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Sabotin

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Everything posted by Sabotin

  1. Lucas: Stance 1 (Sword&Shield): 4 attacks, takes step forward on 3rd and 4th. Stance 2 (Greatsword): 3 attacks, takes step forward on 2nd and 2 steps forward on 3rd (the jump). 3rd one does double damage. Anjali: Stance 1 (Human): 4 attacks, takes step forward on 2nd and on 4th. Stance 2 (Fire Form): 3 attacks, no movement. 3rd attack deals double damage. Reinhart: Stance 1 (Dynamic): 3 attacks, step forward on 2nd and 3rd. 3rd one does double damage Stance 2 (Entropy): 3 attacks, no movement. 3rd attack does double damage. Katarina: Stance 1 (Rifle): 3 attacks, no movement. Damage is same for all 3? Stance 2 (Dual guns): 3 attacks, step back on the 3rd one, double damage on the 3rd one. Every combo is breakable and you can change directions between the hits. For Katarina I noticed sometimes with the dual guns she shoots a target each if there's enemies on opposite sides of her, but I'm not sure if that's a skill or normal attack. These are my observations. Note that when I say double damage I just see an increase it may be that it's different for different characters. And when I say no movement it's possible that there is some, but it's very slight (less than a character's foot length). Or it's possible that the character leans forward/backwards, but doesn't actually move if you interrupt the combo after it. I didn't exactly play all characters yet, just did some quick tests, so if there's any errors, tell me.
  2. Isn't the teleport just a different animation for rolling?
  3. Not sure you'll get all of them to mastery unless you farm the mobs. I've only manage to get 1 to mastery 1 close to it and one about half way.
  4. While counter-intuitive at first for a pc player (who are used to right hand ovement, left hand action), I find that the controls are actually not bad at all. The mouse enables much more precise movements and since the camera is locked to only 1 plane of movement putting it on the mouse would be waste of an axis. Furthermore I think it's may actually be a balancing thing, since with the mouse controlling direction, the player is unable to dodge and shoot at the same time, thus rolling arround is less overpowered as it would have been otherwise. Actually the only issue I have with controls is that there's too many keys in use all over the keyboard: e,q, enter, backspace, shift, 1,2,3, space,... Some of these could be eliminated or, as reason why I'm waiting for the patch - remapped. In short - it takes a few minutes to get used to, but it's not that bad as people portray it to be.
  5. For Reinhart I went for pure damage with Agility being primary and Will/Attack secondary stats. More of a glass cannon setup but it was really fun and I think worth it. Ended up with 300+ Attack and arround the same Ability DPS and 37% crit rate. Inside the geometry of annihilation that was 50%+ crit rate and even higher ability dps. If I had time to cast the circles it tore apart everything. Even max upgraded for slow, the clockwork trap was critting for over 1k regularly and geometry killed everything but the tough mobs in one go without help.
  6. Plus one for Reinhart and his entropic magic. He requires some forethough in positioning which make him kinda distinct from the others. Geometry of annihilation is my favourite skill, specially upgraded to give agility. And Katarina is a good companion for him I think, providing the single target dps and distractions to set up the circles.
  7. It's entirely possible that it just lowers the effectiveness of the stat as you level, like in Dragon Age 2. But yeah, it would be nice to see all the stats. Specially at later levels when the stats are higher:"Will this +10 to armor actually lower the damage I take or is it too small of an increase and I should rather get this nifty +10 attack?"
  8. The focus drained is a % that's the same as the % of hp you'd loose had the attack not been blocked. The block is subtracted from the absolute damage, before calculating the relative one. So for example let's say you have 500 hp, 20 block. The enemy attack would hit you for 100 dmg let's say, but you block it. 100-20=80 80 is 16% from 500 hp, so you'd loose 16% of focus for blocking that attack. Now let's try if you have 90 block and 1000hp. The same attack that would deal 100 dmg and drained 16% of your focus before now drains (100-90)/1000 = 1% So you either have high enough block (lowers absolute damage) in combination with health (lowers relative damage) and armor (lowers absolute damage)? Or you have some ability that makes you take no damage/regenerates your focus as you get hit? Or you got such low focus that the game rounds down the % to 0? It's still entirely possible that it's a bug though . I'll test it when I get the chance, but won't be any time soon I think.
  9. Maybe you have a high block score? If your block score is higher than the damage you would receive then it drains no focus.
  10. Awesome news. You can take your time, I got some more exams to make anyway .
  11. It's must be new starter videos that have been deJAYNEKASSYNDERified ! Seriously though I also hate when a physical copy is not at least 90% of the install. I can't immagine what such a large download would be, that's like half the game files or more. Did you try forcing an offline install or something?
  12. The only video I'd like to see is one showing how to block properly, so that it's as-good-as or better-than rolling arround. I really can't get the hang of it, it's always much easier to just keep moving arround. Kind of reminds me of Witcher 2, hehe.
  13. I'd love a KOTOR3 as well, but it seems that TOR will be the finish. Specially since it's supposed to be story oriented, I guess that's where they'll advance everything.
  14. One thing that's been bugging me - how is the randomness of gear bonuses? In the demo I've noticed that gear for certain classes tends to have certain bonuses (for example Anjali gets more agility bonuses on armors, while Lucas gets more defensive). Is it possible to make builds arround gear, too (for example if I wanted to make Lucas with lots of gear with "Doom") or do the characters have a preset "orientation" (i.e. when you pick the character you pick the playstyle)?
  15. Write some more about why you like it so much. The demo is not that good of a showcase to judge things like build system, so I'd appreciate any info.
  16. Perhaps it had a fairly low priority due to being a platform specific thing. Anyway I'm glad they're taking such things into consideration at least. I think a possible fixed camera alone might go a long way. The movement/camera inversion on the pc takes some time getting used to, but it's actually not bad once you get the hang of it, except the need to keep it straight during a fight, with fingers you're supposed to use for skills. The 2nd demo runthrough I had much more fun. A thing that bothers me a bit, but I haven't seen anyone complaining about it: sometimes mobs kinda meld with the background or you can't see them due to bright vfx. An option to have some kind of marker (maybe thin circles undeir their feet) on them would be great.
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