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Direct hit fireball WITHOUT fire protection buff = 39 damage.
Direct hit fireball WITH fire protection buff = 29 damage.
The knockback effect seems unaffected by the fire protection buff. The knockback of fireball is highly dependant on where it strikes the player. In the first shot we can see the fireball hits the cameraman right in the chest and sends him slightly backwards in a straight line. The next shot it hits him off center and in the legs/feet and he is knocked up slightly and farther back in the direction we'd expect.
During the Magma Bomb demo the cameraman is hit by a normal archery arrow, not an ability. You can tell because the arrow arcs to the cameraman which is inconsistent with any skirmisher abilities we've seen thus far.
The arrow hits for 44 damage.
Contrary to what myself and many others thought initially, it appears armor does NOT have an impact on knockbacks. In the final clip of the Heat Stroke demo when you look at it slowly, the player on the left is actually quite a bit farther away from the point of impact than the player on the right. In the first Heat Stroke clip the target is wearing heavier armor and a direct hit Heat Stroke sends them flying.
It looks like AV has implemented balance to some degree. The direct hit damage of a Fireball is 5 damage less than an arrow on a similar geared opponent. An arrow is much easier to direct hit with than a fireball in combat but the fireball will always have it's aoe damage (damage scaled down based on point of impact distance from target, just like DF1). It appears that with a FIre mage you are clearly comprimising DPS for CC.
I think this is very promising. Can't wait to see what's next.
Thanks for reading!
Edit: New findings
Bunnyhopping in its current DF1 form appears to have been removed from the game. You can see this most clearly in the final clip with the player on the right. When they are falling back to the ground from the knockup you can see that their forward momentum drastically slows as they come closer to the ground. Thanks to pestiliencethecat on youtube for pointing this out.
Double edit: more findings
In the first demostration of the Fire protection buff, we can see as the cameramn starts casting the spell the number 5 on the left spell circle becomes red. This appears to indicate what spell you are currently casting (probably depending on keybindings). When the cameraman hops in the lava, the numbers 1-5 turn red. This seems to indicate that a mage cannot cast spells in water (whether on surface or under). That being said, there could be something equivalent to aqua shot from DF1 that you can purchase in order to do underwater magery.
On a similar note, in the magma bomb demonstration we can see something very intersting. During the first clip of magma bomb the time is 12:30 CST. Right after the magma bomb is released the #2 changes from red to white. This seems to indicate that the spell is off cooldown and able to be casted again. The next clip the time is 3:45 CST which simply means that this clip was recorded at a different time. However, after casting magma bomb during this clip the #2 stays red for the rest of the duration of the clip. What does this mean? The devs have live control over things in the game. During the first clip they most likely set the cooldown to 0 so they could cast a bunch of magmas for the sake of the video. In the second clip at a later time, it appears the cooldown had been set back to normal. This is a HUGE deal considering in DF1 this cooldown wouldn't be able to be changed without a patch to be applied during server down. To be clear, I am speculating and this isn't confirmed.