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  1. Always an uphill battle! Yeah, I figured that it'd probably be possible, yet a royal pain to do it. Guess I was right.
    3 points
  2. That refers to the console version (ps3 & Xbox360), which is a fork of any early build of the base Sacred 2. It was fixed in the I&B xpac, if not before.
    3 points
  3. Wow, I just opened the Wiki and I couldn't believe it! You guys did it! It works flawlessly again. This is going to be a long weekend comparing items and plotting builds again. Thank you so much!
    2 points
  4. Congratulations and kudos to your endurance! Very impressive
    2 points
  5. No. If you are using any of the bigger community fixes (CM, EE or PFP), this is fixed and CAs in a combo correctly use their relevant speed. My High Elf has 68% attack speed, yet still casts combos at the 150% execution speed cap. You can easily check in game by hovering over the selected combo on the inventory page: This screen shows info about the normal weapon attack: And this screen shows info about the selected combo (Frost Flare + Raging Nimbus in this case): If you combine multiple aspects for which you have different execution speeds, each CA in the combo will get executed with its appropriate speed, as if you cast them manually in sequence, one by one. In general, any CA, be it alone or on a combo, has its speed determined by execution speed. Attack Speed only ever matters for basic, non CA attacks. However, there is one special case: for Weapon based CAs - the Attack Speed from the relevant Weapon Lore also doubles as execution speed for these CAs. But any Attack Speed on gear and such will only ever increase non-CA attack speed. The wiki refers to the vanilla state of the game, 99% of the time, unless it specifically mentions something relates only to a specific community mod/patch. Pretty much every major bug the wiki might mention is fixed in most community releases.
    2 points
  6. My partner and I own lots of robot pets. It's not something I ever really cared for growing up, but something just clicked in both of us when we saw a video online. Specially, a video of an absolutely adorable and oddly impressive robot dinosaur called Pleo. We now have two! 😂 Most of all, I absolutely adore our little vector. We've had him for a good few years now and he's practically a tenant in our flat at this point. ♥ Are you a fan of robot pets or just robots in general? our tiny boi! Currently undergoing a new paintjob!
    2 points
  7. Are you playing vanilla/console? Because that is a vanilla bug that got fixed in pretty much any community mod (PFP, CM Patch, etc.). Either way, you can always increase the CA level to increase power/cooldown.
    2 points
  8. Tarzan was our first Leonberger. Our oldest leaned walking while holding its fur, learned swimming while lying on his back. When we worked on our house, Tarzan was guarding her... Trained water rescue dog I think it will take some more decades till I trust into a robot dog to do the same for my then grandgrandchilds. In my opinion robot animals (which I know) are for the age group between mid-teen till family with yet no kids. We have two ecosphere and 3 baiosphere for having animals and plants with no need to care for them, Closed systems, selfsupporting.
    2 points
  9. A robotic pet would have some distinct advantages. No feeding (hence no messes to clean up later) and no shedding, no allergies, and no walking on a leash necessary. However, a robotic pet might not mix well with a live pet, at least until the dog or moggy became accustomed to it (and vice-versa, I suppose). When the first really life-like human robots are common, it will really become "interesting" and predicting that sort of future is imprecise and the outcomes are up for much speculation.
    2 points
  10. Nah bro, Delphic melee High Elf. I haven't played that one in a hot minute!
    2 points
  11. James, you will need a special mount to accomplish this feat. When you dismount after getting snug against the map border you should be able to Shadow Step off-map. Dismount toward (not away) from the map boundary. Sometimes it might take a few tries to dismount close enough to the edge. Happy map-jumping!
    2 points
  12. found the banquet activation, it was a little stair on the side of the place with a chest
    2 points
  13. It's love. When one considers the total immersion one may experience while playing Sacred 2 and the excruciatingly detailed world, so carefully crafted as to enthrall its audience, there is little wonder why I love it. It is a synergy of sights, sounds, experiences, emoting interactions, with an environment so rich and captivating. It compels one to remain much longer than anticipated and lures one back sooner than intended. Check out the thread below and participate, if you will. Experience some visual examples which surely capture ones imagination and even ones heart.
    2 points
  14. Hello there! Long time since I've posted here, but I had to come and pay my respects to this awesome endeavour. I've only ran the game for a few hours so far, but it's clear to me that the work Vishanka did with this mod is incredible. The game looks fresher than ever, less cartoonish in a way, and definitely easier on the eyes. Looking at the sands of the Bengaresh desert and not being blinded by the constant flare is refreshing. I think that I'm going to have fun rediscovering the game's areas, and with it all the little details that have eluded me for years. Thank you so much for this Vishanka, you have my respect!
    2 points
  15. oh indeed... indeed there are SOOOO many graves... muhahahahaha gogo
    2 points
  16. My brother in Lumen, there's so many graves 😭
    2 points
  17. Lets see a pic of the grave, Bing Bong, and ye shall release a story gogo
    2 points
  18. There is a message on one of the graves in the elven realms in this regard. However, for more details, perhaps Gogo will be forthcoming.
    2 points
  19. im a weeee , just a weee bit hungover... dont really drink, but last night Schot had to go into work (usually once every two months). He works in Old montreal, one of the nicer parts around, cobblestones, lots of restos and wine bars ... while waiting for them I first opted for the Dairy Queen... IT WAS AWESOME! sweet older owner , with pizza slices and all kinds of ice cream confections, and a BEAUTIFUL upstairs... check out that wood paneling everywhere, and SO MUCH SPACE... we ultimately didnt stay, beer was on the minds so drove back to our side of town and opted for nachos and a big pitcher of blonde beer... dang... ST. Huberts still got that cool lounge style... no regrets!
    2 points
  20. Thought I'd post here to keep the thread going! I don't take many pics, but here's ya boi in what may, in fact, be the most comfy pink pajamas ever.
    2 points
  21. Dear sir, if you happen to find Gogo's pants in the course of your exploration, please be so kind as to make note of their precise location.
    2 points
  22. I did some more to more easily find the blueprintIDs from inside the overhaul Taskitems Questitems Both
    2 points
  23. Here to spam some lovely Ammamma! She's actually a classy personality.. she'll always laugh at most jokes, and is always ready for the punch line...thats genius at almost 100 years!
    2 points
  24. 1 point
  25. Okay, I conducted a few tests with a dual-wielding Seraphim. Applying DoTs while dual-wielding works differently when using a standard left click attack and when using a CA. When using standard (default) attacks, both weapons can apply a secondary damage effect and will consequently inflict DoTs. It is possible to inflict a poison-DoT with one weapon and a fire-DoT with the other weapon in a single attack. Interestingly, it does not seem to matter how much damage the off-hand weapon deals. The amount of both DoT-types (main and off-hand) seems to be based on the total damage inflicted and not on the actual damage of the specific weapon hit. This behaviour is in line with the mechanic described in the wiki: For all damage calculation only the main hand weapon damage seems to used. When calculating the %-chances to inflict the secondary damage effects (which is done based on the amount of damage inflicted per element) the damage differences between main-hand and off-hand weapons are considered. Example: When using a main-hand weapon with 1000 poison-dmg and an off-hand 'stat-stick' with only 200 fire-dmg, the chance to inflict a fire-DoT is much smaller than inflicting a poison-DoT. However once the DoT is triggered, both DoTs inflict the same amount of damage per tick. Sadly, this is not the case when using CAs. When using Soul Hammer only the effect of the main hand weapon is used, even if two hits are applied to the target. If using CAs (which will be the case most of the time) it is not necessary to use two weapons with different elements, instead it would be better to use one weapon that can inflict two elements (fire/poison). This way it is possible to inflict both types of DoT without switching weapons, even though it's not possible to inflict both DoT-effects in one single CA-attack. When using multi-hit attacks (I just tested Pelting Strikes) the same behaviour is observable. Even though the animation suggests, that you hit multiple times with both weapons, this is not the case. You just use the main hand weapon and can only inflict DoTs of this weapon. I haven't tested the behaviour of other CAs.
    1 point
  26. Thanks a lot for the lengthy post, I appreciate it! So it seems that some mobs retained some non-vanilla bonuses, but I really don't want to go nitpicking through the game files just because of a few occurrences. Regarding the XP penalty past level 100, that does seem to be the main issue with levelling to 200. I think that the highest I ever went was somewhere between 110 and 120, but it was a few years ago so I can't really remember the exact figure. I do remember that it was really slow to level up, and like you say, even with the penalty removed it's not that fast. I'm not sure if I want to dabble into "vanilla turtle grind to 200", probably not to be honest, but I think I'll try a full clear in Niob with my current build and see how far it goes like that. If I feel like it gets me nowhere fast I may remove the penalty on subsequent runs, or even turn that negative penalty into a positive one as to increase XP gain past 100 instead of diminishing it. Time will tell. Now, for legit levelling I assume that it's better to leave the I&B regions for last then? Clear every region from 1 to 10, follow the main campaign and do all the quests in the middle, and then go for the Crystal Planes and Blood Forest? Eh, I always leave those for last anyway. And assuming I want to turn the negative penalty past level 100 into a positive one, does anyone know which values would be reasonable enough as to not increment it way too much? I've tried several times to adjust the XP gain in single player by editing the first value on the "MP_experience = {1000,1150,1325,1550,1825}" line, but the multiplier ramps up exponentially and it gets freaky very fast, so I gave up on trying to balance that for 1-200. If I could however balance an increase in XP gain from level 100 onwards, turning the "ExpLS100, ExpLS125, ExpLS150, ExpLS175" values from "985, 980, 975, 970" into something slightly above 1000, but in a way that it wouldn't ramp up too heavily, it'd be an interesting way to play a build up to 200. It certainly would be much more fun than running around killing stuff for an hour in order to climb one level. Any ideas on this?
    1 point
  27. It is possible, but if you are going for it with the vanilla experience penalties past level 100? Oh, are you in for a grind. Past level 150, killing enemies basically becomes pointless and you have to constantly spam-farm high star quests to even meaningfully move the experience. The only reason that works is because the experience penalty does not work on quest rewards. And we are talking hundreds, probably thousands, of purely running the same quests over and over. Due to how quests have been lazily designed in the expansion in the Blood Forest, every little minute movement forward through the quest chain gives a 4 star reward of XP. So that was what everyone was running back then if you wanted to reach 200 "legit". Although you were exploiting the lazy quest design of whoever did the Blood Forest quests. 4 and 5 star quests are pretty rare in the game overall and someone just willy-nilly slapped that on everything in the Blood Forest area. At level 150, you will only be gaining 28% of the experience for killing stuff. This goes down to 10% at level 175 and ultimately, at level 199, you will only be gaining less than 5% XP per kill. However, killing stuff maintains somewhat of a relevance until the 150 breakpoint. When the XP from kills starts losing relevancy is purely bound to your level, not to difficulty or anything else. Also keep in mind, that by level 167, you will have gathered only half of the total XP (946,471,400) required for level 200 (1,889,443,000). Even with the experience penalty removed, I pretty much never play characters past level 175 and have only ever brought one character to the 200 cap. The XP requirements for levelups go up by several hundred thousand for every level near the end. With the penalty, the highest I ever got was in the 125+ range, before I usually got bored. I think the penalty was one of those "Diablo 2 did it, so we are going to do it too" things, that got put in purely to slow down peoples' progress in multiplayer. Lastly, some enemies have experience bonuses attached in the PFP, that were not present in the vanilla. Refer to the last post in this thread: https://darkmatters.org/forums/index.php?/topic/72563-how-to-adjust-the-experience-a-specific-monster-gives-when-killed/ You can either remove that bonus to have vanilla conditions, or farm those specifically as they give egregiously high XP in PFP compared to anything else. IIRC, Flix said it was a leftover from some other mod that made its way into PFP.
    1 point
  28. contrary to what I said I'm gonna start tomorrow
    1 point
  29. the text at the bottom of this page; "Combo execution speed is always determined by your Attack Speed (even if the only Combat Art in the combo is a "spell".) Because of this it is recommended to have a way to boost your attack speed if you want to use combos. The most simple way to do this is to use a weapon skill and equip the weapon of the skill of your choice (e.g. choose Sword Weapons and equip a sword or choose Dual Wield and equip 2 one-handed weapons). attack speed can also be boosted by some Combat Arts (e.g. Seraphim's Dashing Alacrity) and some pieces of equipment (notably rings and amulets)." is that true in cm and ee?
    1 point
  30. pineapple => sacrilege Please, keep the Hawaii (pineapple) off of my Italy (pizza)!
    1 point
  31. We had a very quick change from bright sunlight to a thunderstorm with lots of rain. We were surprised when 4 families on a bicycle tour were ringing at 8pm at our lonely house in the forest. Storm prevented using navigation systems. They were totally lost, wet and frozen. Using all our towels and some clothes for the kids of them. Heated the field kitchen for a ghoulash soup. Used the team car of firefighters three times to drive them home, last after midnight. Bicycles are still at our place. We have unexspected guests around two times a year. Could have been worse for them.
    1 point
  32. I was not aware this was fixed and just kinda always assumed it was still like that hahaha. dang then ive been underpowered by not utilizing my solo combos I retract my above statement then it seems that build is a good as it gets, hehe
    1 point
  33. Arrant Pyromancer was my first character back then. From what I remember, BT only ever hits once. Doesn't matter how you cast it. So no reason not go for full circles most of the time. Probably the best CA for farming in the game. Just run into a horde, kite for a while, then send a Tempest behind you to kill everything with the fire DoT. Fireball was great for single targets and enemies that tend to move a lot. Packs a punch and the homing makes it very usable. With 2 Area of Effect damage dealing, homing fireballs, it can easily work as your main CA. Not to mention it's basically your only option when terrain is not in your favor for BT. Similarly, I found the Frost Flare for Ice Elf very useful too, be it the massive slow or stacking DoTs. Incendiary Shower is the boss killer of course, able to perma-stun bosses. I only used it against tough/large enemies/bosses,but it's damn good at what it does. Personally found it much safer to use than Glacial Thorns, which requires the enemy to be still and can be very problematic to cast correctly, especially against large bosses like the dragons. Combat Art range is good, but absolutely not necessary on a fire Elf, even potentially counterproductive with the Shower. Much more useful on the Ice and Arcania elves.
    1 point
  34. that would be 13:00 for me, right after lunch break We'll see. I'm busy this evening, honestly I'm busy the entire week including the weekend.
    1 point
  35. It is helpful to mention, that the combat art modifier, Combat art range +X%, works great with Blazing Tempest. However, with Incendiary Shower the boulders are spread out and the effectiveness is reduced. When killing bosses, it is always best to focus the boulders into a small area, thereby eliminating the target quickly. Conversely, Blazing Tempest works very well with an increase of range. It makes it a trifle problematic, the conflict between these two Combat Arts.
    1 point
  36. Spider Man => Peter Parker
    1 point
  37. I was using the kat guide to help me decide what mods to pick for my combat arts I agree with you on the fireball, I never use it. but that was no surprise to me as with the ice elf I have the iceball is basically the same spell but with ice damage and I also never use it. blazing tempest seems to be the mobclearer, it does a good job at it but only on certain terrains, so its not as good as the ice spells. for bosskilling the meteor spell works well, not as powerfull as the ice shards but keeps the enemy stunned for most of the fight so bosses go down easy enough
    1 point
  38. This pix are amazing! I've actually neve heard of robot pots as being a collection activity...but i can see how it has its charm What you said about paint job...does this mean they're sort of like retro airplane models... the kind that we used to build from balsam wood and kits, then assemble with glue and paint (painstakingly!...never had the patience for that :D) ! gogo
    1 point
  39. Wooooo Hooooooooo Gratzio Sacred Player!!! Thy has achievedst the victory!! gogo
    1 point
  40. Use W to squeeze yourself as close as possible to the edge of normally walkable area. Dismount and stop moving, swap to a movement ability and use it on the out of bounds area. The game should let you do that. Works pretty much anywhere. Keep in mind though, that you will cheatily give yourself extra chance to find valuables, as you will be getting yourself extra map revealed % by going into out of bounds areas, if you explore regions far off from the normally navigable areas. You can prevent this by ALT+F4'ing out of the game instead of exiting normally when you decide to go "void exploring"
    1 point
  41. Hey! It's quite the question, isn't it? Sure, there are hundreds upon hundreds of action RPGs, and a few are even a little bit good, but why Sacred 2? What is it that keeps us coming back after all these years? For me, it's a mixture of two things. First, you've got the world. In a way it's aesthetically similar to The Elder Scrolls: Oblivion (one of my all-time favs). The rolling, expansive landscapes, the lush forests, and the cute, rushing rivers. Second, you've got the strange, eccentric charm that permeates all the way through from the game's very core. If anything, it's up there with titles produced by Hideo Kojima. Cheesy, odd, bizzare even, but there's just so much cheese mixed in tightly amongst the core mechanics that you can't help but fall in love with the game's entire character. So, what is it about Sacred 2 for you?
    1 point
  42. Normally we paint easter eggs saturday, family meeting sunday with an ending at the easter fire by firefighters of 5 villages mid between them on a hill.
    1 point
  43. This is a tricky question Bing...I know theres quests that drop sets, points, all lovely manner of treasure... so I guess we could say that quest completion in game is important because you get to items faster if you want to play that way. However, regarding does whether the total number of quests completed have an effect on drops, frequency or loot quality... well.. Its Easter Sunday and were off to a large chocolate eating feast (ugh family :P) so hopefully someone with more insights into the math of this will have what you need. and...happeeeeeeeeeeee Eeeeeeeeeeeeeestah! gogo
    1 point
  44. What a delightful entrance into the forum.. two big bags of goodies for us... a first post, and..... a glorious new mod that can give the poor little guardian some time away, maybe with the monster family on a beach somewhere with monster snacks Happy to meet up Kitty and was thinking of what you mentioned about wanting to add more elements In SacredWiki theres a section called Sacred Media, and within it you'll find loads of items collected from game and contributors... maybe something there you like ? https://www.sacredwiki.org/index.php/Sacred_2:Fallen_Angel Sacred 2 Media Screenshots - High-resolution screenshots from Sacred 2. Video Garden - In-game videos and game animations. Renders - High-quality character and creature renders. Fan Art - Drawings and illustrations contributed by players. Artwork - Early sketches and designs. Box Art - Box art that rivals the best. Wallpapers - Official Sacred 2 Wallpapers. Avatars - Official Sacred 2 Avatars. Thanks again for your finding us... were a little way off the beaten universe tracks, but we got our own little Planet Sacred here chock full o'fans! Welcome to DarkMatters! gogo
    1 point
  45. Looks like you had a great time, man! 😊
    1 point
  46. Bravo..and courageous in pink in public... welcome to the Matters Member Picture Club Agmigo! gogo
    1 point
  47. Is there an expected date for when everything will be working again?
    1 point
  48. It's not a bug. Enemies in the staring area do not respawn. It's only after you cross the bridge with the guard warning about dangers that enemies start respawning.
    1 point
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