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[GUIDE] Certain abilities and passives have been altered by patch 1.10


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#376
AnUnculturedLittlePotato

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I dont know how but i change my elemental mines to only one element , first fire , the icon change , later only ice , the icon on the skill change too , but no shock , and that's my pc not Varric , i wish to know how to change , or this is random ... Only Bioware knows ...

We've noticed that as well. As far as I can tell it's either trap based, hit based, or time based. It's a proc however, not a permanent change.



#377
TheInvoker

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Potions are available, though I prefer other choices.

 

Only temporary effect



#378
Elhanan

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Only temporary effect


Spirit and Winter schools have Mana Regen abilities, and there may be some Fade Touched materials that can help (eg lower Ability Cost, Magic bonus, etc).

#379
TheInvoker

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lower ability cost is nice but  7.5% is not that much

i mean that mana system is very bad. it was much better in DAO. The problem is not regeneration but the total mana you have. to use conductive current at his best you must have a small regen an a good amount of mana,so that even if you have  20% of your total mana (80% missing--->40%bonus damage) you can still cast spells.Imagine if you have 400 mana;20% of 400 is 80 and you could cast every spell)

 

a KE with that passive increases damage each hit with spirit blade since it consumes mana on hit

 

Mana items/gear should be added to the game



#380
Elhanan

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So get the one for 10% less cost. Or another material that better suits the design.

But the Mana seems fine in my campaigns, and still have not used a Rift Mage which allows for a Passive return of it. No additional items are required as far as I see.

#381
Bayonet Hipshot

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The mana system in this game works different than the previous Dragon Age titles. In DAI, spellcasting essentially boils down to "How many spells can I cast with 100 mana ?"

 

The mana pool for all mages in DAI is fixed at 100. You cannot affect this. As such, what you have to do is engage in a bit of math to get the most out of it.

 

If you have noticed, almost all the spells in DAI have a fixed mana cost in that are multiples of 5. All of them. Energy Barrage, Barrier, Chain Lightning, Spirit Mark and Stonefist cost 50 mana. Static Cage, Walking Bomb, Pull of the Abyss cost 65 mana. Spirit Blade costs 10 mana. Fade Cloak costs 20 mana. Fade Step costs 0. All fire spells with the exception of Flashfire cost 35 mana.

 

So, time for a bit of math.

 

100 = 50 + 50 + 0 | (Barrier + Energy Barrage + Fade Step / Barrier + Chain Lightning+ Fade Step / Dispel + Energy Barrage+ Fade Step / Spirit Mark + Energy Barrage+ Fade Step / Horror + Chain Lightning+ Fade Step)

 

100 = 65 + 35 + 0 | (Walking Bomb + Fire Mine + Fade Step / Walking Bomb + Wall of Fire + Fade Step / Pull of the Abyss + Fire Mine + Fade Step)

 

100 = 35 + 35 + 0 + 20 + 10 (Immolate + Fire Mine + Fade Step + Fade Cloak + Spirit Blade)

 

The list goes on and on. My point is that to make the most out of the mana pool you have, be strategic about spell spamming. Use spells that when you use in succession, either has a total mana cost of less than or equal to 100. If not, you have to do a bit of autoattack which can reduce your overall DPS.

 

This is why the best spell in the game is upgraded Fade Step. It has 0 mana cost, is an Area of Effect and does 300 frost damage)

 

Here is the general formula

 

Assume mana regeneration = 0. Assume no passives. Therefore, effective spell casting is defined by the formula: S1 +  S2 + S3 + ... + Sn ≤ 100 ; where Sn refers to the spell number.



#382
mredders91

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The mana pool for all mages in DAI is fixed at 100. You cannot affect this. 

 

Lyrium Potions can boost your total mana by a extra 50

http://dragonage.wik...n_(Inquisition)


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#383
TheInvoker

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The mana system in this game works different than the previous Dragon Age titles. In DAI, spellcasting essentially boils down to "How many spells can I cast with 100 mana ?"

 

The mana pool for all mages in DAI is fixed at 100. You cannot affect this. As such, what you have to do is engage in a bit of math to get the most out of it.

 

If you have noticed, almost all the spells in DAI have a fixed mana cost in that are multiples of 5. All of them. Energy Barrage, Barrier, Chain Lightning, Spirit Mark and Stonefist cost 50 mana. Static Cage, Walking Bomb, Pull of the Abyss cost 65 mana. Spirit Blade costs 10 mana. Fade Cloak costs 20 mana. Fade Step costs 0. All fire spells with the exception of Flashfire cost 35 mana.

 

So, time for a bit of math.

 

100 = 50 + 50 + 0 | (Barrier + Energy Barrage + Fade Step / Barrier + Chain Lightning+ Fade Step / Dispel + Energy Barrage+ Fade Step / Spirit Mark + Energy Barrage+ Fade Step / Horror + Chain Lightning+ Fade Step)

 

100 = 65 + 35 + 0 | (Walking Bomb + Fire Mine + Fade Step / Walking Bomb + Wall of Fire + Fade Step / Pull of the Abyss + Fire Mine + Fade Step)

 

100 = 35 + 35 + 0 + 20 + 10 (Immolate + Fire Mine + Fade Step + Fade Cloak + Spirit Blade)

 

The list goes on and on. My point is that to make the most out of the mana pool you have, be strategic about spell spamming. Use spells that when you use in succession, either has a total mana cost of less than or equal to 100. If not, you have to do a bit of autoattack which can reduce your overall DPS.

 

This is why the best spell in the game is upgraded Fade Step. It has 0 mana cost, is an Area of Effect and does 300 frost damage)

 

Here is the general formula

 

Assume mana regeneration = 0. Assume no passives. Therefore, effective spell casting is defined by the formula: S1 +  S2 + S3 + ... + Sn ≤ 100 ; where Sn refers to the spell number.

so?? i still prefer DAO method

the cheap spells are situational. Fade step to escape when someone come at melee range. A mage can't cast a barrier and then prepare a combo because lighting a winter's grasp cost 65 and barrier 50....and take solas. i can't cast barrier and then pull of the abyss,both cost 65.

 

let's say i have Conductive Current  and i wanto to cast a lightning with it's bonus. but first i have to use barrier...after using barrier i need 15 mana,and i have to wait

 

Spells that cost 65 mana can't have a big bonus from conductive current because you must have at least 65% of your total mana



#384
Elhanan

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Currently, I can place Ice Mine at my feet and with Ice Armor, am able to hold fairly well until Barrier is available. My other Mage uses Fade Cloak, and then alternates spells and Spirit Blade.

While I would like to see a return of the Sustained spells and Abilities, the current system works.

#385
capn233

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I wonder if SB is supposed to cost 10 in SP, since it is 5 in MP.



#386
Felis Menari

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I wonder if SB is supposed to cost 10 in SP, since it is 5 in MP.

Wait, what? Are you saying the SP version of SB not only does less damage than the MP version, but costs more mana? You can't be serious. I'd check myself, but I have yet to even begin my mage run through SP.

#387
PapaCharlie9

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Wait, what? Are you saying the SP version of SB not only does less damage than the MP version, but costs more mana? You can't be serious. I'd check myself, but I have yet to even begin my mage run through SP.

The SP description says 10 mana, but Maker knows how much is actually expended without a controlled test. All of these changes and bugs have completely undermined my faith in anything I read in-game.



#388
Shevy

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Don't know if it was mentionend somewhere, but the damage stacking on single target Throwing Knives+ now works properly on Xbox One. Before the patch the 25% weren't added. The damage only increased due to armor pen.


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#389
Felis Menari

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Don't know if it was mentionend somewhere, but the damage stacking on single target Throwing Knives+ now works properly on Xbox One. Before the patch the 25% weren't added. The damage only increased due to armor pen.

Yep. Throwing Blades is pretty good now wih the upgrade.

#390
PapaCharlie9

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Should bug confirmations go here or in the bug thread? Or in the patch thread?
 
Confirmed: Mark of Death, non-upgraded, only has a duration of 8 seconds, instead of the stated 12 in the SP description. On PC using Level 16 Cole.

EDIT: Now I'm REALLY confused.

Here's the screenshot where the 12 second notion came from:

2015-09-05_00072.jpg

Now here's what the exact same screen says on my PC (SP):

2gvqb2x.png

Unless, the top screenshot was taken during combat (strongly suggested by the red warning) ... and values are changed due to the effects of status conditions/spells/passives during combat? Would they really do that? What would lengthen duration and reduce cooldown?

Or is Bioware trolling us?

#391
ABNDT

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Confirmed: Mark of Death, non-upgraded, only has a duration of 8 seconds, instead of the stated 12 in the SP description. On PC using Level 16 Cole.

 

That was my bad (OP from whom Dabrikishaw cross-posted this info). I was checking abilities on a character that already had MoD plus its upgrade, and I forgot that the base description changed to account for the upgrade's duration boost.



#392
PapaCharlie9

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That was my bad (OP from whom Dabrikishaw cross-posted this info). I was checking abilities on a character that already had MoD plus its upgrade, and I forgot that the base description changed to account for the upgrade's duration boost.

You are off the hook, see edited post above. ;)

#393
Dabrikishaw

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Updated OP to address future confusion on Mark of Death.



#394
paintandbass

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Would they really do that? What would lengthen duration and reduce cooldown?Or is Bioware trolling us?


Doesn't one of the Artificer passives do that?

#395
AnUnculturedLittlePotato

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-snip- 

What would lengthen duration and reduce cooldown?
 

Cooldown amulets.

@Dabrik mind adding OP about the ele mines thing? It spawning a large single mine for some unknown cause? (I still think it's related to time, hits, or traps used but >.<)
It also seems random in that for me it spawns an ice mine THEN a fire mine before being normal again. Others see only an ice mine.
You can tell it's gonna spawn a large mine because the tooltip changes.



#396
capn233

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Wait, what? Are you saying the SP version of SB not only does less damage than the MP version, but costs more mana? You can't be serious. I'd check myself, but I have yet to even begin my mage run through SP.

 

 

The SP description says 10 mana, but Maker knows how much is actually expended without a controlled test. All of these changes and bugs have completely undermined my faith in anything I read in-game.

 

Yeah actually I only used it very briefly in SP post patch to look at the charges, so I didn't actually pay close enough attention to the mana counter to determine if it was 10.  It is certainly listed as 10 in SP and 5 on AW.



#397
Dabrikishaw

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Cooldown amulets.

@Dabrik mind adding OP about the ele mines thing? It spawning a large single mine for some unknown cause? (I still think it's related to time, hits, or traps used but >.<)
It also seems random in that for me it spawns an ice mine THEN a fire mine before being normal again. Others see only an ice mine.
You can tell it's gonna spawn a large mine because the tooltip changes.

Already did.


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#398
Felis Menari

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Yeah actually I only used it very briefly in SP post patch to look at the charges, so I didn't actually pay close enough attention to the mana counter to determine if it was 10. It is certainly listed as 10 in SP and 5 on AW.

Hopefully there are some SB adjustments that are coming with Tresspasser (though having to pay to fix things unrelated to the DLC's content is lame). Having an inferior SP version of a skill or ability would be unforgivable.

#399
AnUnculturedLittlePotato

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Hopefully there are some SB adjustments that are coming with Tresspasser (though having to pay to fix things unrelated to the DLC's content is lame). Having an inferior SP version of a skill or ability would be unforgivable.

Ooor Trespasser has enemies where hitting them with a super charged spirit blade is 100% worth. Low barrier/guard high hp assassins for instance.
Maybe that "nerf" actually has a point.



#400
Felis Menari

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Ooor Trespasser has enemies where hitting them with a super charged spirit blade is 100% worth. Low barrier/guard high hp assassins for instance.
Maybe that "nerf" actually has a point.

So, those who don't purchase Trespasser would have an overnerfed SB for no good reason, using that logic. And even if you get Tresspasser, that still leaves the vast majority of content in which SB would be undertuned for. It's a terrible way to balance an ability, no matter how you try to spin it.