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Caledor

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Caledor last won the day on May 21

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About Caledor

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    Master of Antimony

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  • Favorite pizza topping
    Margherita. Pineapple, Pepperoni and whatever is criminal to us Italians.
  • Why do you want to join DarkMatters?
    Sacred 2 Mod knowledge
  • All time best video game ever played
    FFVI
  • Real Name
    Alessio
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    PC
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    Italy

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  1. Caledor

    CM Patch 1.60 Hotfix

    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.
  2. Caledor

    CM Patch 1.60 Hotfix

    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?
  3. Caledor

    CM Patch 1.60 Hotfix

    Why though? I thought some of those features were missing from the Community Patch only because of lack of time.
  4. 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 "community" agrees on. PS: BIG PROPS for the profile pic, @Charon117
  5. Caledor

    Sacred 2 Enhanced Edition

    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?
  6. Caledor

    Brainstorming Balance Ideas for Mod

    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 impossibile 100% crit chance, you still have 3.5 times the damage that also works on spell based CAs. I'd say a nerf of % damage bonuses is needed, along with the the boost to x1.5 crit multiplier and a very big increase to crit chances on item modifiers
  7. Caledor

    Brainstorming Balance Ideas for Mod

    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
  8. Caledor

    Brainstorming Balance Ideas for Mod

    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 equip a damage bonus that has a prerequisite when the "all damage" has MUCH higher multipliers and is always at full strength? "Chance to" burn, freeze, poison, weaken effects overall increased to the value of "chance to open wounds" (except poison forge and those that increase all of them) Very simple. Open wound, poison and burn are identical save for damage type. They should have the same chance to proc. Weaken and freeze followed Need to study how crit hit % fares in comparison to all damage bonus. Might also change the flat multiplier damage in balance.txt Full rework of elite mounts. They all boost Hp, defense rate and decrease the regen time of the aspect they're tied to, plus I already gave them 2 more bonuses unlocked by Riding (one attribute shared between aspects and one bonus ), now they're all unique. They are: Dragon Mage, boosts Stamina: Dragon magic: All Damage; Elemental Magic: Spell Intensity; Mentalism: Combat Art Range High Elf, boosts Intellect (Dragons are gone. Lonely Hippo is the aspectless one, see above for the new Mystic Stormite Drake): Arrant Pyromancer: Chance to Burn; Mystic Stormite: Chance to Freeze; Delphic Arcania: Casting Speed Dryad, boosts Dexterity: Capricious Hunter: Attack Speed; Cabalistic Voodoo: Chance to Reflect Ranged; Nature Weaver: Chance to Block Spells Inquisitor, boosts Willpower: Gruesome Inquisition: Damage of Enraged Players; Astute Supremacy: Spell Resistance; Nefarious Netherworld: Chance to Block Close Combat Seraphim, boosts Vitality: Exalted Warrior: Regeneration Per Hit; Celestial Magic: Chance to Reflect Close Combat; Revered Technology: Regeneration Penalty from Buffs -X% Shadow Warrior, boosts Strength: Death Warrior: Chance to inflict Open Wounds; Malevolent Champion: Attack Rate; Astral Lord: Chance to Block Ranged Temple Guardian, boosts Max Shield Energy: Devout Guardian: Chance for Critical Hits; Lost Fusion: Chance to Halve Regeneration Time; Source Warden: Chance to Reflect Spell Still need to decide how to handle aspectless mounts, especially on the unique bonus side. Defense, HP, Regen Time (for all aspects, lowered) and attribute bonuses will likely stay, maybe with different values compared to the aspect ones. What do you think about those changes? Do the bonuses from mounts suit the rider and the aspect? Would you have used something else somewhere? Is Riding now appealing somehow? BTW I know this is on the fancy side of balance changes... I think the most important one is by far the nerf to shields and 1H weapons and the boost to 2H weapons, achieved mainly by tweaking the number of sockets, and secondarily by nerfing the bonuses unlocked by shield lore.
  9. Caledor

    How’s your day going?

    you had a sunny pasquetta? come on, who's gonna believe that (barbecue under the rain for me, as per tradition)
  10. Caledor

    Sacred 2 Enhanced Edition

    Thanks for the heads up and I'm glad you went along with it in the end
  11. Caledor

    Sacred 2 Enhanced Edition

    Great job Flix and I'm glad to see some of the balance aspects I posted last july like the tweaks to sockets. I'll definitively try this. One thing is missing and it makes me wonder (since you said you liked it)... why did you decide against giving Temple Guardian and Inquisitor additional amulet/ring slots? Our discussion from back then for reference:
  12. Caledor

    Dual Staff Wielding

    This is what my yes was for. I will always vote in favor of suppressing unavoidable exploits. Since this issue is solved by switching hands, I have no more reasons to vote for yes. That said, shouldn't we make one handed pistols "dual-wieldable" too now? It seems strange to me that a former meele weapon can be dual wielded as ranged but an actual ranged weapon can't. obviously only if that's actually possible, with proper animations, in game effects and such
  13. Caledor

    Dual Staff Wielding

    I'm for yes, but I'll refrain from actually voting until I hear more from Flix. About how v1.60 is currently the issue and such.
  14. Caledor

    Rune Stacking - Yes or No?

    So the potential cheating is no more? If so, then there's no harm in stacking runes and my "no" becomes a yes.
  15. Great. Simply great. Loving the daily highlights and can't wait for when the v160 will be released.
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