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TGS2011: DA2 demo hands-on, all talent descriptions


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#76
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.

#77
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.

#78
Peter Thomas

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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.

#79
Peter Thomas

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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

#80
Peter Thomas

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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.

#81
Peter Thomas

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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.

#82
Peter Thomas

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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).

#83
Peter Thomas

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Alodar wrote...

One more question does the cloud move with the target or is it stationary depending on where the target orifinally was?


Entropic Cloud is attached to the target.

#84
Peter Thomas

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Atmosfear3 wrote...

Anybody know or have an idea what the frontal cone degree is for warrior attacks, both 1H and 2H? In the demo it seems the W&S warrior could at best hit 2 targets at most assuming your positioning was absolutely perfect. Kinda wish there was a backpedal feature so I can always be facing my opponents while backing up.


Two-Handed Weapon is the front 140 degrees. Weapon and Shield is the front 80 degrees.

#85
Peter Thomas

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Sabresandiego wrote...

Does giants reach increase the amount of degrees for a 2 hander cone, or only the amount of reach?


It doesn't affect angle, only distance.

#86
Peter Thomas

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Sabresandiego wrote...

For auras that give bonuses like +10% attack, does that come out to +10% vs normal, +5% vs leiutenants, +2.5% vs bosses?


+10% vs all.

#87
Peter Thomas

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Sabresandiego wrote...

Oh, for some reason, the demo heroic aura didnt update your character sheet to reflect this vs leiutenants and bosses although it did seem to add 7% vs normal (instead of 15%). Was this bug fixed for the release version


The number wasn't being reflected correctly.

Sabresandiego wrote...

Also, do enemies have any attacks which ignore your defenses completely and always hit? Does defense% work for melee only or does it effect ranged and magic as well. Is there a cap on defense%? Thanks for the answers Peter!


Affects all attacks that use a to-hit roll. That's pretty much everything targeted and not a persistant AoE. Defense caps at 80%.

Sabresandiego wrote...

Also, what bonus do enemies receive when they attack you from behind?


Normal flanking bonus.

Sabresandiego wrote...

Another question, how does elemental weapons work and what kind of benefit can you expect? The description is extremely vague.


It adds an item property to your weapon which adds bonus damage equal to 10% of the weapon's base damage in the elemental type of the ability.

Modifié par Peter Thomas, 25 février 2011 - 04:37 .


#88
Peter Thomas

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Icy Magebane wrote...

So here's a question... if 2 warriors are using Rally, but different sustained abilities, do all allies receive the bonus of each sustain? Or does the first Rally simply cancel the second completely until it wears off? I realize they won't get double the mana/stamina bonus, but how about sustained effects?


The bonuses show up as being from the sustained ability, so Turn the Blade and Elemental Aegis would show up on all party members.

#89
Peter Thomas

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iOnlySignIn wrote...

Wow, that changes everything. Does the health/mana autorefil after combat not happen in Nightmare either?


That would just be mean...

Standard explore mode regeneration rates on Nightmare.

#90
Peter Thomas

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Rocambole4 wrote...

Peter, can we have a complete list of Nightmare changes so we can plan accordingly? Is the enemy HP the same? Just resistances/defense changes? Enemies hit harder?

I know spells doesn't last the same as in normal, but any other global debuff to your party?


Enemy health is increased. Enemy damage is increased. Enemy force is increased. Enemy cooldowns are decreased. Hostile effect durations on enemies are decreased. Less health potions drop. Enemies heal themselves more often. Party members can have more injuries. Some enemies have additional effects on their abilities (dispel, bypass damage resistance, steal health potions, etc) as well as some miscellaneous things (like the combat cooldown reset not being present). There may be others.

#91
Peter Thomas

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Naitaka wrote...

Adhin wrote...
*snip


It still makes it very hard to aim aoe spell at max range properly. For example, the part in the demo where there're 3 Hurlock archer on a rise in the distance. I had to reaim my fireball many times to make sure it gets all 3 target because their health bar overlapse each other. Also, strategy such as sending a lone stealthed rogue, and then have my mage cast spell at enemy that's not directly on his/her LoS wouldn't work in this case either because as soon as I change selection to the mage, the camera will snap away from my scouting rogue.


In the final game, a lot of AoEs can be targeted on creatures as well.

#92
Peter Thomas

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Adhin wrote...

What I 'really' want to know is Bravery, specifically Bravado upgrade says it does 50% threat generation per target past the first. But the description says it 'draws in more enemies'. So every tick (second or 2 or whatever) does it basically transfer thread like taunt does, via a % value, or....does it just increase the warriors threat rating by that percent an thus can effect things well outside the 10m radius?


It increases all threat the Warrior does by that percentage against anyone at any range. Only enemies within the radius are used to calculate the size of the bonus.

#93
Peter Thomas

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Rocambole4 wrote...

Peter, I have three questions.

Exactly how is Aggro calculated? I'm asking because I'm afraid the huge burst damage from CCC could end up making my mage (or rogue) the target while Taunt is on cooldown, and that's not exactly ideal. So, should I also think about rage management when trying to maximize CCC bursts or will it be safe to just destroy everything as fast as possible?


Aggro is based on a couple factors, including class, distance, and damage. Warriors generate more threat than Rogues, who generate more threat than Mages. If you trigger 600% damage from a CCC effect with a Mage, that Mage will gain all the threat from that damage, but it would be less threat than a Warrior would gain from the same amount of damage.

About Assail with the Besiege upgrade; when a 2h warrior is hitting multiple enemies, will each hit cause collateral damage on the other targets that are also being hit by the swing itself, causing a chain reaction of multiple hits per enemy?


If they're all on top of each other, they would each take the direct damage from the Warrior, as well as secondary damage from each of the AoE explosions. 3 guys would take 3 hits each (1 from the Warrior, 2 secondary from the other guys).

Also, on Lacerate, how long dos the bleed take to do full damage? Is the bleed DoT stackable? Can it crit? in affirmative case, is the crit agi-based?


Lacerate damage takes effect over 5s. The DoT is stackable. It's damage is based on attack damage, so if the attack crits, the DoT would too. Dexterity modifies crit chance for everyone.

#94
Peter Thomas

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falconlord5 wrote...

Holy mother. And I thought normal was hard...


Oh yeah, if you're below 10% health, you start bleeding to death.

Modifié par Peter Thomas, 25 février 2011 - 07:51 .


#95
Peter Thomas

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Altima Darkspells wrote...

Does stealing potions start the potion cooldown?

Because that would be hilarious.


Haha, no. They're on their bodies when they die as well, so they're not destroyed.

#96
Peter Thomas

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Aroya wrote...

How will we know if a frozen target has become brittle? Graphic?


Each of the CCC effects has a unique VFX. In the descriptions of abilities that have that effect or use it, it shows the VFX icon as well.

#97
Peter Thomas

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-Skorpious- wrote...

Anyways, I have a question for Peter - will nightmare unnecessarily punish me for creating a sub-par build or party composition? I.e will having a 2H tank push some fights into the realm of impossibility? Or is there a chance for unprepared or sub-optimal builds to survive encounters without resorting to reworking their talents/abilities?



Nightmare will punish you for not building a good party. It's not 'unecessarily', it's intentional. Building good and effective parties is one of the skills that you learn when playing the game. Higher difficulties are made to test those skills. We've tried to make enough options that good parties can be built in multiple ways, but you need to be knowledgeable of, and capable of working around, their shortcomings. If a Two-Handed Warrior isn't as capable of absorbing damage as a Weapon and Shield Warrior, how are you going to adjust the rest of your tactics to compensate for that?

#98
Peter Thomas

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JSLfromBx wrote...

Peter Thomas wrote...

Enemy health is increased. Enemy damage is increased. Enemy force is increased. Enemy cooldowns are decreased. Hostile effect durations on enemies are decreased. Less health potions drop. Enemies heal themselves more often. Party members can have more injuries.


that's great of new information, thanks a lot. Would you by any chance be willing to do the same for the Hard difficulty setting? what's the difference betwen hard and normal?


The adjustments from Normal to Hard are similar to, but less than, Nightmare. The extra stuff like additional abilities/effects and friendly fire are Nightmare only.

#99
Peter Thomas

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-Skorpious- wrote...

Thanks. Also, how essentail is bravery/battle synergy for threat generation on nightmare in your opinion? My build wasn't planning on using either, instead relying solely on taunt to pull enemies away from party members when necessary. Can I reasonably maintain aggro without the two sustainables mentioned above?


I didn't use either, partly because of the stamina reserve it would have cost. I used Taunt a lot and later Goad when I had it. I found a secondary source of taunts to be very useful in emergencies.

#100
Peter Thomas

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jhawke wrote...

Peter, I was hoping if you could clarify if the warrior "Tremor" attack with a Sword and Shield has the warrior slamming her sword into the ground for an AOE attack.

On my PS3 demo, it seems Tremor is bugged for S+S warrior, as she just does some kind of spin attack.........


That is an animation/art direction comment.