TGS2011: DA2 demo hands-on, all talent descriptions
#1501
Posté 03 mars 2011 - 03:08
#1502
Posté 03 mars 2011 - 03:11
#1503
Posté 03 mars 2011 - 03:11
#1504
Posté 03 mars 2011 - 03:12
-Skorpious- wrote...
Hmm, keeping my mages close together and playing off of battle synergy seems like a much more viable option now for my nightmare run now that I know taunt has a limited range.
you can use a rogue to use armistice and goad to get enemies to attack the tank
#1505
Posté 03 mars 2011 - 03:59
-edit-
And Peter is still a cool dev. He's just being cool elsewhere
Modifié par Adhin, 03 mars 2011 - 04:02 .
#1506
Posté 03 mars 2011 - 05:46
Also, any thoughts on the top 1 or 2 SnS sustained modes currently known?
#1507
Posté 03 mars 2011 - 05:53
Gilgameshrob wrote...
Is there a limit on how many "sustained modes" you can have activated or is it dependant on how much you want to gimp your stamina pool?
Also, any thoughts on the top 1 or 2 SnS sustained modes currently known?
The limit depends entirely on which sustainables you have active. Each one consumes a different amount of stamina (i.e. Bravery consumes 30%, Turn the Blade consumes 20%). If lets say you have 4 sustainables, 2 30% 2 20%, you would have consumed 100% of your stamina, leaving nothing left for activated skills.
I'd wager you would want to switch between Turn the Blade and Shield Defense depending on what you are engaging. Versus normal mooks, avoidance will be better as generally you have a much better chance of dodging normal enemies than you do bosses. Once you are tanking the boss, Shield Defense will be better suited for mitigation. Other sustainables that might be of interest are Bravery + Bravado for the increase threat generation or Battle Synergy with Fearless Synergy for threat transfer for companions that pull a lot of aggro (think Misdirect from WoW if you play it).
#1508
Posté 03 mars 2011 - 06:03
#1509
Posté 03 mars 2011 - 06:12
#1510
Posté 03 mars 2011 - 06:23
#1511
Posté 03 mars 2011 - 08:05
Sabresandiego wrote...
Peter, were abilities like whirlwind, mighty blow, and scythe ever 1-shotting companions on accident in the later levels on your nightmare 2 handed warrior playthrough? I know you said you did not take giants reach or whirlwind on your nightmare 2h playthrough, can you elaborate how you played? Did you avoid having more than 1 melee character in the party?
I didn't say I did a Nightmare 2H playthrough. I was asked what talents I would use if I did.
For most of the game I had only Aveline as melee, with my Rogue sometimes switching.
For certain quests I had Fenris as well, though. I had Aveline hold a main group, Fenris picked off ranged enemies and stragglers, then attack the ones focused on Aveline from behind. I had no tactics for anyone so they wouldn't trigger their abilities unless I told them to. I made sure they were only used where they wouldn't harm teammates.
#1512
Posté 03 mars 2011 - 08:08
iOnlySignIn wrote...
(2) I have a question concerning Explosive Strike in particular: the description says it's +50% damage per basic attack excuted prior to the Explosive Strike up to 10 basic attacks. This would mean 600% of its basic damage if you're able to use the full chain, making it as powerful as Twin Fangs.
I especially counted the number of basic attacks (the number of the 'SNIKT' sounds) before I hit Explosive Strike. I made sure it was at least 10 strikes. Explosive Strike still turns out to be rather weak, clearly weaker than a Backstab, and only a bit stronger than a basic attack. Am I doing something wrong? Or perhaps Merciless Strike is needed?
There is onscreen GUI feedback for what your counter is in the final game. Misses don't add to the counter.
(3) One additional question: I find Backstab to overkill basic troopers in the Legendary part of the demo, but in the Realistic part it doesn't, at Level 2, 3, or 6. Even Twin Fangs at Level 6 cannot overkill a basic archer enemy. Is it true during the later part of the game as well? I'm planning to put in 1:1 Dexterity vs. Cunning in terms of attributes.
In the exaggerated first part, you're quite a few levels higher than the enemies and all player ability damage is multiplied by a lot to get the explode-y feel.
Also, a lot of damage numbers in the demo were rebalanced. The numbers at the beginning of this thread are better.
#1513
Posté 03 mars 2011 - 08:13
druplesnubb wrote...
Also on FF: Why was it removed from all difficulties except nightmare? I can understand you wouldn't want the "one shot all your friends" abilities on lower difficulties but why no just lower friendly fire damege instead of removing it completely? One of the devs even confirmed that hard was for people who wanted to control the whole party (unlike easy and normal which is for playing just one character). FF seem like an obvious and vital element to that.
I can't comment on the decision to restrict friendly fire to Nightmare. There are many different versions of explanations floating around.
#1514
Posté 03 mars 2011 - 08:14
Gill Kaiser wrote...
Yeah, I wish Hard still had 50% friendly fire.
If I was asked to implement it, that isn't how it would be done. Half of way too much damage is still way too much.
#1515
Posté 03 mars 2011 - 08:18
Sabresandiego wrote...
For armistice it says radius is 10m. Is that around the rogue or around the ally you are trying to protect?
For goad it says radius is 6m. Is that around the rogue? Can you tell the tactics system which companion you want goad to transfer threat to?
Those abilities are targeted on a party member. You throw a grenade at them, which explodes. All enemies in the radius around them get either a taunt or a detaunt towards that party member, depending on the ability.
#1516
Posté 03 mars 2011 - 08:26
just_me wrote...
Could someone figure out how Force works one abilities that don't inflict damage like Mind Blast and Stonewall? The given formula wouldn't work if damage is 0 and using 1 as a stub value produces way too small force values... and the 10% damage condition doesn't make sense either
If no damage is specified, assume it's the base attack damage.
I'd also like to know the boundary values to get a "major force effect" instead of a "minor" one ... how much physical force do you have to produce to knock an enemy down instead of knocking him back. And if this is also rank (and/or creature) specific for example you have to produce 20 force to knock a normal rank enemy down and boss enemies do not only have more fortitude but you have to produce 40 force to knock him down. That's a question only Peter could answer... I assume.
Physical force is the easier to use as an example. Reaction is determined by percentage of health done by a single application of damage.
<10% - Additive reaction. Character twitches. Does not interrupt action.
10-20% - Minor reaction. Character gets knocked back a step, but recovers. Interrupts action.
20-30% - Major reaction. Character stumbles back a couple meters. Interrupts action.
>30% - Extreme reaction. Character is knocked off his feet and goes flying backwards. Interrupts action.
Higher rank creatures have more health, so it's harder to cause a reaction on them.
#1517
Posté 03 mars 2011 - 08:30
Modifié par Sabresandiego, 03 mars 2011 - 08:30 .
#1518
Posté 03 mars 2011 - 08:31
Rocambole4 wrote...
Peter, 2 quick questions about Massacre (the warrior skill under the Vanguard tree):
1 - is the threshold for lethal strikes always 20% HP against normal, 10% against lieutenant? If so, it's much better on higher dificulties, right?
Yes and yes.
2 - Is the effect able to affect friendly chars hit by the warrior when under 20% HP? If so, forget my first statement, it's almost prohibitive on Nightmare.
Also, what's the group members rank? Normal, Lieutenant or Boss?
It checks for specific ranks. Party members are rank PLAYER, so they don't apply.
#1519
Posté 03 mars 2011 - 08:36
Ultimecia wrote...
I"m curious how Rally/Unite will work exactly. It states your compagnions get the benefits from Control, Might, Turn the Blade or Elemental Aegis.
As far as I know you can have 2 of these on, but it states 'or' but my tank will have Turn the Blade and Control on. I also don't recall a duration on it.
At least these tooltips are useful, DAO's tooltips are pathetic "you gain a bonus" well thanks for the info
The exact bonus given by the base ability is the one passed on by Rally. The same function is used to determine what the base ability applies and what Rally applies.
All the ones that are on the character will be passed on. That's 1 defensive and 1 offensive max, because of use restrictions.
#1520
Posté 03 mars 2011 - 08:44
Adhin wrote...
FF isn't lower damage for skill use. The 'glancing blow' thing is 100% only base auto attack and that means its purely a warrior thing. Thing your missing is ALL SKILLS, always hit. Period. Fireball, Whirlwind, whatever doesn't matter. Every skill always hits, completely ignores the **** out of the defense score. That's only for auto-attack.
You still do get a dodge check, though.
#1521
Posté 03 mars 2011 - 08:47
Modifié par Wissenschaft, 03 mars 2011 - 08:49 .
#1522
Posté 03 mars 2011 - 08:49
Aroya wrote...
Peter, I know you mentioned subtle combat mechanics throughout this thread. For nightmare players, will there be comprehensive combat mechanics somewhere online or even in the game manual?
One of the strategy guides may have it. I'm not sure about any plans for an online knowledge base.
One I forgot earlier... Some enemies will taunt their allies on specific party members.
#1523
Posté 03 mars 2011 - 08:49
#1524
Posté 03 mars 2011 - 09:11
Adhin wrote...
HAHAHAH! I think watching that show someething I noticed first time in the demo. If anyones paying attention you can see ALL of the enemies are using the old DAO fighting animations.
Heh
#1525
Posté 03 mars 2011 - 09:15
Sabresandiego wrote...
I know that Peter said that giants reach doesnt increase the cone, but from the demo alone I am hitting people to my left and my right with mighty blow that I wasnt hitting before I got the Giants Reach upgrade. Giants reach is a much better talent then it appears at first glance.
Mighty Blow does a circular impact around the target. Giant's Reach will increase the radius of that circle. It's centered on the target, not the player. The player's basic attacks are centered on the player and only affect a cone.





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