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TGS2011: DA2 demo hands-on, all talent descriptions


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#151
Peter Thomas

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Adhin wrote...

4.2 hits. Might lets you kill them in 4 hits all the time, 3 hits with a crit or 2. Anything else is 5 hits with a chance of 4 with 1-2 crits. So your Crit chance? is just the %chance you'd kill it in 4, instead of 5.


Just a note on the 4.2 number. That's assuming the player progresses at a certain rate. So it assumes you get a certain amount of bonus damage from various sources (passives, modes, equipment, etc) as well as tries to factor in average ability damage.

At level 1, it assumes no bonuses, so it literally is 4.2. As you get more levels, it goes up, assuming those other factors.

#152
Peter Thomas

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-Skorpious- wrote...

Somewhat of a related question for Peter - do you have any idea if the marketing team plans to release the talents for specializations?


No idea, sorry.

#153
Peter Thomas

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Shifty Assassin wrote...

Hey peter i was wondering if rogue daggers are still like main hand and off hand or is it you finding one pair. So basically could i still get 2 different daggers and weild them together in different hands


Daggers can be equipped in either hand individually.

#154
Peter Thomas

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Shinimas wrote...

The basis for combat is that a two-handed weapon should kill a critter rank hurlock in ~4.2 hits. That's how enemy health and weapon damage is related.


^Things must have changed a lot since the demo then. There it takes like 10 hits to kill a hurlock.


Actually the creatures you fight in the prologue are level 3, but you levelup pretty fast there.

#155
Peter Thomas

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LexXxich wrote...

Also, a strategy guide
http://www.piggyback...php?id_guide=48
mentions Apostates, Circle mages and Dalish Elves as immune to Paralysis. Do we get any ingame indication of such immunities? Prior to trying the effect on enemies, preferably?


In a lot of cases a little resisted icon will appear next to the target's name.

#156
Peter Thomas

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Coldest wrote...

I decided to go WnS instead of a 2-hander for my first Nightmare playthrough. But I have a question. It's still okay to go 42 str (best sword?) even on a WnS Warrior, right? I want to play tank but not to the point as to sacrifice too much strength that my Hawke won't be able to kill anything.


My lategame Aveline had 41 Str, 36 Cun, 33 Con. My Hawke in the same game had more attribute points than her, so it should be fine.

#157
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.

#158
Peter Thomas

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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.

#159
Peter Thomas

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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.

#160
Peter Thomas

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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.