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TGS2011: DA2 demo hands-on, all talent descriptions


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#1176
Sabresandiego

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nightcobra8928 wrote...

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.


If you read Peter's post, and my calculations, you will learn that +10 to stamina regeneration is +.25% stamina regen per second.

.25% stam per second = +10 stam regen = deep reserves = 1% stam per 4 seconds = 7% stam per 28 seconds

the percentage is equal to the percent of your total stamina bar. I do not know what base regeneration is for warriors.

Modifié par Sabresandiego, 27 février 2011 - 10:22 .


#1177
Guest_iOnlySignIn_*

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Question for Peter because I'm tempted to invest into both the Archer and the Dual Weapons trees like him:

Can Rogues change weapons during combtat? If so, then how do they do it? Hotkey? Inventory screen? How long is the weapon-changing animation, compared to say, Lacerate?

If I'm required to access the inventory screen to change weapons, then I'll never invest into both trees, because that would break the flow of combat. I hope it's like Mass Effect, where a small anmiation plays when you change weapons with a hotkey.

Perhaps the DA:O players here can enlighten me. How do you switch weapons in DA:O?

Modifié par iOnlySignIn, 27 février 2011 - 10:35 .


#1178
nightcobra

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Sabresandiego wrote...

nightcobra8928 wrote...

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.


If you read Peter's post, and my calculations, you will learn that +10 to stamina regeneration is +.25% stamina regen per second.

.25% stam per second = +10 stam regen = deep reserves = 1% stam per 4 seconds = 7% stam per 28 seconds

the percentage is equal to the percent of your total stamina bar. I do not know what base regeneration is for warriors.


thank you, didn't see that.

even so, knowing the base regeneration percentage for warriors would help to rate "deep reserves" usefulness.

#1179
Adhin

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I'd love to know the base regeneration rate of both characters, and also what the bonus % regeneration Warrior and Rogue get. Peter's said Rogues get regen for base auto-attack as a basic class feature, and then you get a passive like this:

3. Follow-Through
Requires: Level 7
Requires: Back-to-Back
Points required in Scoundrel: 2
The rogue thrives on continued momentum in combat, dashing from one attack to the next. The rogue now regains more stamina than normal from every basic attack.
Stamina regeneration: +1% per basic attack
Type: Passive ability

So that's an extra 1%, if they have 1-2% base, lets say 1%, thats 2% of there stamina per non-special move attack. Warrior's seem to get a base bonus regeneration based off killing things. That could be an interesting combination thing where killing off a few guys at once gives you enough to use another big move.

I could easily see that kind of momentum being built up.Which leads me to believe while Reaver plays with the Warriors health to give bonuses, Berserker may do the same but for stamina. Least I hope so, would be pretty crazy to get some kinda momentum going with all that.

So yeah Peter, if you could give us base % regen rates, and what % rogue/warrior get for there base-attack/killing would be sweet.
:D

Modifié par Adhin, 27 février 2011 - 11:09 .


#1180
Zhel_Ryn

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Still loving the information in this thread ^.^:

Punishing Lance: When it says weaker enemies, will this be 'weakened' (low health) or rank (critter/normal)?

Do you know of many attempts made there to build an arcane warrior-esque character? Statting one would be inefficient as previously said, but how viable does it seem to have a close-short range mage in light+ armor?

Armors: Can you give us more details on the number of sets (light, medium, etc.) and their stat requirements? Is there just enough sets per class, or will there be a 'medium' armor set between rogue leathers and warrior massive plates?

Another note, seems the rogue and mage pictures have all hit a bandwidth limit. =(

Modifié par Zhel_Ryn, 27 février 2011 - 01:31 .


#1181
Rocambole4

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I was thinking - considering the recent info about stamina regen Peter gave us, it's ideal to have the kill hits coming from the warrior. That makes Brittle slightly more important when it comes to cross class combos (the conditions warriors are more prone to exploit), unless in most fights stamina is not an issue (I don't think so, specially playing on nightmare).

Maybe the AoE stagger followed by a mage killing stuff with Chain Lightning is not as good as Cone of Cold followerd by Scythe with Reaper after all. Or maybe we should do both, if creeps survive one of those combos are not enought to clear the mobs.

#1182
Zhel_Ryn

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Or Disorient in the case of a Sword and Shield Warrior (Claymore is the only brittle CCC S/S can get, and only stuns).

Then again, all the AoE brittle and staggers are not 100% chance to affect, so both sets can still plausibly be used in either order. Also can not forget that more of the fights will be done in waves too. Just a matter of when you need that (likely) larger chunk of stamina back.

Modifié par Zhel_Ryn, 27 février 2011 - 01:51 .


#1183
WrexKroganKing

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This thread is amazing. Thanks so much to Peter :)

Naitaka, the images in the first post seem to have died :(

#1184
Adhin

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Yeah I was actually thinking, if theres enough targets and the % per kill is high enough (and you have high enough stamina) you could literally have a 'free whirlwind'. That is, of course, if every monster around you is a kill.

You know this also brings up another question about Nightmare which I'm sure it still works like DAO but you never know I guess. In casual, normal and hard skills auto-reset when a fights over and your hp/sta/mana recharge super fast. In nightmare does that still charge up to full right away like it did in DAO or is it subject to being turned off like the auto-reset on skills. I'd imagine it still speedy regens but that would ultimately make life a hell of a lot harder then skills not auto-resetting.

-edit-

I got a question actually Peter I think you can answer, Stamina and Mana 'Reserve' on sustained abilities. It makes it sound like its sectioning off a % of max mp/sp like the static cost of old sustained abilities but we've been told its the new fatigue before. So my question is how exactly does that work? Does it just section off % of your bar, does it make skills cost %more, or both?

Modifié par Adhin, 27 février 2011 - 02:29 .


#1185
nobnobgvn

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I wonder if a warrior can use a bow, and in that case will str increase damage and attack?

#1186
Tleining

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@ nobnobgvn
only rogues can use bows (ranged weapons). So dex increases damage.

#1187
Grumpy Old Wizard

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Which offensive spells are party friendly in Nightmare? Lot of the descriptions talk about them only affecting enemies, even Coneof Cold and Fireball.

Modifié par Grumpy Old Wizard, 27 février 2011 - 04:38 .


#1188
andar91

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Grumpy Old Wizard wrote...

Which offensive spells are party friendly in Nightmare? Lot of the descriptions talk about them only affecting enemies, even Coneof Cold and Fireball.

Image IPBImage IPBLightning spells ignore friendly fire.  And Winter's Grasp and Stonefist should be safe, as they're single target spells as far as I know.

#1189
Adhin

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Anything thats single target (guess thats obvious though) and Tempest lightning spell. Also if you read back peter said any spell that seems like the mage would be picking targets (such as the lightning strikes from tempest) wont effect the party. But, at least from the demo, its damn impossible to tell.

#1190
Grumpy Old Wizard

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It is not intuitively obvious that the mage would be able to pick targets for the jumping of chain lightning or tempest so I hope we can get an official list so we can pick our spells properly in NM.

#1191
Phoenixblight

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Grumpy Old Wizard wrote...

It is not intuitively obvious that the mage would be able to pick targets for the jumping of chain lightning or tempest so I hope we can get an official list so we can pick our spells properly in NM.



Peter as already answered list anything that has AOE will have FF except the light spells which are specific to enemies. For chain lightning they bounce off of the close enemies and the attack doesn't come back to an enemey that has been hit with spell. 

#1192
Ace Attorney

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Who is the party member best optimized for a Healer role? A Sprit Healer Hawke or one of the others?

#1193
Adhin

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Best healing mages are Spirit Healers so, Hawke or Anders. Ander's unique web is 'like' Spirit Healer but has some unique stuff in it. Either way he is a healer type. Not sure what Specialization (if any) Bethany gets but at a base her (and hopefully Merrill) only would have the 'Heal' in creation. Which does 40% max hp instantly, 60 second cooldown, can be ugpraded to 80% though which is basically shy a full heal.

So yeah, Hawke or Anders is the simplified answer.

#1194
Grumpy Old Wizard

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Phoenixblight wrote...

Grumpy Old Wizard wrote...

It is not intuitively obvious that the mage would be able to pick targets for the jumping of chain lightning or tempest so I hope we can get an official list so we can pick our spells properly in NM.



Peter as already answered list anything that has AOE will have FF except the light spells which are specific to enemies. For chain lightning they bounce off of the close enemies and the attack doesn't come back to an enemey that has been hit with spell. 


OK, thanks. Primal will be my primary school for crowd damage then. I remember he said glylphs don't affect party members so those are in along with single target spells and whatever else I can throw in. i have a good idea what I need now and hope the force mage/blood mage trees are revealed soon.

#1195
Rocambole4

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Grumpy Old Wizard wrote...
...
OK, thanks. Primal will be my primary school for crowd damage then. I remember he said glylphs don't affect party members so those are in along with single target spells and whatever else I can throw in. i have a good idea what I need now and hope the force mage/blood mage trees are revealed soon.


I think Primal will be everyone's favorite on Nightmare, man. Not only Chain Lightning is a blast (pun intended) against Staggered targets, you can also cause brittle and have some crowd control with Petrify, do single target damage, knock stuff down AND exploit disorient with Stonefist... all in all, it looks like the most balanced tree.

I"m still struggling trying to figure what ELSE my mage will be. Primal is the only thing I'm sure at this moment. 

#1196
Sabresandiego

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Primal does look awesome, oddly enough Bethany doesnt have the primal tree! She is supposed to be a good support sister for warrior Hawke!

#1197
Rocambole4

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Sabresandiego wrote...

Primal does look awesome, oddly enough Bethany doesnt have the primal tree! She is supposed to be a good support sister for warrior Hawke!


Lol, exactly. She's the new Wynne I guess.

#1198
Adhin

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Heh keep in mind Primal, while party friendly, doesn't do nearly as much damage as the Elemental Web. Fire Rain alone can devastate like crazy, Lightning skills just do less direct damage at base due to there party-friendly nature, but its been stated if you get lucky with your grouping you can hit an absolute ton of targets with Chain Lightning due to how it jumps around.

#1199
Peter Thomas

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nightcobra8928 wrote...

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.


I don't have database access here, but Deep Reserves is supposed to effectively double a Warriors passive stamina regeneration.

#1200
Peter Thomas

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iOnlySignIn wrote...

Question for Peter because I'm tempted to invest into both the Archer and the Dual Weapons trees like him:

Can Rogues change weapons during combtat? If so, then how do they do it? Hotkey? Inventory screen? How long is the weapon-changing animation, compared to say, Lacerate?

If I'm required to access the inventory screen to change weapons, then I'll never invest into both trees, because that would break the flow of combat. I hope it's like Mass Effect, where a small anmiation plays when you change weapons with a hotkey.

Perhaps the DA:O players here can enlighten me. How do you switch weapons in DA:O?


You need to use the inventory screen. It was a GUI/UI decision early on to remove quick weapon swapping.

There was a short delay after you switch weapon sets (might be a bug, might be background loading of a different animation blendtree).