Character Attributes
#26
Posté 20 février 2011 - 01:57
#27
Posté 20 février 2011 - 02:02
30s from the demo playthroughs on youtube.Sabresandiego wrote...
Thank god they nerfed potions. How did you know the cooldowns were increased? What are they?
#28
Posté 20 février 2011 - 02:09
Sabresandiego wrote...
Thank god they nerfed potions. How did you know the cooldowns were increased? What are they?
It's been told before by Peter Thomas in other threads, and I've seen it in action. I don't know what it is exactly, feels like 20-30s. Long enough that it's not always available when you'd want. At normal difficulty level that was clearly enough because your gauges last longer (so you don't need to use potions as often as in DAO, but if you screw up big time you CANT use them as often). There seems to be only one healing spell (specializations aside) too and it's also on a longer cooldown.
#29
Posté 20 février 2011 - 02:14
I wonder, if it will be more worthwhile to do focused or balanced allocation builds? E.G. for an offensive warrior, dump 3 in STR each level, or balance str with con? Likewise, for a tank - do you dump into con or balance it with cunning? Or, for a mage - full int or balanced with willpower?
Modifié par X2-Elijah, 20 février 2011 - 02:16 .
#30
Posté 20 février 2011 - 02:19
#31
Posté 20 février 2011 - 02:22
Modifié par Marbazoid, 20 février 2011 - 02:39 .
#32
Posté 20 février 2011 - 02:47
Modifié par scootermcgaffin, 20 février 2011 - 02:47 .
#33
Posté 20 février 2011 - 02:52
#34
Posté 20 février 2011 - 03:24
HopHazzard wrote...
I've probably missed something, but do mages get critical hits now?
Good question! If they do does that mean attacks can miss now? Just miss not blocked by something...
#35
Posté 20 février 2011 - 03:36
Peter Thomas wrote...
Armor has attribute requirements. If you have the attributes, you can wear the armor. There may be some uniques with other special requirements, though.
Indirect confirmation of Templar armor for Hawke?! Yes, I'll take this as a confirmation and by no means a rumor in any sort of way.
#36
Posté 20 février 2011 - 03:43
_Loc_N_lol_ makes good points on health/stamina/mana. Does constitution become vital for front-line fighters? Is willpower a required attribute for everyone? 1 constitution only adds 5 health, 1 willpower 5 stamina/mana. Level 1 warriors start with 160 health - doubling that starting health would require 32 extra constitution - effectively half of all attribute points (assuming characters don't progress much beyond level 20). Similar pattern for willpower. So even if you poured all your points into one of these attributes, you'd still only manage to triple the total health/stamina/mana pools.
That suggest that a level 20 character with no points spent in constitution/willpower won't be completely gimped. We're not about to routinely see level 20 characters being 1-shotted because their health pools are a fraction of the size of what is needed.
However, the sustainability of characters in combat seems to be more important than before, so constitution/willpower may be harder to ignore:
[*]Fewer in-combat options (longer cooldowns) to recover health and stamina/mana.
[*]Far less certainty about how long fights will last due to unforeseen extra waves.
[*]Possibly greater emphasis on powerful (stamina/mana-draining) abilities in combat, rather than auto-attacks.
Briefly on mage criticals: It looks a lot like this would be a poor way to build a mage, since you'd need to spend points in dexterity and cunning to gain worthwile crits, yet these stats do nothing to help you cast spells (magic and willpower). There might be a viable close-combat crit-mage build - it probably depends what a Force Mage transpires to be. My gut feeling is still that only rogues will be serious about getting criticals, but I could be wrong.
#37
Posté 20 février 2011 - 08:09
That makes no sense. If your character gets stronger (levels up) your aim gets worse? (unless you add more attribute points to compensate)timski wrote...
[*]However, the actual attack percentage derived from those raw points decreases with level. For example, at level 3, 15 Magic (81 points) gives Bethany a 100% attack chance. At level 6 the same attribute and points gives her a 58% chance. At level 6 she'll need 19 Magic (127 points) to get a 100% chance.
#38
Posté 20 février 2011 - 08:15
I need to look in more detail, but damage looks suspiciously like +1 raw damage point for every +2 attribute (hence why some level-ups showed no change at all). Actual DPS presumably varies with weapon. This is further tentative evidence that stacking the primary attribute may not pay dividends.
Nighteye2 - I think the explanation is that this is always relative to an enemy of your own level.
Modifié par timski, 20 février 2011 - 08:17 .
#39
Posté 20 février 2011 - 08:21
#40
Posté 20 février 2011 - 08:29
#41
Posté 20 février 2011 - 09:01
#42
Posté 20 février 2011 - 09:02
Fadook wrote...
Interesting thing to me is how to build a weapon and shield tank. In Origins you needed high Defence, which in DA2 means high Cunning. But Cunning has no effect on your attack rating, so do you want to put a lot of points into it at the expense of Strength?
Nope, one of the Shield and Weapon talents renders the warrior immune to crits, thus, cunning is esentially a poor choice for tanks (unless you are a 2H tank, then maybe).
#43
Posté 20 février 2011 - 09:08
timski wrote...
My gut feeling is still that only rogues will be serious about getting criticals, but I could be wrong.
Actually, one of the warrior talents has a chance to either stun or stagger (can't remember which) an enemy on a critical with about a 20% chance.
And considering that two-handed warriors can hit multiple enemies at once, it can seriously add up, since statuses do more than simply set up an enemy for massive damage from a cross-class combo.
#44
Posté 20 février 2011 - 09:28
I think an frontline tank will be best with 1 strength and 2 cunning at first level up and 1 strength, 1 cunning and 1 constitution or willpower on all later level ups.
Aveline startet with 16 strength and no additional points in cunning, so the first 3 points goes to cunning to raise her avoidance from 5% to 40%+. This helps alot if you get the first larger packs. Heal has an rather long CD of 40 seconds.
Modifié par Basheda, 20 février 2011 - 10:26 .
#45
Posté 20 février 2011 - 09:54
Nighteye2 wrote...
That makes no sense. If your character gets stronger (levels up) your aim gets worse? (unless you add more attribute points to compensate)timski wrote...
[*]However, the actual attack percentage derived from those raw points decreases with level. For example, at level 3, 15 Magic (81 points) gives Bethany a 100% attack chance. At level 6 the same attribute and points gives her a 58% chance. At level 6 she'll need 19 Magic (127 points) to get a 100% chance.
[*]when you level up your aim percent is now compared to the enemies of the new level. Which means they will be harder to hit since they are a higher level. Hence the need to increase your attribute points.
#46
Posté 20 février 2011 - 11:38
-Skorpious- wrote...
Fadook wrote...
Interesting thing to me is how to build a weapon and shield tank. In Origins you needed high Defence, which in DA2 means high Cunning. But Cunning has no effect on your attack rating, so do you want to put a lot of points into it at the expense of Strength?
Nope, one of the Shield and Weapon talents renders the warrior immune to crits, thus, cunning is esentially a poor choice for tanks (unless you are a 2H tank, then maybe).
Yes, but you still need to avoid taking normal hits and Cunning affects your defence rating. Or maybe armours/runes in the game boost your defence so much that you don't need to raise your Cunning at all, I don't know.
#47
Posté 21 février 2011 - 12:07
Fadook wrote...
-Skorpious- wrote...
Fadook wrote...
Interesting thing to me is how to build a weapon and shield tank. In Origins you needed high Defence, which in DA2 means high Cunning. But Cunning has no effect on your attack rating, so do you want to put a lot of points into it at the expense of Strength?
Nope, one of the Shield and Weapon talents renders the warrior immune to crits, thus, cunning is esentially a poor choice for tanks (unless you are a 2H tank, then maybe).
Yes, but you still need to avoid taking normal hits and Cunning affects your defence rating. Or maybe armours/runes in the game boost your defence so much that you don't need to raise your Cunning at all, I don't know.
Yeah, I originally just skimmed through the op and didn't read the part about cunning and defense. However, in Origins dexterity affected dodge rating and my tank with a base rating of 26 dexterity dodged relatively little hits throughout the game (that I noticed). If Origins gameplay is anything to go by, then dodge rating shouldn't be a warriors main concern, but rather a rogue, who would benefit more from the stat.
Plus, tanking equipment may end up covering the extra defense a warrior needs to dodge anyway.
#48
Posté 21 février 2011 - 12:16
Basheda wrote...
I think an frontline tank will be best with 1 strength and 2 cunning at first level up and 1 strength, 1 cunning and 1 constitution or willpower on all later level ups.
That's what I was thinking of doing too. We'll see how it works.
#49
Posté 21 février 2011 - 12:50
FieryDove wrote...
HopHazzard wrote...
I've probably missed something, but do mages get critical hits now?
Good question! If they do does that mean attacks can miss now? Just miss not blocked by something...
All basic attacks for all classes have a to-hit roll. If it's not a hit, party members don't miss, they glance (less than normal damage, depending on difficulty). Abilities hit by default.
Enemies with displacement (I think it's called Dodge ingame) can be completely missed.
All attacks, spells and abilities that do damage (or force) can be critical hits.
Modifié par Peter Thomas, 21 février 2011 - 12:53 .
#50
Posté 21 février 2011 - 01:02





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