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Caledor last won the day on May 21 2019

Caledor had the most liked content!

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About Caledor

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  1. This has progressed so much since the early days that I'll probably rework my own balance changes to use EE 3.0 as a base once it's released. Won't be so simple but it really feels like it will be worth it.
  2. https://docs.google.com/spreadsheets/d/1BSgD-RLyQg1zH-O21zIzc82vO7iNlpcawPJuRezntzc Whipped this up about attack speed. Take it with a grain of salt cause it might be prone to errors as it was made fairly quickly. Doesn't seem like Blowpipes are faster than Shortbows (LV1 Dryad).
  3. Looks good. Could you expand on why you made some specific changes from the other ranking? For example it's kinda odd that blowguns go below 100% despite being 2H weapons... unless they naturally have twice the attack speed of other weapons.
  4. Easy agree with a boost to 2H and slower weapons. I'd consider a penalty for ranged vs melee due to them being inherently safer. As for Bows vs Blowguns, the time to travel of the arrow shouldn't matter that much, animation time is way more important. I'd go with strict DPS for starters and a minor boost to bows, like 5% to bows due to not being insta hit. It goes without saying that new mods are already miles better than vanilla ones BTW.
  5. It's faster if I sum it up actually. No changes to bonuses, only slots. Vast majority of 2H have 3 slots, quality depends on how good the actual weapon is. 2 Gold slots and 0 S/B is the bare minimum, for Legend-level good. Vast majority of 1H have 1 slot only, with very crappy weapons having 2, never both gold. Shields have 0-1 slots. Reasoning is that good shields bring bonuses that eclipse those of a single socketed amulet so I thought the easiest way to balance things a bit was to make 2H having strictly more sockets than 1H+Shield in most cases. First example that comes to mind is Nl
  6. @Flix I've been looking at EE 2.4 and I was considering to rework my mod using that as a base since it evolved considerably in the past few months. I want to hear your opinion about some balance aspects I addressed here that I haven't found in EE 2.4... At least for now so please correct me if I'm wrong about anything. Mainly about weapon slots, riding and Shield block modifiers. About 2H weapons... I haven't seen many nerfs to 1H weapons, but I've noticed a few boosts to 2H weapons, mostly about added bonuses. I went much harder on slots instead, so that in the vast majority of cases, 2
  7. Hi Flix, just noticed that in your graphics16.zip (core mod) the t_ui-ea_sk_astralplane_do.tga file (CA background) is the only one fully opaque instead of showing that transparency veil that all the others have. Dunno how relevant is to you or if that affects anything, but it's an oddity I felt I should report.
  8. I'd see this as going back instead of forward. For me a hypothetical CM170 consists only of additional fixes/addition/changes ON TOP of what we already have in CM160.
  9. Of course it was the right decision. But as time passes and mods develop separately there's a chance to find agreement on new stuff. So what I'm asking is: how about looking back once in a while and see if among the new changes, there's some common ground that could be ported in CM?
  10. Why though? I thought some of those features were missing from the Community Patch only because of lack of time.
  11. First thing I'd do when building a modmerger is comment the game files... For example blueprints.txt with weapon and bonus names, ditto for creatures.txt and the others, which is already an enormous task. That's why most people just build their own mods from already existing ones like you're trying to do. I also did the same by picking stuff from EE and iirc Flix included a few of my suggestions into the newer versions of EE itself. Probably... what we need the most is just an update to the community patch. Isn't that the reason for its name after all? A bunch of changes the modding "com
  12. While fixing the wizardstaff bonuses unlocked by the weapon skill, I think you might have changed by mistake bonuses 917 and 918 to require skill lore instead of skill mastery. Also there are a lot of uniquename = "unqien" and "unqiue"... you changed some of them to "unique"... are they relevant in any way?
  13. Quick Test Results Downloaded HE, first enemy golden campaign vs first enemy, each line is a different weapon: Normal Damage, 50% Crit, 50% All Damage. 286, 407, 440 693, 966, 1152 1077, 1610, 1406 This is not much, but we can safely say that Crit bonuses are eclipsed by all damage bonuses. The latter work on any kind of damage (crit bonus found on equipment only works on weapon based damage), have no ceiling and are always active. With crits in vanilla you have a chance to deal ~20% more damage, while for example a maxed Eugene's Axe has a 70% All damage bonus. Assuming an
  14. Yep I know you did. But I wonder how damage bonuses affect the actual damage dealt. For example... The wiki says that armor defens worse from critical hits since damage is increased before armor calculation. If Damage +X% bonuses, damage of enraged players etc., are applied after armor calculation then criticals might be much better than what the numbers tell. Conversely if all percentile Damage increases work in the same way of criticals then crit bonuses are utter crap, as the formers go way beyond +20% and even +50% and they don't have an activation chance. So I want to do some tests
  15. I know it's been 2 years but I started tinkering with this again and here's what I came up with (work in progress, will properly release the updated mod when I'm done). "All damage" bonus base values lowered to 1/2 of single element damage bonus from 2/3 Single damage bonuses and all damage bonuses have more or less the same multiplier but with "all damage" being at 2/3 of single damage it was almost always the better choice. "Wounded rage" bonuses (max values) greatly increased to compete with all damage bonuses They literally stood no chance before. Why equ
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