TGS2011: DA2 demo hands-on, all talent descriptions
#1701
Napisano 08 marzec 2011 - 12:56
#1702
Napisano 08 marzec 2011 - 01:00
I can see that heavily just killing the abilities usefulness, single target, low dmg skill already, gets its dmg way cut down by Armor or resistance and you end up barely fixing a scratch.
#1703
Napisano 08 marzec 2011 - 01:04
#1704
Napisano 08 marzec 2011 - 01:13
Peter has answered that awhile back in this thread. Should check out just the Bioware responses, its all him really heh.
To the other part, Armor and Elemental Resistances are capped at 80%. Damage Resistance and Magic Resistance (I think magic anyways) don't have a cap. If you look at Stonewall > Bulwark and Barrier -> Arcane Fortress, they both upgrade to 100% and make you immune for 5/6 seconds.
Magic Resistance works same way as Damage Resistance, but only vs spells. It also has the effect, I believe, of lowering Spells Durations against you and has a chance to absorb the spell ignoring it entirely but not 100% sure on that last 2 parts.
#1705
Napisano 08 marzec 2011 - 01:18
#1706
Napisano 08 marzec 2011 - 01:22
this is at least interesting new, if the protection runes give the same "damage resistance" stats then it mean it stack additively, very interesting indeed.
#1707
Napisano 08 marzec 2011 - 01:50
@JSLfromBx: At its base is 25% Damage Resistance vs frontal attacks. That's it, the 50% is only vs flanking Attacks. Basically if it would be given a flanking bonus, the 25% isn't in effect. if it 'is' given a flanking bonus the 50% is used (or not used if you don't have the upgrade).
That may mean spells and such are ignored as they don't factor into the flanking stuff. Or maybe im wrong and they do, im not 100% sure what the Flanking Bonus is. I know I've read it somewhere, it maybe -25% Damage Resist.
And 'Damage Resist' would add to the damage resist stat yeah, but Damage Resist isn't 'added' to anything else. If it was it would be crazy easy to be immune to everything all the time. Bonus to the way it works though is because its not Armor (like the Defense rune is) it's not subject to having less an effect vs higher lvl targets. Damage Resist is always what it is, so that's nice.
Does make me wonder if runes have ranks now, and regardless, what the highest damage resist rune% is. 5%? 10%? I'd imagine 2-5%. Stacking 3-4, 5% damage resist runes into armor would be pretty sweet though. I'd definitely do that. Would want the 'doesn't stack +all stats' in Weapon, or armor. Rest all damage resist.
#1708
Napisano 08 marzec 2011 - 01:57
#1709
Napisano 08 marzec 2011 - 01:58
JSLfromBx wrote...
I think you got it wrong there friend, the upgraded version can't be 25% frontal and 50% versus rear attack, with the atlent to get flanking imunity then the best way to tank a boss or a crowd of mobs would be to taunt them and then turn your back on them, that's incredibly stupid no matter how I look at it.
That would be hilarious
#1710
Napisano 08 marzec 2011 - 02:13
Micromanaging aveline so she constantly stop her auto attack to turn her back on the ennemy, is well, I'd rather not think about it.
these sort of things can't get trough QA, it just can't
#1711
Napisano 08 marzec 2011 - 03:16
Though when you take into consideration Armor being about 70% (capped at 80%) that 25 to 50% makes a very, very small difference.
For instance at 70%, 2H warrior takes 30 dmg. WnS with that on takes 22.5 dmg, and if it really is (with the immunity to flanking) still 50% from behind, its 15 dmg from the back. The thing cuts the tanks damage down by 25% and removes the AoE Arch. So your going entirely single target at less damage then a Mage does to a single target. Using that, basically, really just screws over there damage output.
Which while its not important in MMO-Raids, is important in DA2. Killing things quickly is, ultimately, the best defense. 'Outlasting' is only really a last resort type of thing. If you can't kill them super fast due to some certain situational thing then 'surviving' is all you can do.
Personally, I'd rather thrive on the field then just survive it, and that means killing efficiently. Not Turning around to face away from 1 monster just to shave off 5 extra dmg.
Either way I still find that 50% from 'behind' awkward, but not broken. maybe Peter can come here and explain it a bit better.
#1712
Napisano 08 marzec 2011 - 04:21
Sabresandiego wrote...
Peter in regards to Devour: The cleave ability booses damage by 100%. If you use devour while under the effects of cleave, does it do 200% damage and also heal for 200%?
Yes.
#1713
Napisano 08 marzec 2011 - 04:23
Adhin wrote...
And here's another question in relation to Devour. If a target has heavy Armor or Damage Resist, does that heavily cut into the Health you get? As in, it uses the 'exact' damage value you inflict, or the damage value before resistances and armor%.
I can see that heavily just killing the abilities usefulness, single target, low dmg skill already, gets its dmg way cut down by Armor or resistance and you end up barely fixing a scratch.
No, it's the amount of damage that is applied to the creature before resistances. That also means you don't get a benefit from creatures that are vulnerable to that kind of damage.
#1714
Napisano 08 marzec 2011 - 04:26
JSLfromBx wrote...
I think you got it wrong there friend, the upgraded version can't be 25% frontal and 50% versus rear attack, with the atlent to get flanking imunity then the best way to tank a boss or a crowd of mobs would be to taunt them and then turn your back on them, that's incredibly stupid no matter how I look at it.
That is... a badly worded ability.
Basically you have a +25% Damage Resistance bonus vs frontal attacks. If you upgrade, it's vs rear attacks too.
#1715
Napisano 08 marzec 2011 - 04:34
#1716
Napisano 08 marzec 2011 - 08:59
The more I look about it the less I see the fun of being a tank, you have no stamina to do anything but stand there and spam taunt. No room to use any offensive ability and even defensive cooldown like bulkward are very stamina intensive and can't be use often if at all and now even our passive is weak, I can't even be proud of being a good damage soaking machine.
Of well, I suppose you can still be a good mana battery with rally, yeah
Well thanks for clearing the missunderstanding then Mr thomas
#1717
Napisano 08 marzec 2011 - 12:23
JSLfromBx wrote...
so basicacly we trade 25% damage output for 25% damage reduction, that's very weak for a tanking talent, I thought It was at 50% damage resist for the upgraded version
The more I look about it the less I see the fun of being a tank, you have no stamina to do anything but stand there and spam taunt. No room to use any offensive ability and even defensive cooldown like bulkward are very stamina intensive and can't be use often if at all and now even our passive is weak, I can't even be proud of being a good damage soaking machine.
Of well, I suppose you can still be a good mana battery with rally, yeah
Well thanks for clearing the missunderstanding then Mr thomas
Well, to be fair, being tank is NEVER fun. But hey, you have a GROUP! Let Aveline tank and do something fun with Hawke!
Also, if tanks were too micro-intensive, you'd have to use them all the time, and everyone knows DPS is where the fun is. Tanks are supposed to do 2 things - hold Aggro and resist a ton of punishment. The less they have to do to achieve this the better.
#1718
Napisano 08 marzec 2011 - 02:21
Right now DA2 looks like they are going to be very passive in their play style but also very weak, an that is not a good combo.
#1719
Napisano 08 marzec 2011 - 03:19
Any yay on the Cleave-Devour synergy. As such I'm assuming it also benefits from Berserk's damage bonus. I'd reckon a Cleaving, Berserking, Mighted, Assailing Warrior would just gnaw someones head off.
So far my starting build would somethin glike:
1/ Pommel Blow
2/ Mighty Blow
3/ Giant's Reach (I like it because it makes Might Blow's AOE reliable)
4/ Sunder
5/ Might
6/ Bolster
7/ Berserk
8/ Second Wind (to keep Berserk going)
9/ Barrage (for silly burst)
10/ Control
11/ Cleave (for even sillier burst, Shattering Blow-Killer Blow coming)
12/ Assail (immunity to normal units through its force knockbacks)
13/ Whirlwind (AoE)
14/ Devour (omnomnom health)
rest/ Filling out 2handed tree, getting Death Blow, getting Muscle/Claymore/Massacre; all that good jazz. The essentials are picked up by now. After these you can work towards the boss slayer combo (Death Hex - Winter's Grasp - Shattering Blow - Maker's Fist - Barrage - Chain Lightning)
#1720
Napisano 08 marzec 2011 - 10:53
when I exploit cross-class-combos, does the condition being used (e.i. staggered) end after one talent or spell in the sense that the staggered enemy returns to normal or does he rather stay in that condition for as long as he is programmed to?
#1721
Napisano 09 marzec 2011 - 12:41
#1722
Napisano 09 marzec 2011 - 01:03
#1725
Napisano 02 kwiecień 2011 - 01:10
i want to write more replys and to be able to write in the forums if u know how please tell me what to do and reply this





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