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Little Sara

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Everything posted by Little Sara

  1. There is a penalty for using Combat Discipline: execution speed is not faster per the Lore skill when spell is used in a combo. Though the damage bonus is applied to it in or out of combo, which is the good part.
  2. I added two tons of enemies to the wiki, but now I'm pretty tired. I still have some to add in the Undead, T-Mutant and Humanoid Monster categories, but I've added like 20+ already tonight and I'm too tired to finish. High Elf, Human, Orc, Trap, Monster were updated.
  3. The way stamina shows it is a positive, the way skills and combat arts show it, it is a negative. Wether you have -100% regen +1 or +1 -100% regen, its the same. If you have 1+100% regen or 100% regen +1, then yes, it makes a difference. If the game was consistent we might make sense of it...
  4. The thing to remember with regeneration times is that ultimately the formula works out to: (Base Regeneration + (Per Level Regeneration * (Runes Read + (Levels from Gear/2)))) / (1 + Aspect Regeneration%) So 100% from Grand Invigoration will only 'halve' the value of the divisor (vs no buff) and I'm just using aspect regeneration since the factors that work into that aren't something I've figured out exactly yet... They *seem* to be something along the lines of: (1 + Regeneration from gear [be it gear based factors or the -xx.x% from smithing/modifiers) * ( 1 + Concentration [however this *might* potentially include the blue -xx.x% regeneration on gear/smith arts rather than in the first factor] ) * (1 + Aspect Focus [which will likely also include the yellow aspect regen mod on gear and thus buffs as well that decrease individual aspects]) * (1 + Stamina Factor [which I haven't figured out either, since it doesn't show up in the tooltip]) * ( 1 - Buff Penalties&mount penalties) Don't take that as certain, but it's likely something along those lines. Unfortunately anything affecting all aspects at once merges with the stamina bonus itself and prevents any real ability to sort between those elements (I can see how it could be done with a lot of data, but you'd need large ranges of data points only affecting one element at a time) Hmm even that doesn't explain it even if you bold the "1", it still amounts to division by 0 with 1-100% (ie 1-1). Stamina can reach +1000% regen speed (or more), which probably means 90% faster, but I have no idea. I know that with a High Elf lv 200, with Arrant Pyromancer Lore 150+15, Arrant Pyromancer Focus 150+15, Concentration 36+0, Combat Discipline 150+0, Ancient Magic 75+0, on Pyromancer-focused build: Ancestral Fireball lv ~102 effective level, modded with Explosion, Fusillade, Hot Pursuit would do a total of 12,500 damage (per fireball, as there are 2) in ~3.5 seconds. Blazing Tempest lv ~102 effective level, modded with Burning, Cataclysm, Ambition, would do a total of 5500 damage on impact and 7700 damage/second in ~4.0 seconds. Incendiary Shower lv ~102 effective level, modded with modsw I don't remember for certain...would do a total of 9000 damage on impact of each meteor, with 13 meteors falling in ~6.0 seconds. Add Incandescent Skin effective level ~75 (-35% regen of Arrant Pyromancer +6% regen of all spells). Add Grand Invigoration effective level ~75 (-45% regen of all spells +very high HP regen) and the cooldown shot to Ancestral Fireball 0.9 second, Blazing Tempest 1.1 second, Incendiary Shower 1.5 second. No +all skills involved, INT was about 600-700, not certain.
  5. I know for a fact how to get most achievements, just not their names. I've tested it long enough. Unless new ones were introduced since 2.34.0, there are 49 achievements. And its 50% of the map explored. In my SP game (build 1453) I explored ALL of the High Elf region, Human region and Orc region, with no map-related achievement discovered.
  6. What should be done is for Ascaron to provide numbers for the mods, either in %, or their effects directly. Say if you took Arrant Pyromancer Expertise, it could say, in the spell tooltip: Regeneration time of all Combat Arts -40% Regeneration time of Arrant Pyromancer -15% or something like that and umm, is there a limit to those bonuses? - would getting Lv 90 (effective level) of Grand Invigoration with Arrant Pyromancer Expertise, provide with -100% Regeneration time?
  7. Umm it IS supposed to refer to 50% of map explored. I've seen the achievements first hand and their descriptions. So that's probably a bug.
  8. gogo It uses higher level graphics than WoW does. I can run WoW at very high graphics details, but I'm afraid to push Sacred 2 above medium (or nv4disp.dll might like to crash on me). The world is also well, HUGE. Maybe a bit smaller than WoW is, even with the new Snow area, but a lot more defined.
  9. Skills all have diminishing returns, but stats don't. Vitality ends up giving you +8000 or more HP at high levels. It becomes exponentially higher (slight exponential curve still, not like it squares every 2 levels), not only dependant on level, but dependant apparently on max HP (counting bonuses from say Constitution) and on skill level and stat amount, obviously. Other stats don't seem to work that way (not exponential, totally linear), but if you have +500% attack and +300% defense, you'll see every point of DEX give you 3-4 Defense and every point of STR give you 6-7 Attack (provided you use swords).
  10. The data monsters/NPCs would be server side. The data character appearance, speeches, movies/CGs, monster palettes and movements, maps/terrain appearance and behavior permitted in such etc is all client side. So even if it were a MMORPG, it would be bigger than WoW probably.
  11. Unless you died, I think it's more of the "Finish the main quest in Bronze or Silver without dying"
  12. Hmm I know where that is, and its not supposed to be accessible as far as I know. It's a debug area in the far north-east of the debug worldmap (ie, won't show on the normal one). How did you get there?
  13. Would have to ask the devs, but if I'm to believe the SiF German forums, I'd say it was a bug before, and now is fixed. Not that getting +15% MF for 60% WD is "A lot" though.
  14. You need version 2.31.0 Build 1453 client side, server-side is their business and only works in MP. % chance of Deathblow means that when an enemy has below the % amount in HP, you deal 2x damage on them. So if I have 40% chance of Deathblow, and fight Xianthar (Dragon region boss), who has, say exactly 10,000 HP, I'll deal double damage once he's below 4000. WICKED! thank you for that. Now I know what weapons to equip when comming across boss monsters. oh and I have no idea what version I have and build client 1453 client side is way out of my league. Im a Shadow warrior, not a High Elf New version came out today 2.34.0 build 1469, download it
  15. Since patch 2.34, the rate is 0.1% MF per 0.4% WD (or 1% MF per 4% WD) as predicted.
  16. You are using CAs though, unlike my build. I can afford to sacrifice Bargaining to get Sword Weapons. There are bonuses only unlocked at Mastery as well. But I won't put more than 75 points in it.
  17. Speed Lore used to give +% Attack Speed, this made it worth it...now, if you have a mount, the +% Moving Speed doesn't even matter, and at high level, I think the Toughness Armor bonus is better than the Speed Lore Attack/Defense bonus. For an example. A Seraphim lv 50 with decent equipment but not too great, can have: 2500 Attack (80-90% hit on all except boss), 1500 Defense (monsters have 20-30% chance to hit you) and 2400 Armor total. This is without Speed Lore, and without Toughness, and with Armor Lore only at 20. Armor Lore at 125+100 -> Something close to +395% armor Toughness at 75+100 -> +177 Armor -17.7% damage on character 177 Armor *4.95 = 876 armor of all types given by Toughness (a total of 4380) vs Speed Lore at 75+100: +266 Attack/Defense and +17.7% run speed (not counted while mounted) Attack/Defense would only be multiplied by buffs or skills that increase it % wise, while Armor Lore would multiply Armor from Toughness, without the need for runes or equipment. Not to mention that Attack/Defense increase naturally as you level up (as Strength/Dexterity/Intelligence grow higher), while Armor only increases with equipment and relevant skills.
  18. In the old patch if anything, every time I logged in the mount would level up to equal my level, or above. If I was between 27 +0% and +49%, it would be lv 27, if I was between +50% and +99% it was level 28. Haven't checked since, and considering my leveling speed (as I do all quests), it may take a while for me to notice.
  19. I bugged this one, seeing my hireling take a nap every 3 seconds was funny though.
  20. Does Riding reduce the "All Combat Arts Regeneration + 50%"? (since those are character combat arts, and not horse CAs). If not then I think its not worth it for the unique mount.
  21. You can call me Princess and I got this nice book: How to Beguile Aristocrats: Princes so I might land myself a prince, Sacred-gold-digger-style hehe
  22. Is it me is the view on this screenshot a bit too underwear-focused? Not that I think wearing lingerie, or a g-string (yes, Seraphim has a g-string set item...) is really all that good. But doing so for battle no less... Not to mention High Heels, especially good for Desert and Swamp ground I bet. Did they ever consider female players might like to see a character that isn't half-undressed?
  23. ClosedNet doesn't allow you your class quest, and might restrict/remove other-restricted side quests as well. Until they even fix MP, I'll stay in SP. I also appreciate that I don't lag in SP.
  24. You need version 2.31.0 Build 1453 client side, server-side is their business and only works in MP. % chance of Deathblow means that when an enemy has below the % amount in HP, you deal 2x damage on them. So if I have 40% chance of Deathblow, and fight Xianthar (Dragon region boss), who has, say exactly 10,000 HP, I'll deal double damage once he's below 4000.
  25. If it was 1% per 4% discovered it would still be a "little bit" considering thar 14%ish isn't that high at the end of Bronze if you explored every square inch of the map (you'd be above lv 40 or damn near it). So I'm with the 1% per 4% theory, I don't think 0.1% was intended, because 101.4% chance for valuables is like "save 5 cents on filling your car, per 5 gallons..." and its damn near abyssmal compared to Enhanced Perception Mastery Bonus. Say you get 75 + 18 Enhanced Perception you'd get +228.3%,. making 1.4% not even a consideration, while 14% would be "a little bit".
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