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Flix

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Everything posted by Flix

  1. I know Gogo created a lot of the modifier pages, and he reproduced the names faithfully from the game ("game is god"), including all the unusual capitalization and in this case, punctuation. It's intended to be both, I just haven't gotten around to filling in the list of items that have the modifier. When I came across that page a few months ago it was basically empty. I started by adding in info about the concept, and left an empty spot for the item list. You can see how that all came about in this thread : Help Building a Regeneration Page on the Wiki. I actually just added in that Hammer of the Righteous pic, about a month ago, since there was only a blank page for it. I moved it from Uniques to Legendaries because, as you can see, it dropped as an orange-text Legendary item in my game. I have latest CM Patch and I haven't messed with that item or any items that I didn't create myself. So I don't know what to think either. I can put it in a stash and send it to you if you want to see if it's still a Legendary in your game, and/or you could do the same. I don't know what in the scripts makes an item a Legendary instead of a Unique - I guess I'll be figuring that out soon enough. I know that many set items have the designation "unique" despite working just fine as set items.
  2. I had a thought about jewelry. Currently on the Wiki we only show the icon, but rings and amulets actually have models and textures (some of them very large and high quality), but since they don't display on the character when equipped, the only time they're seen is when they're on the ground. How feasible would it be to make pictures of the actual jewelry models from when they're dropped on the ground?
  3. Thank you!. That was quick.
  4. I love how sharp and crisp those stats images look - and at such small file size. The extra info and formatting is VERY good to see...the pages no longer look like stubs but actual pages. I like everything you said, really. Using different frames and backgrounds for Fallen Angel/Ice and Blood/CM Patch items is a good convention. Currently it's applied a little irregularly in places. I think I got most if not all of the red links for the uniques and legendaries. I didn't do the sets yet so there are plenty. One good thing I always do I have the items modifiers page open in another tab. A little while back we worked on the page and I think we got them all added to the list. One very common red link I run into is some form of "Regeneration Time -X%". The actual page is named "Regeneration Time:"...with a colon at the end. Also I haven't brought it up yet but there are links to pages like "Regeneration Time: Death Warrior" or "Aspect: Death Warrior" that appear haphazardly in spots across the wiki...I haven't brought it up yet but I think those links need to be corrected and the pages need to be deleted. I've been making the "Regeneration Time" or "Aspect" part link to the general page, and linking the name of the aspect to the specific aspect page. To slightly further complicate that issue there's also a page called "Aspect: Name" which is sometimes used. This is tangential to your project but I thought I'd mention it anyway in case you tackle those kinds of links.
  5. Sorry to post essentially the same question again, but Lazy-Tomcat.net and ciSacred.de are both gone, and I don't see his works hosted anywhere else. Can we try to get a functional link active so this great work is not lost to the ages?
  6. Hey. Lazy Tomcat's site is gone, and so are all his DL links. He made some great stuff that never made it into the CM Patch. I had it on my computer at one point, but can't find it now. Does anyone have this or a working link to his mod(s), in particular the icy Diamond armor he made? I'd like to preserve it, not including it my own mods, but just to keep a link up for it.
  7. Updated the first post with latest progress and suggestions. Children of Asha, Disgraced Gods, new green shield, Remnants of Glaurung, and some various other ideas here and there have been added to the lineup.
  8. Great thoughts all around. Thank you for the comments! I'm using the "Balance" skin for Children of Asha. I'm also cutting out the Red variant, that one is officially abandoned. The other 3 designs I will try to implement as random equipment so the skins will still show in-game. One or two uniques made from them may be in order as well. I will have to downscale textures unfortunately because they are so large and so many they currently exceed 100MB. Pics in the first two posts have been updated with pictures of the latest design. I may still tweak it some more. A couple things I've done since some of those pics were taken: Gave that jewel in the midriff a glow: Made a custom cape design. It's the "Tear of Asha" from HoMM:
  9. That's really great! I just went through all the Uniques and Legendaries a little while back and tried to fill in missing entries and item modifier links (I'm on a crusade against red links). After what you propose, the database will really be something to be proud of!
  10. Might be? Sounds like most definitely a bug. Makes me wonder what other tooltips only update when they feel like it. You don't even have to kill anything, just cast it and the regen time updates. I fired an Energy Blaze and I watched as before my eyes the 3.7 changed to 4.1. What a dirty trick. I guess. I don't really even want to now. Confidence is shaken that anything actually works worth a damn.
  11. AAHHHHHHHHHHHHHHHHHHHHHHHHHHHH That is completely accurate. When using the Regen Penalty From Buffs modifier, it applies only when the gear is worn. It affects buff regen penalty on the fly, but the true regen time does not update until after the CA has been cast once. That means using a buff weapon slot like I have been doing for like year, is completely worthless, non-working strategy for lowering regen times. HOW DID I NOT NOTICE THAT? What. THE. %$#@! I swear, if this game had a neck, I would choke it sometimes.
  12. It sounds like you need more regen-per-hit socketed into your gear. That way every attack can be Ravaged Impact or Darting Assault and you won't have to use auto-attack.
  13. Oh @#$%^ please let that not be true... if so that's among one of the most crap display bugs I've heard of yet, and there are still some crap ones in existence... ::runs off to test again::
  14. I'm afraid, you're wrong, Flix. Well, now hold on, let's see if we can figure out why we're getting different results before we start saying someone is "wrong." **PICS DELETED** For this test, we'll use -% Regen Penalty from Buffs on my Dragon Mage, Dr. Manhattan. He's naked, no gear equipped except for Rancuil's and Unyielding Wall in a buff weapon slot: So there will be nothing that affects buff regeneration penalty or CA regen time except for this weapon slot, and the buff itself. We'll look at the regen time of Energy Blaze for the test. Energy Blaze starts out with 3.3 regen time. Now let's a cast the Protector buff, using our Buff Weapon Slot. Thanks to our -% Regen Penalty from Buffs weapon slot, Protector only applies an 11.9% regen penalty, increasing Energy Blaze's regen to 3.7 seconds: Now, if what you said about the regen penalty changing after the buff is cast is true, then when I switch away from this weapon slot to an empty weapon slot, the regen penalty inflicted by Protector should increase, thereby increasing the regen of Energy Blaze. But does it? It does not increase. Regen remains at 3.7 seconds. Let's try it in reverse, casting the buff without the bonus, and then switching to the weapons with the bonus: Now Protector has been cast with the full 24.1% regen penalty. Energy Blaze's regen is now of course penalized more, with a 4.1s regen time: Now let's switch to our Buff Weapon Slot and see if the regen penalty is lowered: It is still the same. So my conclusion is that Regen Penalty From Buffs -X% functions exactly as I have described it throughout this thread. It fixes the buff's regeneration penalty at the time of casting, and adding or subtracting gear with this modifier cannot affect the regen penalty from an active buff after it is cast.
  15. Alright, if you read my Dragon Mage sets development thread my brief discussion with Dragon Brother about my new rings/amulets sets, that was pretty much the extent of what I knew about how people felt about LL%. Kanka's...had to double check whether it drops now or not. I'm using some of it on one of my Shadow Warrior, but I may have just nabbed it from a Darkmatters download. So it's definitely still implemented with latest CM Patch...hmm ok just checked drop.txt and it seems to be fully present on all the drop lists. So probably no need to take any action.
  16. I would love it there were cross-class Combat Art capabilities in Sacred (I loved when they introduced them in D2, and they're fun in Titan Quest as well), but no, sadly that can't be done. The closest thing would be just to swap them out. But "chance to cast on hit" just isn't doable, even for your own character class. The thread might worth a read for you. If not, periodically I update the first post with what suggestions are new and what things are being worked on.
  17. Well, considering that it can be found on single items, I would say, no, it's not necessarily OP to have it as a set bonus for a set less than 8 pieces.
  18. Ok, time to present you with the 5 variants I've made for this set. I'm not necessarily taking a vote, but I'd be interested to know what people think. Except for the Rust variant, I'd say any of them are equally worthy of being the official skin for Children of Asha. I put my notes on what I did on the pictures themselves. You'll see a combined image with 4 steps of the design, and underneath that two pics of each final design in action. These "steps" are extremely abbreviated, there was days of tweaking, checking in game, taking pics, comparing, then starting all over again. I just put in the major bits. Some general notes: When I figured out that the Leather set was part of the design (see my post above identifying the spots), I changed it to look more uniform, so you will this change occur on all variants. When I equip the same armor on my blonde, dark-skinned High Elf, the inner thigh design becomes darker. This may because of a "skin" shader used in the surface definition that darkens it when the user darkens the Elf's skin in character creation. So you may see slight variation on the inner thighs, depending on which Elf I have modeling the set. "Huntress" This one is, simply put, green. Like, mega-green. But, in a very coherent way. I like it a lot. "Rust" As the name implies, this one started as an idea to make a dark, tarnished, rusty set. However, once I started adding in red elements, I really got a feel for it, and just went with the flow. It's pretty pink and girly compared to the other variants. It's probably at the bottom of my list, so people would have to overwhelmingly adore this one for me to consider it. "Arctica" I started making this one somewhat sarcastically, as a monotone set in response to cries of "too much variation." However, it actually looks pretty cool (pun intended) so I'm presenting it here. "GoldenGirl" This is without a doubt my favorite. It's audacious and unapologetically, gloriously golden. "Hand of Balance" This design is closest to the original that I posted at the beginning of this thread. I attempted to further refine the look, and preserve the balance between silver, gold, and blue elements. As much I love GoldenGirl, this one is probably the top contender for the official skin. Thoughts?
  19. These are great ideas! Tweaking bonuses can always come later. I especially like the idea of a unique shrunken head...or even several!
  20. Remember Thorin's summary of enemy resistances? Ice is the least resisted element overall in enemies. Maybe it's made more rare because of that, for balancing reasons.
  21. Finally realized where these elements come from (in pink): Shoulder armor from the female Inquisition guards. Had to load it into 3DsMax and look at the materials to figure that one out. Add the Human officer's cape and we've got at least 7 different sets of armor composing this set. Ok, I've finished editing the armor and somehow I've wound up with 5 variants, all of them actually pretty kick-ass looking. So, all I need to do is just get some pics uploaded (ETA in the next 12 hours) and maybe some community input will help me decide what should be the "official" skin for Children of Asha. Balance changes: suggestions noted, thinking it over.
  22. Knuckles was praising these kinds of devices not long ago. They seemed to be a big help and he had gone months I think without smoking. The biggest change he said was regaining his sense of smell. ...there's laser surgery for quitting smoking?
  23. Well, since she can't use Hafted Weapons (proficiently anyway) that leaves Staves (Shadow Weaver), Polearms (Torik's Wrath), Bows (Dragon's Nemesis) and of course Swords: Ice Flash Kuan's Pride Flashing Glaive of Atherton Ysandrifa's Law Icingdeath Ice is a rare find on weapons. Of course any weapon can have ice damage if you socket it with an Ice Crystal. Are you going for multi-damage types on 1 weapon? I think Desert Saber is a really good melee weapon for casters.
  24. Ok, that's not THAT strange then. We can add it to the long list of item modifiers that only work for weapon hits.
  25. Regen penalty from active buff can't change after you cast it - it's fixed at the time of casting. Are youe regeneration times actually increasing or are you just looking at the tooltip for the buffs? The penalty displayed on the tooltip will of course increase once you switch away from your buff weapon slot but it doesn't apply since you've already cast the buff.
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