Brand and rogue ability questions
#1
Posté 22 juillet 2011 - 12:29
1. Brand's duration?
2. Does attacking a pinned target (after pinning shot) still remove the pin effect?
3. How much longer exactly are status effects like stun are extended on higher difficulties? For example: mismic flask
4. Does power like lacerate now since they have almost the same mechanics? If not, does it work as described?
5. Does the inconspicuous icon and effect appear properly on other party rogues/mages?
6. Does the dmg caps for elites and bosses make the +dmg upgrades of abilities like assassinate less useful/useless late in the game when you're decked out optimal gear, fully buffed, exploiting CCCs, etc?
#2
Posté 23 juillet 2011 - 05:54
For #6, the damage cap does make them less useful of course, but not so much for Dual Wielders. All their special attacks count as two hits, so the damage cap for them is 80%.
#3
Posté 24 juillet 2011 - 01:47
Rank based like all other debuffs. Normal, 10 seconds. elite 8ish. boss 6ish.
2. Does attacking a pinned target (after pinning shot) still remove the pin effect?
Only if the attack carries an effect, or enough force to move the target.
3. How much longer exactly are status effects like stun are extended on higher difficulties? For example: mismic flask
All effect durations are based off the rank of the targets involved. see 1.
4. Does power like lacerate now since they have almost the same mechanics? If not, does it work as described?
Lacerate works as described post patch.
5. Does the inconspicuous icon and effect appear properly on other party rogues/mages?
whose a jigga what?
6. Does the dmg caps for elites and bosses make the +dmg upgrades of abilities like assassinate less useful/useless late in the game when you're decked out optimal gear, fully buffed, exploiting CCCs, etc?
Assasinate applies its damage to both weapons, as they deal damage seperately. So on a rogue your damage is 80% of the targets total health. On a rogue this is basicly the best advantage over other class choices. What the bonuses do grant you though is the insurance to hit that cap every attack. With the speed of a rogues attacks, the culmative effect is well worth the investment.
#4
Posté 25 juillet 2011 - 11:40
So the base is 10s?
"2. Only if the attack carries an effect, or enough force to move the target."
If the force is enough to let's say immolate or knockdown the target does it stay pinned afterwards?
"3. All effect durations are based off the rank of the targets involved. see 1."
I know that. That was the case even before the latest patch. I'm curious as to how it changed on hard and nightmare after the new patch.
"4. Lacerate works as described post patch."
How about power? It's power (fully upgraded to have slashing power) that I was curious about
"5. whose a jigga what?"
I don't know how to respond to this. XD
"6. Assasinate applies its damage to both weapons, as they deal damage seperately. So on a rogue your damage is 80% of the targets total health. On a rogue this is basicly the best advantage over other class choices. What the bonuses do grant you though is the insurance to hit that cap every attack. With the speed of a rogues attacks, the culmative effect is well worth the investment."
So for an archer it's 40% and therefore not as useful. Could be useless for an archer later on then. The dmg cap really sucks IMO. Oh well, time to focus on buffing attack speed then. Thanks!
#5
Posté 25 juillet 2011 - 04:37
ripstrawberry wrote...
I haven't played DA2 in awhile and just downloaded the new patch now after considering replaying the game when Legacy comes out. Seems like there's a bunch of changes. Anybody know:
1. Brand's duration?
2. Does attacking a pinned target (after pinning shot) still remove the pin effect?
3. How much longer exactly are status effects like stun are extended on higher difficulties? For example: mismic flask
4. Does power like lacerate now since they have almost the same mechanics? If not, does it work as described?
5. Does the inconspicuous icon and effect appear properly on other party rogues/mages?
6. Does the dmg caps for elites and bosses make the +dmg upgrades of abilities like assassinate less useful/useless late in the game when you're decked out optimal gear, fully buffed, exploiting CCCs, etc?
1. 20s
2. Pinning is an animation. Anything with a higher animation priority/strength will remove it. Generally, that's things like knockback and knockdown.
3. Enemies have the duration of player effects reduced as difficulty goes up. This is defined in the difficulty gda. As of the latest patch, they are: Casual - 100%, Normal - 100%, Hard - 85%, Nightmare - 70%.
4. The two operate independently. They can both proc off an attack, or only one.
5. Yes.
6. No. It makes it easier to reach those caps, or to kill lower rank creatures outright. Enemy health also scales upwards as you get higher levels, so you need to upgrade abilities or gain new ones to be able to maintain your effectiveness.
Modifié par Peter Thomas, 25 juillet 2011 - 04:37 .
#6
Posté 25 juillet 2011 - 05:07
@ OP: The duration of debuffs is also reduced by an enemy's magic resistance. With a small amount of testing, you could see how much magic resistance an enemy has and how much it gets increased on Hard or NM.
Modifié par thendcomes, 25 juillet 2011 - 05:08 .
#7
Posté 26 juillet 2011 - 06:29
Thanks. That coincides more with my own personal tests.
"2. Pinning is an animation. Anything with a higher animation priority/strength will remove it. Generally, that's things like knockback and knockdown."
I see. So basically, the pinning is just another interrupt then when it procs because naturally, I will be attacking the pinned target most of the time after it gets pinned to take it down before it causes trouble. It would've been better I think if pinning took a higher priority so you can keep something pinned while you beat it down, like a boss or an elite where pinning duration would be useful.
"3. Enemies have the duration of player effects reduced as difficulty goes up. This is defined in the difficulty gda. As of the latest patch, they are: Casual - 100%, Normal - 100%, Hard - 85%, Nightmare - 70%."
Ok so I misread the patch notes. I was under the impression, player-induced status effects had their durations lengthened on nightmare/hard to compensate for the boosts enemies get on those difficulty levels. Turns out it was actually decreased to make those difficulties much more difficult.
"4. The two operate independently. They can both proc off an attack, or only one."
I know this already as well so I guess I'm being unclear with what I want to know about power. I want to know how the dmg is applied. Is it just like lacerate wherein the total dmg of your attack is reapplied or is it as indicated- your base dmg is added when it procs? If it's the latter does that get modified by crit dmg, devastation rune, mighty offense potion, resistances, etc?
"6. No. It makes it easier to reach those caps, or to kill lower rank creatures outright. Enemy health also scales upwards as you get higher levels, so you need to upgrade abilities or gain new ones to be able to maintain your effectiveness."
I don't think I'd use assassinate on a grunt unless it's a must-kill grunt like an enemy mage/archer so I'd use it on elites/bosses most of the time. Thing is I'm feeling I reach the cap already (observing the amount of the health bar disappearing) on an elite w/o annihilate (of course debuffing the elite, CCC'ng the elite, max dps build or equipped w/ optimal gear) that's why I feel it's useless.
"@ OP: The duration of debuffs is also reduced by an enemy's magic resistance. With a small amount of testing, you could see how much magic resistance an enemy has and how much it gets increased on Hard or NM."
I see. This I didn't know before. So debuffs like mark of death (even if it's not from a "magic" source) is reduced by mag res. I always thought brand, MOD, etc where not affected by that.
Thanks for both responses! i do have other questions about the new patch now that I'm testing.
1. haste- wasn't this fixed? Why does my 100% mag res templar only get hasted for a second?
2. inconspicuous- why is it when I'm soloing (only the mabari and the decoy are present) and I cast this while in melee range of a bunch of enemies do some still keep attacking me instead of going towards the dog or the decoy? It's fully upgraded too and I have subtlety. To make matters worse, why is it that if I'm supposed to be generating -125% threat while it's on, do some enemies still turn towards me and attack me when I'm attacking their mates? They were initially attacking the dog/decoy.
3. I've also always wondered why if you activate smoking arrow and obscuring fog (sometiimes), you'd have to go out of it's AOE then go back in to get it's obscuring effect? Why doesn't it work like chameleon's breath where you can cast in on top of yourself and just get obscured immediately?
4. tactical withdrawal- so this still hasn't been "fixed"? Is is still that the areas behind and beside you are the only ones affected by stun and threat reduction? I think it's more "natural" that the front area should be affected as well.
5. blindside- I read on the wikia that this doesn't work w/ bows. Is that true?
6. hail of arrows- it says it deals "XXX" dmg per sec. Why doesn't it do exactly do that? I watched the dmg ticks and on some enemies it appears 3 times. On some 1 time only or 2 times. I don't think I've observed it ticking 4 times after multiple tests. Is it just not displayed or something?
I play on the PS3 if that matters. Thanks for the responses and I hope you guys can help me out.
#8
Posté 26 juillet 2011 - 01:44
1. Haste was only fixed on NM difficulty for some reason.
#9
Posté 26 juillet 2011 - 02:48
1. Haste was only fixed on NM difficulty for some reason. "
Awesome. Appreciate the response. Any ideas on my other queries?
#10
Posté 26 juillet 2011 - 06:06
Nothing concrete, but...
4. I imagine the upgrade to power is base damage, and thus gets hit by all modifiers. You could easily test this on higher levels. Does it add only a small amount of damage or a lot?
2. Do you play on ps3? The wiki says it's bugged. I personally never used it.
4. Never decided if this was a "bug" or a "feature". It does seem dumb. I never used it.
5. I didn't see what comment you referred to. On my archer I recall it working properly.
6. I never use hail of arrows, so I can't be sure if this is what the problem is, but damage ticks don't always show up. I've never been able to tell if it's just from too much information being shown at once, or what. Again, when I was going for the big hit on Hybris, sometimes a 300K hit would just not show up. It's not because there was no damage (the HP bar did shoot down) just that the damage number didn't show.
Modifié par thendcomes, 26 juillet 2011 - 06:07 .
#11
Posté 27 juillet 2011 - 07:31
Yeah PS3.
"5. I didn't see what comment you referred to. On my archer I recall it working properly."
Saw it on the talk page. Glad to know it's working for you though so I guess it should be working on mine as well.
"6. I never use hail of arrows, so I can't be sure if this is what the problem is, but damage ticks don't always show up. I've never been able to tell if it's just from too much information being shown at once, or what. Again, when I was going for the big hit on Hybris, sometimes a 300K hit would just not show up. It's not because there was no damage (the HP bar did shoot down) just that the damage number didn't show. "
Yeah I'm hoping it's just because there's too much information to show that it doesn't show. I have another question regarding hail of arrows though. Why is the dmg too small in battle (just a little over the one listed in the abilities screen)? I'd expect it to be a bit higher than the listed dmg on the abilities screen when it's still going to be modified by a 300+% crit modifier (auto-crit + disorienting crits), mighty offense potion and 20+% fire dmg (using hood bow)? Is it not modified by crit dmg modifiers or any other dmg modifiers? Thanks again for the responses and being helpful!
On a mage note, entropic cloud seems to have an AOE but it's not listed. Any idea on diameter?
#12
Posté 27 juillet 2011 - 03:21
I don't know the AOE of Entropic Cloud.
#13
Posté 29 juillet 2011 - 12:26
Yes it does fire dmg. My guess is it doesn't crit since the increase is minimalfrom the one listed on the ability screen. So minimal even that I might say +x% fire dmg doesn't affect it either because I have quite a bit in +x% fire dmg. The increase is like aroung 10% which I could account for in the mighty offense potion. I would say this counts asa bug and makes hail of arrows worthless.
Thanks for the answers! If anybody feels like adding, feel fre to do so!
I don't know the AOE of Entropic Cloud.





Retour en haut






