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All Specialization Talent Description


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#901
Peter Thomas

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Atmosfear3 wrote...

That doesn't bode well for using it on melee enemies :X At best this will be useful against enemy archers.


They do friendly fire to party members, but they don't affect the caster specifically. He's immune to his own Force Mage spells.

#902
Zhel_Ryn

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@Wolf_in_the_Meadow: The threshold for any ability to knock any target back/down is (Force > 10%max health + Fortitude). Force is essentially a bonus/multiplier to the amount of damage dealt/assumed for the attack. So if you do 100 damage, with just the passive, it would be equivalent to 125 force, but still deal 100 damage.

Modifié par Zhel_Ryn, 07 mars 2011 - 09:01 .


#903
Peter Thomas

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Wolf_in_the_Meadow wrote...

If my base damage is 100 before Force Mage, what would it be after Force Mage?


You base damage would still be 100, which is how much damage enemies would take. They would play a reaction animation as if they had been hit by 125 damage, though.

#904
A Turkey Frog

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Peter Thomas wrote...

Atmosfear3 wrote...

That doesn't bode well for using it on melee enemies :X At best this will be useful against enemy archers.


They do friendly fire to party members, but they don't affect the caster specifically. He's immune to his own Force Mage spells.


Oh thats awesome so, if I get swarmed that would be a good way to escape. BTW you are probably the most awesome dev ever.

#905
JSLfromBx

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Sorry guys but the best CC isn't slow, or knockback, or pull . No, the best crowd control is to make 'em dead. rosted genlock don't jump around poking you.

the whole force tree seem particulary unintersting when you can instead master both the elemental and primal tree. image the insane burst damage you could do:

Imagine that scene you play on nightmare, your tank have the anullement passive from templar and the elemental aegis sustain from the defender tree, gaining near imunity do elemental magic, you lunch that tank in a horde of darkspawn, taunt a good 20 of them in one go and as soon as they get whithing range, before they can hurt your tank, you unleash hell on them!!!

upgrade fireball, upgrade firestorm, upgrade tempest all cast back to back obliterating them.
you could also have your arche throw in a burst shot and an hail of arrow for good measure, your tnak should take it. and you'd still ahve your cone of frost and chain lighthing as back up.

what's a sight of beauty :( too bad playing mage mean killing bethany, don't think i'll have the stomach for it.

to come back to force mage if it was specialized in single target spell then yes it would be very usefull as it would mahe mages on par with varric or sebastien, too bad it isn't so.

#906
Wolf_in_the_Meadow

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Peter Thomas wrote...

Wolf_in_the_Meadow wrote...

If my base damage is 100 before Force Mage, what would it be after Force Mage?


You base damage would still be 100, which is how much damage enemies would take. They would play a reaction animation as if they had been hit by 125 damage, though.


That's what I thought oriinally ... I suppose I was confused by what I quoted before, lol!

Thanks!

#907
Cloaking_Thane

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Lvl1,Free: (Miasmic Flask/evade?)
Lvl2: Backstab (DW Tree)
Lvl3: Precision (specialist tree) (15% stamina reserved)
Lvl4: Stealth (Subterfuge tree)
Lvl5: Ambush (Subterfuge tree)
Lvl6: Perforate (DW tree)
Lvl 7: Parry (Duelist Spec)(20% stamina reserved)
Lvl8: Throw the gauntlet (Duelist spec)
Lvl9: Murder (DW tree)
Lvl10: Sure Strikes (Dualist Spec)
Lvl11: Evasive Maneuvers (Dualist spec)
Lvl12: Silent running (Subterfuge tree)
Lvl13: Riposte (Duelist Tree)
Lvl14: En Garde (Duelist Tree)
Lvl15: Bloodlust (Assassin Tree)
Lvl16: Pinpoint Strikes (Assassin Tree)
Lvl17: Cutting Barbs (Dualist spec)
Lvl18: To the death (Dualist Spec)
Lvl19: Assassinate (Assassin spec)
Lvl20:Annihlate (Assassin spec)
Lvl21 Overkill
------------------Finally got my build!

#908
RVNX

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so even though Force Mage won't boost your physical damage directly, since it increases "force" would that make your staff melee attacks more "powerful" relatively speaking?

#909
Alodar

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Peter Thomas wrote...

Atmosfear3 wrote...

That doesn't bode well for using it on melee enemies :X At best this will be useful against enemy archers.


They do friendly fire to party members, but they don't affect the caster specifically. He's immune to his own Force Mage spells.


That makes me a happy Force Mage.


Alodar Image IPB

#910
Ace Attorney

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 I am trying to figure out / polish a Battle mage Build found here.

#911
DrDuckman

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So, does that mean that Force abilities can cause damage by falling or smacking into walls or not?

#912
Grumpy Old Wizard

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DrDuckman wrote...

So, does that mean that Force abilities can cause damage by falling or smacking into walls or not?


From my understanding force determines whether an opponent is just staggered for a split second, knocked back several steps, or knocked down, for instance.

Being knocked down or knocked into a wall I think does no extra damage.

Modifié par Grumpy Old Wizard, 07 mars 2011 - 10:12 .


#913
dreamextractor

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I'm going Blood/Force mage...but now I have no idea what to spend my talents on yet. I know that I at least want to snag the Walking Bomb talent and its upgrades, though.

#914
Sabresandiego

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Peter, does miasmic flask stun friendlies? In the demo, the flask was not stunning my warrior but I dont know if this is due to high fortitude or because the flask does not hit friendlies.

#915
Adhin

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Force is just a CC basically. Also the way 'Elemental Force' works is semi-different. Basically each element has its own special animation that, ultimately, takes the target out of combat for a short time. For Physical its being knocked back ( > 10% maxhp+fortitude) or being knocked down directly ( > 20%). Forget what over 30% does but that probably throws further or keeps them down longer.

The Elemental damage (and thus, Elemental Force) works in the same way but its different animations like Fire, freaking out and patting out the flames. Ice is a quick-snap-freeze and break quickly kinda thing, stops em for a second or 2. I believe Spirit Damage has some kinda struggling to keep there soul inside there body kind of thing going on.

So you can view that 25% boost in force as, basically, a better chance of causing Crowd-Control (CC) with any given spell that has Force/Elemental Force. And that does include staff auto-attacks.

#916
Peter Thomas

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Sabresandiego wrote...

Peter, does miasmic flask stun friendlies? In the demo, the flask was not stunning my warrior but I dont know if this is due to high fortitude or because the flask does not hit friendlies.


Miasmic Flask does a FF stun. The demo was on Normal difficulty, so there was no FF.

#917
DrDuckman

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Ok, here's a good question for Peter, does Vitality from spirit healer work when Healing Aura is not on? Cause if so, that makes Blood/Spirit magic MUCH more valid.

#918
godlike13

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Whats the difference between physical force and elemental force?

#919
Peter Thomas

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DrDuckman wrote...

Ok, here's a good question for Peter, does Vitality from spirit healer work when Healing Aura is not on? Cause if so, that makes Blood/Spirit magic MUCH more valid.


Yes, though there is an error in the string. It should be +40 health regeneration (roughly 1%/sec).

#920
Peter Thomas

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godlike13 wrote...

Whats the difference between physical force and elemental force?


The animations. Naming them different was an editing decision.

#921
DrDuckman

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Peter, thanks! Wow, that does give a pretty big bonus to Blood Mages.

#922
Ace Attorney

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Peter Thomas wrote...

DrDuckman wrote...

Ok, here's a good question for Peter, does Vitality from spirit healer work when Healing Aura is not on? Cause if so, that makes Blood/Spirit magic MUCH more valid.


Yes, though there is an error in the string. It should be +40 health regeneration (roughly 1%/sec).

This give me some good ideas for Blood/Spirit Magic builds, nice.

Question for Peter: Can we go up to 100% Sustainables and eatup your Mana/Stamina pool completely? I reason that may be a good idea for Blood Mages since you are not using your Mana pool.

Modifié par T3hAnubis, 07 mars 2011 - 11:06 .


#923
DrDuckman

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Wait, do Force spells do staff damage? I'd guess so, otherwise what force is multiplied? I guess that makes them slightly more useful since they hit a lot of people?

#924
Guest_distinguetraces_*

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Peter Thomas wrote...

T3hAnubis wrote...

Force Mage effectively adds 25% to your damage, and more Crowd Control is NEVER a bad thing. It is a solid spec.


It adds 25% to the force of your attacks, not damage. Yes, effectively it counts as more damage, but some people seem to misunderstand it.


Wait what?

I thought elemental and physical force affected only the chance of knockback or elemental effects like the "on fire" animation.

It adds directly to damage as well?

#925
Adhin

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@DrDuckman: Neither does Mind Blast but, Peter has said before anytime damage isn't given, but Force Is (like mind blast is something like x10 force). Use your base staff 'elemental force' (aka, its damage) as the base for whats multiplied. So if you see no dmg, and you do about 40 dmg with your staff, and the spell does x10 force, it'll do about 400 force.