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TGS2011: DA2 demo hands-on, all talent descriptions


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#126
Peter Thomas

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andar91 wrote...

Not to fish, but I don't know if you saw my earlier question.  We know lightning damage stuns, but does it always stun or is it based off of a percentage or enemy rank?  If you cant' answer, sorry, I just wanted to be sure.  Lol-it's funny how this has essentially turned into a replica of your earlier gameplay thread.


It's a very low chance for everyone.

#127
Peter Thomas

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Sabresandiego wrote...

All 2 hand warrior moves are AOE. Mighty Blow hits a 140 degree cone in front of you, and with giants reach it goes several meters back as well. Not doing friendly fire damage is going to be very difficult unless you meticulously pause and position your characters.


The distance for a normal Two-Handed attack is such that, if your teammate is at normal attack distance on the other side of an enemy in front of you, they won't be caught in the 2H AoE.

#128
Peter Thomas

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Yakurn wrote...

I have one question that may have been answered elsewhere (sorry if that is the case, I've searched but didn't find it). Five types of enemies (critter, normal, lieutenant, boss, elite boss) have been mentioned. Which ones have we seen in the demo? Or more specifically, is the ogre at the end of the prologue a lieutenant or a boss?


It was changed a couple times. He should be a boss.

#129
Peter Thomas

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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.

#130
Peter Thomas

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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.

#131
Peter Thomas

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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.

#132
Peter Thomas

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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.

#133
Peter Thomas

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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.

#134
Peter Thomas

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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.

#135
Peter Thomas

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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.

#136
Peter Thomas

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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.

#137
Peter Thomas

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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.

#138
Peter Thomas

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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.

#139
Peter Thomas

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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

#140
Peter Thomas

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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.

#141
Peter Thomas

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Sabresandiego wrote...

What happened to Peter? He was such a cool dev, answering community questions and all.


I've been reading too many constructive criticism threads and needed a break.

#142
Peter Thomas

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Sabresandiego wrote...

Hi Peter, welcome back! So if both goad and armistice are ranged abilities that target an ally, what is the purpose of back to back? is it to save the rogue travel time in order to help an ally? why not just throw an armistice grenade at the ally instead? Also, can you throw an armistice grenade at yourself? Thanks for your answers.


It targets other party members only.

Back to Back can be used to go to someone who needs assistance, or as a way to quickly relocate to another area of the battlefield. It can also be used as an escape route for a Rogue who gets in trouble.

The thing about detaunt (like Armistice) is, if there isn't anyone else they hate enough, they will retarget on the same person. Same applies to things like Mind Blast. It'll knock them back in the Prologue, but if everyone's way off in the distance fighting the Ogre, they'll start to beat on the Mage again.

#143
Peter Thomas

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Wissenschaft wrote...

Peter, if you take Battle Synergy and Heroic Aura in your party, do the buffs to defense stack? I'm getting conflicting answers from others.


Battle Synergy and Heroic Aura stack together. However, multiple Battle Synergies won't stack with each other, nor will multiple Heroic Auras.

#144
Peter Thomas

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hhh89 wrote...

Hi, Peter, if I may ask, can you tell us your favourite spec for every class (including companion's specs)?


Warrior - Reaver
Rogue - Assassin (favorite, not necessarily most useful)
Mage - Anders

#145
Peter Thomas

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hhh89 wrote...

Peter, do you think that in Nightmare a pary composed by a S&S warrior (Hawke), an archer, a damage dealer mage (Merrill) and a healer mage (Anders) can work?


Well, that was my Nightmare party, except Hawke was the archer and Aveline was the WS Warrior.

#146
Peter Thomas

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Ultimecia wrote...

One of the tips in the demo (and DOA iirc) is that heavy armor in itself generates threat, so naturally the first targets should be the warriors.

Small question for Peter: Assuming you can damage a boss enough, will he be interruptable/knockdown-able? (Say by a Cleaved Shattering Blow on a Brittle boss)


Unless he's specifically immune to knockbacks, then yes, he can be interrupted/knocked down by force.

#147
Peter Thomas

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Alodar wrote...

Hey Peter.

You had said a while back that Sleep targets friendlies on nightmare, but not the mage.

According to the just released snippets from the strategy guide   in their nightmare section they say that

AoE spells that only target enemies include Sleep and electricity attacks of the Primal Tree.



I am more apt to believe you than the guide but could you please confirm?


It can affect party members.

#148
Peter Thomas

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Zhel_Ryn wrote...

Is 3 ability points per level, plus 3 per 5th level, correct?


No, it's 3 per level.

Are there other sources of ability points than from level up? IE tomes, quests, etc. (don't need specifics)
Are there any armors aimed towards warriors that does not require a high constitution? Such as the medium and heavy armors were middle grounds between rogue-ish light, and massive in DA:O.

Currently, we are looking at needing at least 41 Strength for one handed weapons, and 32 Strength and Constitution for shields. Being able to wear even the shield at level 20, while having a high enough Cunning to even get >5% avoidance vs. normal is not looking at all possible. Let alone we are assuming heavy armor will require more Constitution than shields. =(


Item requirements are modified by the power of the properties on the item. A sword with lots of bonuses will have higher requirements than one with none. If you want to use the best gear, you'll need to invest in your character to do it.

#149
Peter Thomas

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Adhin wrote...

Heres a question for you Peter in relation to item requirements. Do runes add stat requirements? I know the requirements based off item lvl and magic lvl and number of stats and all that and since Runes add stats...? Or are they like other games where they're purely customized addatives.


The rune slot counts as an item property, so it has already contributed to the requirements. Putting a rune in the slot won't change that.

#150
Peter Thomas

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Adhin wrote...

Course in most RPG's that 10% dmg would also effect critical strike dmg, but I think DA2 (unless Peter says otherwise) is literally just a chance to do +50% more dmg, instead of 150% of your dmg after everything else has been figured.


Base Damage
* Ability Factor
* Bonus Factor (includes things like that 10% bonus to specific damage types)
* Hit Result Factor (glance, critical hit, etc)