Torchlight II

Torchlight II

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GreyWolf 9 月 29 日 下午 11:47
Abilities in Torchlight 2??
Good morning, I wanted to know if someone could answer a question about Torchlight 2.

I would like to know if there are any abilities in Torchlight 2 that only have a time cooldown? From what I've seen so far, all abilities are linked to mana. So, every ability consumes mana. In Torchlight 3, there are many abilities that simply require a time cooldown and don't require mana or any other resource.
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TOG | Phanjam 9 月 30 日 上午 1:29 
In TL2 the "passive skills" may be the closest to what you are asking about. They are skills which, once you invest in them with some skill points, they are "always on" - you do not have to activate them with a mouse click or some other action (unlike active skills), instead they will activate on their own when some condition is met.

For example, the Berserker class has the "Rampage" passive skill - investing points in this skill gives you a % chance to "rampage" whenever you kill an enemy giving you faster movement, attack and cast speeds for the next 5 seconds. You can invest more points in TL2 passive skills over time, which usually boosts the performance of the skill somehow (stronger buffs or longer durations, etc.)

I hope that was helpful.
GreyWolf 9 月 30 日 上午 2:44 
Thanks for your answer, and yes, I've already seen the passive skills.

But to ask again:
Does it actually make any difference if I have three or four active skills that trigger with mana or consume mana?

Because if I use one skill and it consumes mana, then the mana for the next skill is empty or almost used up. 🤷
HiFive 9 月 30 日 上午 4:34 
Other than the passive skills, I don't recall any other skills that don't require mana. If your mana is running out too fast you will need some armor or some gems that will replenish your mana faster. Also, if you invest in the Focus atrribute, you will have more mana to use.
GreyWolf 9 月 30 日 上午 9:16 
Thanks, now I understand. I'll focus more on the passive abilities.

Two more questions:

1. Where can I find out what the individual damage colors mean?

2. And what color is poison damage? Is it green?

But poison doesn't do actual damage in green, just green puddles, is that right?
最后由 GreyWolf 编辑于; 9 月 30 日 上午 10:06
steffire3 9 月 30 日 上午 11:15 
引用自 GreyWolf
Thanks, now I understand. I'll focus more on the passive abilities.

Two more questions:

1. Where can I find out what the individual damage colors mean?

2. And what color is poison damage? Is it green?

But poison doesn't do actual damage in green, just green puddles, is that right?

In-game there's an Options setting to turn Damage Events to "Verbose" that will show:

Red Damage Taken,
Orange normal damage,
Light Blue critical damage,
Purple fumble damage,
Dark Green Health Steals,
Dark Blue Mana Steals,

as different color numbers.

Torchlight 2 is an older game - or at least the developers didn't think to give Damage Types their own colors unlike what is seen in games like Chronicon.

= = = =

There's 5 damage types in this game (a 6th exists in some modded classes outside the normal game).

1 = Physical (Bleed is Physical over Time yet cannot proc from Physical normally).
2 = Fire (may proc Burning that is simply Fire over Time).
3 = Ice (may proc Frozen that decreases Run, Weapon, and Cast Speeds by 33%).
4 = Poison (may proc Poisoned that decreases Damage and Armor by 33%).
5 = Electric (may proc Shocked that randomly shoots 3 ground bolts outward from targets).

Extra Details:
Any form of damage-over-Time cannot be resisted by anyone.
All damage types have a damage-over-time variant.
Most enemies only carry high amounts of Physical Armor.
Strength and Focus usually play well together in most cases (especially if Dps / Weapon Damage is sourced then converted or paired with Flat damage).
Dexterity plays easier with Strength.
Vitality is for equipped Shields and small enemy threats.
Rare affixes found on rare equipment takes care of other survival methods beyond limited class skills.

6 = Magical (no procs, has no resists (think Piercing), only some mods access it, only empowered by Focus or +% All-Damage, is not a combo of all types - is a unique type - some mods unofficially color-code it purple on particles to make it distinct).

= = = =

I know for certain that some classes in the Ace mod provide many skills that use a Time-CoolDown that mitigates some of the Mana Loss by preventing Spam-use.

Or for the same mod's War_Bot class that sans almost any Mana-Cost (very low within 5 Mana-Cost literally in some cases) and is purely reliant on Cool-Down only.

As for (no Mods) Vanilla - not many skills utilize a long Cool-Down.
最后由 steffire3 编辑于; 9 月 30 日 下午 9:37
ADEC Inc 10 月 1 日 下午 1:41 
There may be some unused damage type called magical in the code, but whenever the game mentions magic damage, it's a catch-all term. Almost everything is considered magic damage, except for the physical damage of a weapon. Physical damage not sourced from a weapon is also magic.
steffire3 10 月 1 日 下午 2:03 
引用自 ADEC Inc
There may be some unused damage type called magical in the code, but whenever the game mentions magic damage, it's a catch-all term. Almost everything is considered magic damage, except for the physical damage of a weapon. Physical damage not sourced from a weapon is also magic.
Good point. The Magic / Elemental / Focus / (community-named Flat) damage of the game that should not be confused with the unused "Magical" type. Will note this elsewhere.
TOG | Phanjam 10 月 3 日 下午 9:00 
引用自 GreyWolf
...then the mana for the next skill is empty or almost used up. 🤷

Worth noting also, the Embermage's full-charge bonus is to remove the mana cost of any skill used during this bonus period. You also end the period with a fully charged mana bar.
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发帖日期: 9 月 29 日 下午 11:47
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