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TGS2011: DA2 demo hands-on, all talent descriptions


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#1676
Icy Magebane

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godlike13 wrote...

Does anyone know if "Reserved: 20% of mana" mean 20% of total mana or current mana?

To
be more clear, lets say my Mana total is 200, but i activate Arcane
Shield when i already used 100 of it. So will it take up 20% of 100 or
200?


20% of the maximum, not the amount you have left.

orjerby wrote...

Hey.
I dont know if to choose Taunt from Warmonger or Fearless Synergy from Battlemaster.
Im going to choose Battlemaster but i dont know if the Fearless Synergy is good enough to make all the enemies attack me.
What should i take?

That's going to come down to personal taste I think.  You can always use rogues to redirect threat, but on the other hand, Taunt's 100% is pretty much fool proof.  I'm not sure if one is strictly better than the other, depending on party composition and play style.

#1677
Adhin

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@Graunt: YOU have said what 'you' think it is, and what you think it is one of the things I think it 'may' be. That's not a confirmation unless you make a damn video of it in action and show it to me. The skill its self (least from what we get with Naitaka) says 'Health Regeneration', not 'Health'. Health Regeneration is a specific stat. 10 Health regeneration is .25% even if it was 400 dmg, as ive said, thats only 10%.

So yeah I agree with you in thinking it'll be dmg to health, thats what makes the most sense. I just was trying to get confirmation directly on it sense the skill description read out information is misleading.

#1678
Graunt

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Adhin wrote...

@Graunt: YOU have said what 'you' think it is, and what you think it is one of the things I think it 'may' be. That's not a confirmation unless you make a damn video of it in action and show it to me.


Obviously it's not a developer confirmation, but it would take a giant leap in logic to assume it doesn't scale just like every other ability or that the health returned isn't the same as the damage dealt.  In practically every single game that has ever used an ability like this, they always do less direct damage than a regular damage spell, but the health returned is usually the same as the damage.  So in a one on one fight where you've already sustained damage (at least, if not more than the spell heals), the outcome is approximately the same as if you had simply used a standard damage spell.

The skill its self (least from what we get with Naitaka) says 'Health Regeneration', not 'Health'. Health Regeneration is a specific stat. 10 Health regeneration is .25% even if it was 400 dmg, as ive said, thats only 10%.


Bioware words things "strangely" sometimes.  You aren't going to simply get a boost to your default health regeneration, because that would be even worse since there's no duration, it would only be a one time tick.  It will work just like I said, and you can bookmark this post to tell me how wrong I was if it turns out differently. ;)
Might also just be a translation issue.  Also, go read what the heal spell says again.

So yeah I agree with you in thinking it'll be dmg to health, thats what makes the most sense. I just was trying to get confirmation directly on it sense the skill description read out information is misleading.


I'm sure there are some people out there ... who could give you the answer to this, but the game will be out in less than two days anyway.

Modifié par Graunt, 07 mars 2011 - 03:22 .


#1679
Adhin

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I still have absolutely no idea why you feel the need to argue my points back at me when you goddamn agree with me. Or is it just some kind of hatred of me trying to ask devs? Seriously man. In my very first post in the other thread where you got on me over this I stated I thought it would be directly DMG to HP. I just wanted it confirmed since its worded strangely.

As far as other heal spells? They list out in % which, whenever it does that, translates into direct % instant. For all we know they just didn't list out its a 1-4 second buff, that's doubtful though. Just to point it out again, I already think its damage to health direct. I know it scales, I've stated it scales many times. Stop pretending I haven't just to argue with me.

#1680
Orange_Section

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Wicked ! cudos mate....

#1681
Dinaminjo

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Maybe we could get an answer to how many talents do we actually get to spend..
Plz..

Like books, bonuses etc..

#1682
orjerby

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And we can somehow reset the talents?

#1683
Graunt

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Adhin wrote...
As far as other heal spells? They list out in % which, whenever it does that, translates into direct % instant. For all we know they just didn't list out its a 1-4 second buff, that's doubtful though. Just to point it out again, I already think its damage to health direct. I know it scales, I've stated it scales many times. Stop pretending I haven't just to argue with me.


My point is that you're talking about "Heath Regeneration" on Devour and the Heal spell has the same wording and it's instant.  When I first looked at the tree for the first time I thought it was going to work like Regeneration did, and that made no sense for the lowest heal.

Maybe if you weren't so hostile while "agreeing" it wouldn't look like you're the one trying to refute points.  Just a suggestion.

Modifié par Graunt, 07 mars 2011 - 02:49 .


#1684
Ultimecia

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I'm not familiar at all with the regeneration mechanics. For example: Deep Reserves: +10 stamina regeneration.
What does that equal to: 10 stamina/sec; 10stamina/10 sec; 10% of stamina per minute.
I have no clue...
Depending on its impact it should be good for a Berserker (I'm also liking Second Wind-Berserk-Bolster synergy)

#1685
0rz0

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I think +10 was 0.25%. Peter was answering this already, try search the dev posts a bit.

#1686
JulianoV

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So this 10 plus berserk's would equal 0.5% a sec? At 200 stamina we're looking at 1 point a sec, which is tremendously underwhelming. Ugh. I wish there are some nice stamina granting armor and items in the game.

#1687
Ultimecia

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I was planning on a double war setup anyway. The other war can supply the stamina through Rally/Unite to keep my Berserker fueled for Cleaves, Barrages and Berserk

#1688
JSLfromBx

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yes dps warriors will have some serious stamina issue. they start with low stamina and their abilities cost more comprares to mages. the only reliable way for warrior to regen stamina is to kill enemies and even that is a problem.

It's a probleme because if a rogue or arche get the killing blow you get no stamina regen for the kill, but worse any boss fight that doesn't have waves of easy to kill adds is going to be quite problematic for a dps warrior.

Also warior start with 110 stamina so to reach 200 that's already an 18 point investment, quite a lot.

#1689
Adhin

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@Graunt: Sorry, I just get irritated when people seem to directly ignore my original stuff and start arguing my points back at me. Which is fine if its actually against me. Gets frustrating when its actually the same thing I've been saying. I'm not the best at getting my point across sometimes. way to much rambling. and um, speaking of rambling...

To The regeneration stuff. 10 is 0.25%. So buying Berserker, which does stamina +10 stamina regeneration is a static base +0.25% per second, or 1% every 4 seconds. It's not bad, really, as Warriors probably have that as a base already. The Death Blow though, 5% (min) per kill, per rank. That I believe is meant to double the Warriors base version of that. Which would mean Death Blow upgrades the Warrior to 10% stamina instantly, anytime he kills a basic mook. Elites would be 20%, bosses would fill up 30%.

You can see how quickly that would add up if you where killing mooks quickly. You'd never really run out of stamina using Berserk, more so if you upgrade it for the -2 stamina. Which, I guess brings me back to Graunt, and why I was trying to get confirmation. Look at Berserk its another ability that involves stamina and the like, though granted it uses 'cost' so it makes sense.

1. Berserk
Requires: Level 7
Requires: Berserker
The berserker flies into a rage, landing powerful blows for as long as this mode is active.
Damage: +10% of remaining stamina
Cost: -4 stamina per hit
Cooldown: 10s
Type: Sustained mode

I dunno I just think they should change the wording if it is how we think it is you know? but that wont matter ultimately once we know for sure it works as a 1:1 ratio and not actual stat regeneration.

*reads JSLfomBx Post* - ...Yup pretty much, most basic fights wont be an issue but straight up against major bosses. Gonna be an issue I think. I'll probably keep Rage and Bravery off for most bosses and just use the basic Stonewall thing. Least with Berserker (and hopefully a ring or 2) I can get my stamina regeneration base to mostly keep up with Stonewalls durations.

Upgraded thats 10 seconds, so I'd have to get 40 stamina regeneration in total, maybe impossible, may not be. If I'm right and warriors start with 10 base, +10 from Berserker, Just need +20 from items. Or, no items and 200 Stamina as .5% from 100 would still be 1 stamina per second. It'll probably be a mix though all things considered.

Oh yeah and one of my other idea was Bolster, and do a Stonewall + Bolster + Bolster thing, just kinda get stamina back while I'm immune. It has no cooldown just have to contend with the animation. I should work that in actually, Bolster + Deep Reserves would put me at 30 stamina regeneration or .75% per second.

Yess...

#1690
Ultimecia

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From the build I've been looking at you can get Berserk at 7, and Second wind immediately at 8. This should keep you Berserking away quite some time
(Pommel Blow, Mighty Blow, Giant's Reach, Sunder, Bolster, Killer Blow/Scythe/Might, Berserk, Second Wind)
At least that's how I'll be building my 2hander/Vanguard/Berserker (Cleave + Barrage seems fun :)

#1691
JSLfromBx

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I agree that second wind is a must have for berserker, it's also probably a must have for tank since you'll probably be stuck with 110 stamina for the whole game as a tank.

Rogue stamina regen looks quite overpowered so they most likely won't need the stamina potion , so you can probably save your stock for hawke .

#1692
Peter Thomas

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Adhin wrote...

To Peter: I got a question related to 2 talents on Reaver and Berserker, specifically, Berserk and Devour. There descriptions seem confusing. Or well, if i take the descriptions at face value there usefulness seems heavily stemmed so I feel like theres something I'm missing there. Since we know the abilities now anyway you could comment on em?

8. Devour
Requires: Level 8
Requires: Reaver
The reaver tears into an enemy, consuming its life force to heal the reaver.
Physical damage: 10
Health regeneration: 10
Cost: 20 stamina
Cooldown: 120s
Type: Activated ability

Devour there, 10 health regeneration. Is that 10%? or just 10, that seems like an awful small amount. You'd have to hit for 400 just to get 10% of your own HP back. Or does it directly heal 10 points of your life? That's based off a lvl 4 Warrior so  I figure the damage output is basically normal base attack damage and it converts life to the player somehow.


The base damage it does is the amount of health the player regains.

Other one is Berserk...

1. Berserk
Requires: Level 7
Requires: Berserker
The berserker flies into a rage, landing powerful blows for as long as this mode is active.
Damage: +10% of remaining stamina
Cost: -4 stamina per hit
Cooldown: 10s
Type: Sustained mode

10% of remaining stamina. That literally what It seems? if your currently full at 100 stamina your getting +10 dmg? Base dmg for everything else to work off of or...? I just feel thats kinda small compared to the stamina drain it inflicts, compared to just about every other sustained. But I haven't had a chance to use it in practice so...just curious. They both seem weaker then I'd expect for what they're meant to do.


It's 10% of remaining stamina in bonus damage. So if you have a pool of 100, but 10% is reserved, it will add +9 damage to your attacks (100 * 0.9 * 0.1). For reference, a Two-Handed Warrior weapon at 7th level does 12 damage, so even assuming no Willpower investment, you almost double your weapon damage if you have a lot of remaining Stamina.

#1693
Zhel_Ryn

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*Devours Adhin, drools on Peter* Mmm, Devour. =P

We did forget that live numbers were not the monstrous *one shot ally at level 1* numbers I guess. Berserk doesn't sound terrible at all for the flat numbers it'll produce.

Have we thanked Peter enough for all the wonderful information he's given? Thanks!

Modifié par Zhel_Ryn, 07 mars 2011 - 07:50 .


#1694
Adhin

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Awesome, thanks Peter! Sounds good early on but not sure how well thats going to scale late game with out dumping a ton into Willpower. Not that it matters to much, that's still worth a ton of points in STR and im guessing other %based stuff (such as Mights 10% or Reaver's %based passive) work off that.

#1695
Ultimecia

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Wow, Devour is alot better than I expected. Excellent synergy with Cleave as well.
I don't think there's much that can stop a Barraging, Cleaving, Berserking warrior :)

#1696
Ultimecia

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Double post, apologies

Modifié par Ultimecia, 07 mars 2011 - 08:02 .


#1697
0rz0

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Some old and new info fished from the readme:

- Nightmare difficulty adds several effects that are not described
in-game, including the following:
1) Attacks from party members that hit more than a single target
(including attacks from a two-handed warrior or a
weapon-and-shield warrior) are capable of harming fellow party
members as well as enemies.
2) Enemy assassins have a chance to steal potions.
3) When enemy assassins strike from stealth, they bypass the
victim's armor.
4) Enemy commanders are able to taunt their allies into attacking
a single member of the player's party en masse.
5) When party members fall below 10% health, they suffer bleeding
damage that will further erode their health unless they are
healed.
6) Various enemies become completely immune to certain types of
damage; for example, dragons become immune to fire damage.

#1698
Rocambole4

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Leo Church 13 wrote...

Question for Peter. In previous posts (I can't recall which of the 67 pages) you said that (1) plate might be a good, or interesting, choice for blood mages and (2) there is no longer fatigue. Also, I've read that spells have a 100% chance to hit, though they can be resisted. Does that mean there is no armor penalty for mages?


If I had to guess Leo, I'd say Plate usually carries a lot of +HP and pretty much no mana or mana regen. Considering Blood mages can use HP to fuel their spells...

#1699
Adhin

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Yeah personally If I was going to go bloodmagic, I'd pretty much be maxing Magic and Con. Get magic up to the point of equipping good staffs then just blast Con till Im swimming in HP. Maybe throw in some STR to equip some good armor.

Really kinda depends how much extra stats we get. But getting 32 str/con for best heavy armor may not leave to much for Magic. Probably around 20-30 as well. Get it high enough though maybe able to get some +magic rings to push it over for requirements sake.

I figure that'll be one of them push/pull things vs spell damage (staff) and survivability (armor).

#1700
JSLfromBx

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well if Devour healing is based on the attack damage and not on a % of max health then it will be quite useless for tanks.