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번역 관련 문제 보고
I also confirmed that the -1 cooldown reduction for Man-At-Arms also kicks in at 10 str.
Finally, it seems that the cooldown reduction for int / spells isn't as simple as a breakdown by Novice/Adept/Master - there are some Adept skills which can get the full -4 turn reduction, and others which only get -2. I even found a Novice skill (Malediction) which only gets a -2!
Here's a partial list of spells I checked, at Int 15:
Aerothurge
----------
Blitz Bolt (Novice): -4
Headvice (Adept): -4
Invisibility (Adept): -3
Geomancer
---------
Petrifying Touch (Adept): -4
Magical Poison Dart (Adept): -3 [It starts at 4, so -3 is max]
Earth Absorption (Adept): -3
Pyrokinetic
-----------
Fireball (Adept): -3
Smokescreen (Adept): -3
Witchcraft
----------
Malediction (Novice): -2
Destroy Summon (Adept): -3
Rapture (Adept): -2
Drain Willpower (Adept): -3
I've got to go for now, but will try to fill this in more completely when I have a chance...
So, to summarize, here's what we know:
Spells:
Reductions at Int 8/10/13/15
Caps differ per spell, but in general the max caps are:
Novice: 4, Adept: 3, Master: 2
Man-At-Arms:
Reductions at Str 10/15
All skills except stances get same reduction* (stances have NO reduction)
Expert Marksmanship:
Reductions at Dex 10/15
All skills except stances get same reduction* (stances have NO reduction)
*: Not verified yet
EDIT: removed skills which have a minimum cooldown of 1
Aerotheurge
===========
Novice
------
Lightning Strike: -3 (8)
Adept
-----
Headvice: -4 (8)
Master
------
Netherswap: -4 (8)
Expert Marksman
===============
Novice
------
Ranged Power Stance: 0 (2)
Ranged Precision Stance: 0 (2)
Master
------
Arrow Spray: 0 (6)
Rain Of Arrows: 0 (5)
Geomancer
=========
Adept
-----
Petrifying Touch: -4 (6)
Master
------
Summon Earth Elemental: -3 (8)
Hydrosophist
============
NONE (All skills fit standard 4/3/2 pattern)
Man-At-Arms
===========
Novice
------
Melee Defensive Stance: 0 (2)
Melee Power Stance: 0 (2)
Adept
-----
Taunt: -3 (6)
Pyrokinetic
===========
Adept
-----
Explode: -2 (4)
Scoundrel
=========
Novice
------
Venomous Strike: 0 (2)
Adept
-----
Cloak And Dagger: -3 (12)
Witchcraft
==========
Novice
------
Malediction: -2 (5)
Adept
-----
Mute: -5 (9)
Rapture: -2 (6)
Master
------
Horrific Scream: 0 (9)
Resurrect: -3.5 (8)
==============================================
The negative values are the cooldowns from SkillData.txt, and the values in parantheses are the original cooldowns, before reduction. There's a few oddities here, namely:
Resurrect has a fractional cooldown reduction cap! (3.5) I have no idea what this means in practice... Perhaps it's always just 3 turn reduction (so 5 turn cooldown) in combat, but it regenerates slightly faster outside?
Mute has a cooldown reduction cap listed as -5! It's the only skill I could find like that - unfortunately, I can't test what it's behavior is in-game when you have 20+ int - anyone else want to try? I suspect it will still be a -4, though... it's a cap, but if the game never provides for more than 4 breakpoints, the cap will simply never be hit...
http://divinity.wikia.com/wiki/Midnight_Oil_(DOS_EE)
Str: 13
Agi: 16
Int: 15
Const: 10
Speed: 29
Percetion: 5
LVL: 21
It's also worth noting that your offense rating will keep going up past 22, although since you're no longer decreasing cooldowns or increasing the damage of skills, it's hardly worth it.
Another note is that the status chance bonus continues to go up past 22, but the maximum chance you can get after factoring in the bonus is 150%. For skills like thunder jump however that start out at a base of 50%, you would need 27 int to reach the max 150% chance (50% plus 100% from int). You get +5% chance for every point of int over 8 (for other skills the bonus can start at higher int), so at 9 int you get +5% chance. Again, the benefits are hardly worth it though.