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Equesuocha

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  1. Display bug! You dirty rat! I got excited that they might have actually made the battery more useful. And possibly made +x% to converted damage type exploitable. My own testing on a low level character does agree with Llama8. The damage type displayed is wrong as well as any +x% bonus it might show from the converted damage type. At low levels +25% is hard to see especially with a S.W. Temple Guardian just trying to survive. On the Wiki page about batteries ( My link ) you can see what I am seeing. The screen captures display both Amplified discharge, and Battle Extension converted to poison damage. With Battle Extension it is possible to explain this, with it being weapon based. But Amplified Discharge doing poison damage is harder to explain. It looks as though the damage conversion coming from the socketed battery has a global effect on the Temple Guardians combat arts, and weapons . The converter socketed will display x% conversion on physical damage (Where x equals the value on the socketed item in the battery.), but will display 100% conversion to all the other elements. What I didn't test, being that I'm primarily a spell caster, is if the damage conversion to the weapon and/or weapon based combat arts coming from the battery is effective. Or if that is also a display bug. The discrepancies in this game are one of the reasons I keep coming back. Gotta love it!
  2. I'm not sure that I explained my self clearly. I understand that the battery is an integral part of the temple guardians arsenal. And that when equipped it can support the temple guardian in many ways. I guess my specific question (and/or comment now that I have done further testing.) Is that a battery when socketed with a damage converter like a lava rock, or a poison fang. Will convert the damage type of all of the temple guardians combat arts to the same type. To varying degrees. This is different in it's effect from the default damage type displayed on the battery. Which as I understand it only affects the standard left click attack. And also different from any other bonuses/modifiers the battery may have on it. The devout guardian combat arts seem to follow the same percentage of the damage converter value. The lost fusion combat arts are a mix. I saw amplified discharge convert about the same as the devout guardian aspects. While jolting touch displayed 100% conversion. The source warden combat arts, which I'm most interested in. Are converted the same as above. Which is to say, physical damage is converted by the percentage of the damage changing item. While any other elemental damage is converted 100%. I do not see this happening with any other damage type socketing done to normal weapons. This is of value to me because I am bringing up a source warden based temple guardian. And being able to switch all of the different damage types that a source warden can produce to one type is huge. As I said in the post above it doesn't look like the damage type is actually converted. Only the damage type displayed, and the +x% of bonuses to the damage type. As an example my untouchable force buff without any other influencing factors displays a base value of 16 magic damage. I equip a battery with a lava rock socketed. Not just a normal 70% physical 30% fire damage type battery. A damage type converted, through socketing battery. My damage is shown as 100% fire damage, and adjusted by +x% fire damage bonuses. In this case with +25% fire damage bonus through jewels it will show 20 fire damage. In my experience it still does the normal damage type, in this case magic damage. This is important to the source warden temple guardian because now if I chose to, I could socket all +x% fire damage jewels instead of +x% all damage type jewels (which are typically lower in value at any given level), and receive full bonuses to the base value of all my combat arts. Primal mutation is the exception here. It is possible that this was the same on the consoles. Without damage lore mastery working, changing damage types wasn't quite as useful. So I didn't experiment with damage converters as much. But the little I did, led me to believe that the socketing of different damage types in the original Sacred 2 was a little broken. Which is what spawned the question. The console version is subtly different to the P.C. version in many ways, but at it's root it is the same. Up until Ice & Blood. I thank you for responding to me, and Darkmatters for making Sacred 2 Gold easier to obtain.
  3. Hello. I'm new to playing Sacred 2 Ice & Blood on the PC. But I have thousands of hours logged into the PS3 version. With only slightly less time spent on just testing out and researching combat art mods, and skill selections. This forum, the Sacred Wiki, and the S.I.F. have been indispensable in supporting my admiration for this game. I was hoping some one could enlighten me a little because while Sacred 2 information is fairly prevalent. The changes in Ice & Blood are much more difficult to nail down. Especially coming from the console version. There are two things I saw today that challenged my understanding of the game mechanics. Playing as the Temple Guardian I equipped a battery with a lava rock socketed into it. For the purpose of converting some of the cannon damage to fire, and then to exploit the powers of damage lore (which has been pointless on the PS3 version.) Any way after the battery was equipped I noticed that my untouchable force buff was displaying 100% fire damage. Not only that but the damage was increased from its original value. Then I noticed that all of his combat arts that I had slotted were the same. Including icy evanescence. After a little testing it looks like the damage type displayed is incorrect, I.e. untouchable force still does magic damage and ice evanescence still does ice damage. However the damage boost does stay. I found that I had additional fire damage +x% equipped in other armor that was increasing the damage of the spells . Now this contradicts two things that I thought were absolute. One; that the battery did not affect the combat arts in any way. And two; that the elemental damage conversion was done last and only +x% to the original damage type could boost the damage. Is this a new "feature" in Ice & Blood? And if so how far reaching is it? This is on closed net.
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