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TGS2011: DA2 demo hands-on, all talent descriptions


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#1151
Morroian

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Icy Magebane wrote...

Morroian wrote...

Peter I don't know if this has been asked or answered but do the bonuses on elemental mastery, galvanism and spirit mastery stack?

As Peter described it, the only bonuses that do not stack are ones that occur because of the same ability.  So if multiple skills grant +10 attack, then they all work in unison, etc...

Thanks, that makes getting  2 of those almost mandatory.

#1152
Sabresandiego

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Morroian wrote...

Icy Magebane wrote...

Morroian wrote...

Peter I don't know if this has been asked or answered but do the bonuses on elemental mastery, galvanism and spirit mastery stack?

As Peter described it, the only bonuses that do not stack are ones that occur because of the same ability.  So if multiple skills grant +10 attack, then they all work in unison, etc...

Thanks, that makes getting  2 of those almost mandatory.


Getting the bolt spells from every school of magic is a pretty good way to pump up your mages damage output, especially if you have alot of mana. Stonefist, Winters Grasp, Spirit Bolt. All 3 are must haves for offensive mages, IMO.

#1153
Sabresandiego

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Question For Peter: What is the standard rate of stamina regeneration per second in battle? Is it the same for mana? I know that you said that deep reserves is +10 stamina regeneration, which mathematically comes out to .25% stamina regeneration per second, which means 1% stamina regeneration every 4 seconds. That means in 28 seconds, deep reserves regenerates 7% of your stamina bar.

#1154
Peter Thomas

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Sabresandiego wrote...

Question For Peter: What is the standard rate of stamina regeneration per second in battle? Is it the same for mana? I know that you said that deep reserves is +10 stamina regeneration, which mathematically comes out to .25% stamina regeneration per second, which means 1% stamina regeneration every 4 seconds. That means in 28 seconds, deep reserves regenerates 7% of your stamina bar.


Varies per class. Warriors and Rogues have other methods of regaining Stamina as well. Mages rely on passive regeneration rates. Warriors also get Stamina back when they kill someone, and also have the Bolster tree. Rogues regain Stamina every time they successfully hit an enemy.

#1155
jomonoe

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Huh, I wonder if only gaining stamina back on a kill for warrios (coupled with the passive regen) will be difficult to manage. About stamina, I am itching to know what kind of skills a berserker has, it sounds like it has abilities that allow you to keep up on the offensive by recharging stamina. Oh specializations, I yearn to know your secrets.

Modifié par jomonoe, 27 février 2011 - 02:31 .


#1156
Sabresandiego

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Peter Thomas wrote...

Sabresandiego wrote...

Question For Peter: What is the standard rate of stamina regeneration per second in battle? Is it the same for mana? I know that you said that deep reserves is +10 stamina regeneration, which mathematically comes out to .25% stamina regeneration per second, which means 1% stamina regeneration every 4 seconds. That means in 28 seconds, deep reserves regenerates 7% of your stamina bar.


Varies per class. Warriors and Rogues have other methods of regaining Stamina as well. Mages rely on passive regeneration rates. Warriors also get Stamina back when they kill someone, and also have the Bolster tree. Rogues regain Stamina every time they successfully hit an enemy.


Warriors regain stamina by killing someone, and rogues get stamina when they hit someone? Are both of these passives which are built into the class? Does deep reserves function as I described? 7% stamina over 30 seconds seems a bit underwhelming. Especially considering Varric's passive regen talent is +50 which comes out to roughly 35% regen per 30 seconds which is 5 times as good as deep reserves. Thanks for the answers.

Also does lightning still sap stamina, or has it been changed to have a chance to stun instead?

Modifié par Sabresandiego, 27 février 2011 - 02:39 .


#1157
Peter Thomas

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Sabresandiego wrote...

Warriors regain stamina by killing someone, and rogues get stamina when they hit someone? Are both of these talents or passives which are built into the class? Does deep reserves function as I described? 7% stamina over 30 seconds seems a bit underwhelming. Especially considering Varric's passive regen talent is +50 which comes out to roughly 35% regen per 30 seconds. Thanks for the answers.


Those methods of regaining Stamina are inherent to the class.

The passive bonuses for classes other than the Mage are meant to be extra bonuses, not the primary method of regaining Stamina.

Originally Warriors were supposed to start with Bolster, but it was deemed a bit esoteric.

#1158
Sabresandiego

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Thanks for all the answers Peter. Looking forward to March 8th! A few more questions whenever you have the time: Was lightning changed from leeching stamina into having a chance to stun or does it do both now?

Also according to the math for stamina regen, if +10 =.25% stam regen per second then +40 = 1% stam regen per second meaning that +400 = 10% stam regen per second. Rally-->Unite is +400 stam regen per second for 10 seconds, which means its a 100% stam refill spread over 10 seconds. Thats a pretty cool support ability for warriors! Excellent talent design to whomever designed talents, so many good choices (besides deep reserves!).

Modifié par Sabresandiego, 27 février 2011 - 03:29 .


#1159
Peter Thomas

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Sabresandiego wrote...

Thanks for all the answers Peter. Looking forward to March 8th! A few more questions whenever you have the time: Was lightning changed from leeching stamina into having a chance to stun or does it do both now?


Electricity damage just stuns. Creatures don't use stamina or mana. They don't share player abilities, so there is no need to balance for that. It also is a matter of how to communicate mana levels to the player. Enemy ability use is based on their AI tables and ability cooldown rates.

#1160
andar91

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Does lightning damage always stun, or is it based on a percentage? And if it's just a chance, what determines the likelihood of the stun? I ask because I plan on starting off with Chain Lightning as my first damage spell (even though I guess it isn't as damaging as the others).

#1161
Sabresandiego

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Peter Thomas wrote...

Sabresandiego wrote...

Thanks for all the answers Peter. Looking forward to March 8th! A few more questions whenever you have the time: Was lightning changed from leeching stamina into having a chance to stun or does it do both now?


Electricity damage just stuns. Creatures don't use stamina or mana. They don't share player abilities, so there is no need to balance for that. It also is a matter of how to communicate mana levels to the player. Enemy ability use is based on their AI tables and ability cooldown rates.


Ah ok, I was actually more worried about enemies using lightning on my party and causing them to have no stamina or mana! Do any enemies have stamina or mana drain capabilities?

#1162
Sabresandiego

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Question: When designing tactics does the term ally include self? For example

If ally < 30% then cast heal

Will that companion also heal themselves if they fall under 30% hp? Or do you have to use 2 tactics to cover your whole party?

If ally < 30% then cast heal
If self < 30% then cast heal

Modifié par Sabresandiego, 27 février 2011 - 04:23 .


#1163
Icy Magebane

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Yeah I remember that from DA:O... Morrigan wouldn't heal herself unless I set up 2 separate tactics... hope they changed that...

#1164
Dark Knight X

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Peter, are the talent and attack animations in the Demo the "final version" or was the Demo an earlier build?

The Warrior Tremor attack, in particular, seems bugged for Sword and Shielders in that they do a spin attack instead of slamming their weapon into the ground........

#1165
Sabresandiego

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Dark Knight X wrote...

Peter, are the talent and attack animations in the Demo the "final version" or was the Demo an earlier build?

The Warrior Tremor attack, in particular, seems bugged for Sword and Shielders in that they do a spin attack instead of slamming their weapon into the ground........


He was asked that question earlier and said he doesnt know, its an art team question.

#1166
Dark Knight X

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Sabresandiego wrote...

Dark Knight X wrote...

Peter, are the talent and attack animations in the Demo the "final version" or was the Demo an earlier build?

The Warrior Tremor attack, in particular, seems bugged for Sword and Shielders in that they do a spin attack instead of slamming their weapon into the ground........


He was asked that question earlier and said he doesnt know, its an art team question.


oh, thanks.  I missed that!

#1167
Guest_distinguetraces_*

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Sorry, I think this has already been addressed, but remind me: How is friendly fire handled with Rogue and Warrior AoE damage talents such as Scythe and Storm of Arrows?

Is it "glancing blows" like Warrior basic attacks, or full damage?

#1168
Sabresandiego

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distinguetraces wrote...

Sorry, I think this has already been addressed, but remind me: How is friendly fire handled with Rogue and Warrior AoE damage talents such as Scythe and Storm of Arrows?

Is it "glancing blows" like Warrior basic attacks, or full damage?


full damage

#1169
lazuli

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Sabresandiego wrote...

distinguetraces wrote...

Sorry, I think this has already been addressed, but remind me: How is friendly fire handled with Rogue and Warrior AoE damage talents such as Scythe and Storm of Arrows?

Is it "glancing blows" like Warrior basic attacks, or full damage?


full damage


The lack of targeting highlight for these abilities means that they'll take some getting used to.  Compare it to, say, Fireball, which highlights the area and creatures it will affect.  I'm hesitant to invest in these abilities, despite how enjoyable they are to use in the demo.  With careful planning and practice, I'm sure they'll be viable though.

#1170
Adhin

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Well the rogue one have the targetting icons since there ranged but yeah the warrior ones. I plan to have Isabela as my rogue and I'll be playing a 2H berserking tank warrior. I figure I'll pause, have her backflip out and just as she lands (nice and safely away from me) I'll whirlwind the group.

As for the normal attacks since the arc is infront of you, it maybe best to keep her off to the far-sides, outside of your main grouping, or if your fully surrounded, behind you entirely stabbing dudes. And I'll have her AI tactics setup to go after mages instantly from the get-go, have the rogues play the scrapper that wanders the field assassinating the more irritating targets.

Though I agree in general there Iazuli, its going to be a bit of a pain on Nightmare to keep my warrior from hurting my allies.

Modifié par Adhin, 27 février 2011 - 05:57 .


#1171
lazuli

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Adhin wrote...

Well the rogue one have the targetting icons since there ranged but yeah the warrior ones. I plan to have Isabela as my rogue and I'll be playing a 2H berserking tank warrior. I figure I'll pause, have her backflip out and just as she lands (nice and safely away from me) I'll whirlwind the group.


Well, there's also that Rush ability for Rogues.

#1172
Adhin

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Yeah, don't think I'll be giving that to Isabela or have her use it. I'm still debating between Scythe and Whirlwind for my Warrior. I may not take either of them, depending on what Berserk/Reaver has available.
For the rogue I'd rather focus on the minor CC and single-target destruction though for all companions my main focus is going to be in there unique specialization. Don't care what it is I just want them to have that as there primary thing. I love how they all have there own unique specializations.

#1173
Gibb_Shepard

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Just wondering, will the specialisation classes (Blood Mage, Beserker, Assassin etc.) have their own skill trees? And if they do, will they more so have activated abilities or sustained abilities?

Sorry if this is has an obvious answer.

#1174
The Elder King

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Gibb_Shepard wrote...

Just wondering, will the specialisation classes (Blood Mage, Beserker, Assassin etc.) have their own skill trees? And if they do, will they more so have activated abilities or sustained abilities?

Sorry if this is has an obvious answer.


Yes, they have their skill trees. The number of activate and sustained ability varies for each spec. Berserker has 4 skill plus 6 upgrade. About the 4, there is surely 1 sustained, one activated, and one passive. I don't remember the fouth, but I think is an activated.
edit: checked on wikia. Berserker has one sustained (lus 2 upgrade) two activated (plus 4 upgrade) and one passive abilities.

Modifié par hhh89, 27 février 2011 - 09:55 .


#1175
nightcobra

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question: what is the normal rate of stamina regeneration for warriors?

i'm asking so i can compare the usefulness of "deep reserves" which adds 10 to that value.