: yes, spells can crit. I suggest you actually read this topic though, as the people here go into serious detail on all attributes.

Modifié par Icy Magebane, 24 février 2011 - 01:14 .


#981
Adhin

Adhin
  • Members
  • 2 997 messages
Wow yeah I didn't remember as specific as that but he sure did literally state spells and abilities that do damage can crit. And staffs now have a hit/miss(glancing blow) chance along with martial stuff. All equal now, which is awwessomee.

#982
Zhel_Ryn

Zhel_Ryn
  • Members
  • 132 messages
Oh, that's nice to know then. Thanks for the link too!



So many choices, so much fun! Where oh where is the 8th!?

#983
Alodar

Alodar
  • Members
  • 674 messages

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


Please stop punishing characters who want to play with friendly fire enabled.

I hope that someone figures out how to unlock friendly fire on lower levels.
I don't want to play on Nightmare but if it's the only place I can find friendly fire, I have to.

I can hand wave a lot of things but large explosions of fire that burn only bad guys and not good is something I can't get past. No friendly fire also takes away a tactical element of the mage I quite enjoy.

I hope those that are smarter than I can figure it out, because if they've designed Nightmare to be punishing like the above quotation implies  I probably won't enjoy the game.


Alodar Image IPB

Modifié par Alodar, 24 février 2011 - 02:33 .


#984
Adhin

Adhin
  • Members
  • 2 997 messages
I do find the choice kind of funny considering they have no real achievement based around difficulty. I know they tossed the idea of a toggle around but its another one of them stupid 'developer assumes players a retard' choice. They did that with NWN and weapon feats. They decided to make it required to equip weapons 'because they didn't want people being confused'. Yet you can dual wield with out the feats and get all the crazy penalties.

FF has been around forever, people either get it, or they don't. It's been in FPS for a long time as an option, why its not a toggle in DA2 just kinda baffles my mind.

-edit-
Oddly I think thats my only real complaint so far about the game. Which I also find odd since I don't plan to play on lower difficulties, FF or otherwise. Still...silly.

Modifié par Adhin, 24 février 2011 - 03:03 .


#985
Coldest

Coldest
  • Members
  • 244 messages
I don't have the time to read the entire thread, but can anybody tell me the difference between Might (dmg+10%) and Control (atk+10%)?



Also, what does physical damage and physical force in the skill description means?

#986
Silver Direwolf

Silver Direwolf
  • Members
  • 341 messages
It's actually pretty fun trying to decide the abilities to give your character beforehand :P

I think for my first playthrough as a Mage, I'll go for an offensive nuker style. So I think I'll max out the Elemental tech tree, including all the upgrades. So that's ten points accounted for. Then give LadyHawke most likely +Fire (or maybe Ice) damage items. So now I actually hope Play.com sends me a code for the Amulet of Ashes ;)

Then there's a few I'd like from the others, like [roughly in order of importance] upgraded Crushing Prison (4 points), Heal (1 Point), Upgraded Haste (4 Points, including Heal), Rock Armor (1 Point, cause it looks badass). So that'd be 19 points spoken for. Assuming Tomes are in the game, then I'll probably have a couple of points spare.

One question I have though, I'm guessing Specialisations abilities use the same points. So I'd say I'll have to change around my plans when I start playing :D

#987
Adhin

Adhin
  • Members
  • 2 997 messages
Yup works same as origins in that light. Lvl 7 and 14 you get a 'specialization point' you can spend on a... specialization, which unlocks the Web for you. You then can spend your skill points in that, and each one is same size as other webs so 10 things in total. Spirit Healer btw looks freakin' sexy for healy stuff.

#988
Rocambole4

Rocambole4
  • Members
  • 117 messages

Coldest wrote...

I don't have the time to read the entire thread, but can anybody tell me the difference between Might (dmg+10%) and Control (atk+10%)?

Also, what does physical damage and physical force in the skill description means?


Coldest, atk+10% gives you +10% chance to hit with your attacks. +dmg, on the other hand, gives you +10% damage if the attack connects.

Physical force is the capacity to move (or even knockdown) enemies attacks have. Usually it's proportional to the attack damage. That's why arrows have greater force (archers have low rate of fire, so at the same DPS they'll have more force than other attacks).

#989
Adhin

Adhin
  • Members
  • 2 997 messages
Yeah so when you see a skill say Force: x2. Your force is basically double your damage on that skill use. And skills tend to already do x2-4 times your base damage already. So take Mighty Blow in 2H (love using that example, so easy). Lets say your normal swings do 20 dmg (that would translate into 20 force). Might would do say 80 damage with x2 the force, so 80 dmg and 160 force.

Chance to knock back a target is basically this: ((Damage*ForceModifier) - Fortitude) > 10% of maxHP. So to make it simple if a monster has 100 hp, you need to do 10+ dmg to 'knock' them backwords. The higher you go over that 10% mark the, the farther they get knocked back and after a point they fall over onto the ground as well. Works exact same way with elemental damage (and 'elemental force'.

Fortitude directly lowers the force number so some mobs (and you the player) will be able to resist it better.

#990
Silver Direwolf

Silver Direwolf
  • Members
  • 341 messages

Adhin wrote...

Yup works same as origins in that light. Lvl 7 and 14 you get a 'specialization point' you can spend on a... specialization, which unlocks the Web for you. You then can spend your skill points in that, and each one is same size as other webs so 10 things in total. Spirit Healer btw looks freakin' sexy for healy stuff.


Ah cool, thanks :D

I may just have to leave Haste and Rock Armor, and maybe not get ALL the Elemental Upgrades :P As I think I'll want to have a (atleast nearly) full Blood Mage tech tree. I can make Anders a more healing/unitility Mage, like he's supposed to be I guess. Or Merrill if I prefer her and she can learn the abilities.

Though having said that, if there's Tomes or other abilities boosting items, I might be able to get most of what I want

#991
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

themageguy wrote...

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.


I pretty much maxed out that tree. I used Stonefist a lot, although towards the end I was really liking Petrify because of its paralysis effect.

#992
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Rocambole4 wrote...

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?


For persistant AoE effects, if you walk inside, you get the effect. Magic Resistance decreases damage and effect duration. Since there is no duration (you're in the cloud, so it's on) you'll get the full effect for as long as you remain in the cloud. Friendly fire does apply to that AoE on Nightmare.

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 :)


Er... well, I kind of have to know what the mechanics are. :P

#993
Adhin

Adhin
  • Members
  • 2 997 messages
@S.Direwolf: Yeah mages I'm having a hard time picking what to do. Warrior it was easy for me I could see a clear line for what I wanted. basically have 9 thing spicked out (including upgrades) and rest is for specializations. Mages whole other matter.

My current 'druidy' build is using stuff up to lvl 16 I think. But some of thats in mind I can ignore it for Spirit Healer.

Also like origins it looks like buying a specialization is like a passive skill in its self. Reaver, for instance if you watch the giantbomb.com quicklook you can see Reaver basically, just by buying it, gives 5% damage and 5% all resistance (Fire/Cold/Lightning/Nature/Spirit). So even if your only gonna use one, picking a 2nd for its passive bonuses is definitely something worth doing.

#994
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Rocambole4 wrote...

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?)


If resistance puts the damage to 0, you take 0. If it's above 0, then it would be rounded up to 1 (so your health bar changes). Damage done to your charcter above 1 isn't rounded (it's stored as a float), but the damage number floaties you see are rounded (up or down) to the nearest whole number.

#995
Taleroth

Taleroth
  • Members
  • 9 136 messages

Peter Thomas wrote...

Damage done to your charcter above 1 isn't rounded (it's stored as a float),

Why am I excited by this?

#996
Naitaka

Naitaka
  • Members
  • 1 670 messages
A somewhat unrelated question for Peter, will there be a tactical viewpoint where we can detach the camera from the character and pan around in the retail game? I remember Mike mentioning it in a video interview awhile back but it doesn't seem to be implemented in the demo.

Taleroth wrote...
Why am I excited by this?


Sexually? :blink:

Modifié par Naitaka, 24 février 2011 - 07:02 .


#997
Alodar

Alodar
  • Members
  • 674 messages

Peter Thomas wrote...

For persistant AoE effects, if you walk inside, you get the effect. Magic Resistance decreases damage and effect duration. Since there is no duration (you're in the cloud, so it's on) you'll get the full effect for as long as you remain in the cloud. Friendly fire does apply to that AoE on Nightmare.


The spell description states that it affects enemies. Will it still affect the mage who cast it?


Alodar Image IPB

#998
Rocambole4

Rocambole4
  • Members
  • 117 messages

Peter Thomas wrote...
...
Er... well, I kind of have to know what the mechanics are. :P


Lol, I failed ro read the post where you introduce yourself. All I knew is that you where a Bioware employee. Now I feel very stupid, calling the lead gameplay designer smart for knowing the system he created was really amazing...

Well, thanks a lot for your time than man. Having you so close just show Bioware also rocks in consumer support.

I'm really looking forward to the game, and your presence here and the info you feed us only make me more eager to try stuff in multiple runs. I probably should mention I played 281 hours of DA:O (unless Steam is lying to me), most of it trying to abuse the system and finding imbalances, so you can believe when I say I'm a character build nutjob :)

#999
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Alodar wrote...

Peter Thomas wrote...

For persistant AoE effects, if you walk inside, you get the effect. Magic Resistance decreases damage and effect duration. Since there is no duration (you're in the cloud, so it's on) you'll get the full effect for as long as you remain in the cloud. Friendly fire does apply to that AoE on Nightmare.


The spell description states that it affects enemies. Will it still affect the mage who cast it?


Except in specific cases, yes, it would affect the caster. In general the ones that won't affect the caster are ones that you imagine the caster is consciously controlling something, or picking targets. In DAO, Blood Wound could be an example of this. You consciously choose whose blood to rip out of their body, so why hurt your friends? That's the thinking that went into it.

#1000
Peter Thomas

Peter Thomas
  • BioWare Employees
  • 679 messages

Rocambole4 wrote...

I probably should mention I played 281 hours of DA:O (unless Steam is lying to me), most of it trying to abuse the system and finding imbalances, so you can believe when I say I'm a character build nutjob :)


For the record (since some people were wondering a while ago), my Nightmare playthrough timer was at 136:07:30 when I finished. Unrealistically high since I comb areas multiple times just to be sure I didn't miss anything and may have left it sitting for work reasons a bunch of times. I also save compulsively (>2000 saves on PC).