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Roderick

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Posts posted by Roderick

  1. 12 hours ago, idbeholdME said:

    They are pretty tanky. I've only ever seen them get downed against bosses or if several enemies dump their hard hitting spells into a single one. And that is even without taking Spectral Shields (I went Sharp Blades - Commander - Elite Equipment). Either way, they just get revived after a short delay, so even if they get downed from time to time, it's worth it to not overlevel them to the "fear point". But I was playing a ranged Shadow Warrior, who was dealing the main chunk of damage, I ran the Nether Allegiance mostly for supplementary damage and mainly, to have some baits for enemy spells. Always makes me feel good when I see a Life Leech lightning, a homing fireball or a stun hit the soldiers instead of me. Could only make a build with 2 defensive skills thanks to that.

    But yeah, if you rely on them for damage, then yes, pumping the CA is still a good idea as it's the only way to increase it. But defensively, they are 100% going to be more efficient when they can draw aggro normally.

    As far as I know, Spectral Shields grants them chance for evasion (defense value) while Elite Armor grants them resistances. So against magic atacks or a dragons fire breath, shields don't do anything. 

    But yeah, having those skeletons around for distraction is always good, no matter whether melee or ranged SW. :)
    In terms of aggro, I am playing with the superspawn mod. There is always someone going for them since not all enemies fit around the melee SW. xD

    • Like! 1
  2. That is no concern. ;) My SW is pretty good in melee and the skeletons first and foremost job is to run to the ranged units when the SW is busy and second in areas like the dryade island, where those blue pesky wisps stun me oftenly, they do the killing as long as I am stunned/rooted or anything else.
    But in order to do so and not breaking down at the first hit, they need as much level as they can. Works fine till "now" (level 130).

  3. On 4/12/2023 at 2:24 AM, gogoblender said:

    Hi Roderick!

    Were you able to find helpful info for this?

    :)

    gogo

    It is assumed that their top level is like that of the npc: 250.
    Which would be unfortunate since the skeletons go strong right now for being 70 levels above the enemy. (Maxed CA level, astral focus on char level.) So as soon as they would hit that cap, they'll be "weaker" with every additional levelup.
    But I haven't got the time playing it that far yet. ^^'

  4. It is assumed that their top level is like that of the npc: 250.
    Which would be unfortunate since the skeletons go strong right now for being 70 levels above the enemy. (Maxed CA level, astral focus on char level.) So as soon as they would hit that cap, they'll be "weaker" with every additional levelup.
    But I haven't got the time playing it that far yet. ^^'

    • Like! 1
  5. Another note from Steam forum:

    "Full disclosure: I used character editing, along with the Enhanced Edition patch. My results might be different from that of a vanilla character.

    Anyhow: my skeletons have LV297. Note that this character 200 runes memorized, along with LV255 in the focus/lore. Their resistance bonus is 19,565."

    Might that be true or a side effect from using character editing?

  6. 1 hour ago, Flix said:

    Hmm, nope, nothing changed in EE. Maybe the level cap is the same as for enemies then, 250. I thought it might be like mounts which cap out at 201.

    And, if they're level 203 now with a CA level 104, they must gain 2 levels per rune read.  I think the spell token I mentioned earlier must be an additional level on top of a base one.

    Actually, no matter how I calculate, nothing makes sense. When I start a new game, the skeletons are at the same level as the character and levelup with it, too. Say, the character is level 4, then the skeletons are level 4, too (on level 1 CA). With every level of the CA, they get +1 level _more_ then the character. Character level 8 and CA level 4 provides skeletons level 11. But at some point this has to decline, since in the picture the character has level 123, the CA is at level 104, but the skeletons are "just" level 203. 

    I have literally no idea... but level 250 is enough to motivate me to play this character further. :D

  7. 7 hours ago, Flix said:

    I believe 201 is the level cap.

    Summoned creature levels should be the same as the CA level, but there is a "hidden" property in spell entries ("et_summon_level") that can make them gain levels faster or slower.

    In the case of Nether Allegiance, the skeletons gain exactly 1 level per CA level.

    We might have a situation here... :D 
    More background to the question: Started a SW and wanted to maximize Nether Allegiance. As the skeletons reached level 201 I thought "Wait, wasn't level 200 the maximum?", but I didn't care much since as long as the level is rising, everything is fine. The bonus from survival pushes enemy levels, too, and if a player can reach level 200, enemies should be above 200, so that sounds fine all in all.
    Then it hit me, if the cap is let's say 220 or 230, then I would run into a problem. My skeletons are right now 64 levels above the enemies, giving them a good chunk of power. But when the skeletons would hit the cap, and the enemies starting closing the gap in level, the skeletons would become "weaker" with each level the enemies catch up. 
    That's why I was asking. If the levels rise without limit, there is no problem. If it is capped too low, skeletons will become very weak.

    And right now they are at level 203... so your EE does alter it a bit?

     

    203.jpg

  8. 7 hours ago, Flix said:

    Oh is it too loud? Now that it can have its own soundset we can make it sound like anything.

    I've thought about this for some time and I can't give you an answer. I don't think it is too loud, for me it is just too... present? I hardly use Rallied Souls for the reason that their sound effect is always present over the music and over the other sound effects. I would like to have it less frequent, but that is probably a me thing since I wear hearing aids and am a bit sensitive to noises. :D
    Edit: (I like the wind sound for the Miasma, though. It is fitting... ice cold wind!)

    But I am pretty happy that there is something new again in Ancaria. You are really keeping the game alive for me! :)

    On a sidenote.... might one of the masters of the sourcecode tell me whether the level of the skeletons of Nether Allegiance is capped at some point?

    • Like! 1
  9. Good evening! A bit late to notice version 3.2 of EE, sorry. ^^
    First and foremost: Awesome work with the buffs of the enemies. I don't know what it does, but the sparkles on the goblin champions bows looks nice. :D Definetly an eye candy.

    • Like! 1
  10. I can't remember whether I ever got so far, but my level 120 SW has it at CA level 97 and the skeletons level is 201. Then it hits me that the enemies are capped at level 225, I think? If that holds true for the skeletons, their value will decline rapidly, but I am not sure anmyore.

    Anyone knows whether the skeleton level (not the CA level) is capped?

    • Like! 1
  11. On 10/21/2022 at 7:37 PM, jwiz said:

    Is the +x nominal value spell resistance modifier on gear broken in Sacred 2 EE?

    It seems that these values do not compute in the attributes screen at all contrary to the relative +x% values for spell resistance on gear.

    I can't even remember having seen them in the vanilla game, but only +x% values, so I assume these nominal increases were introduced in Sacred 2 EE.

    Or are the values simply bugged and should have been relative values instead of nominal ones?

    As far as I can remember, the value isn't even visible in vanilla game. It was brought in by EE, but only the base value is shown. But I have read that the calculation is done correctly including all bonus values when a spell strikes.

    • Thanks! 1
  12. 7 hours ago, RetsReds said:

    The point is that EE is harder and bosses dish out more damage than in vanilla (just checked, it's noted in the pdf that comes with the mod - you can see all changes there, including those done to specific bosses). So, Nimonuil is not special - he's just where you noticed the difference.

    There have been a lot of bosses on the way to Nimonuil and none has been a problem (playing EE for the past years ^^). And for adding more defense, I just wanted to know what killed me. xD 
    Probably I just can't remember Nimonuil being so much harder than the rest. ^^ As said, haven't plaid in awhile.

    *going to browse through the pdf now* Thanks for that hint.

  13. 1 hour ago, RetsReds said:

    Still, an end-game boss on gold with just two defensive skills and no mount? Yea, you can easily die that way. :) You might die a lot more in platinum and niobium too, get a mount. 
    Point is, I'm pretty sure Flix made a lot of the bosses harder in EE, unless I misremember something. But, yea, it's not just a Nimonuil thing, some of those guys can really punch. :)

    I have had no problem reaching that point in the game, regulary selling healing potions because they weren't needed. So I just wonder about the damage spike Nimonuil deals out. No other boss along the way was nearly that powerfull in dealing single damage blows.

    And I do hate mounts, never use them. ^^' 

  14. @Flix May sound like a stupid request, but may you list any changes done to Nimonuil? 

    I am playing again and run a SW to Gold. 12k hp, mastery armor lore, three of the holy reliques, almost full set of Dooms Guard.... and that guy killed me in two hits. At first I thought it was the damage reflection, but I started again and just stood there. Sure, he debuffs me, but then he only hits with the staff and two hits (maybe crits) are enough. Can't remember that guy being that strong. Oo

    From the plain attack value he shouldn't be able to do that.

    oneHit_2.jpg

  15. 12 hours ago, lacr said:

    As I wrote, it  most probably is the result of a broken save after transition between different mods, or a fair warning : "do not paly as SW":D

    I basicly only play SW, so that's no option.
    Aaaaand I think it's more a problem of .... some other influences. I had some hours of unbroken, uncrashing gameplay the last days. Didn't change anything so far, so I am absolutely clueless. ^^'

    EDIT: Jinxed it. xD Sacred 2 crashed 10 minutes after I wrote this. xD

  16. 5 hours ago, gogoblender said:

    I'm here to gratz you on that specs worthy, SPECTACULAR new setup... :thumbsup: ... and I wish I could offer some advice on this crashes but I'm hoping that someone here with some better insight can help out. Funny how this game seems to beat up even the toughest of cards

    Thank you. Didn't want to pose around, just giving specs for trouble shooting. ^^ But yeah... my old pc was almost seven years old and did run 24/7 during 2 years corona time (working from home completely), wasn't too good for the hardware. So I started saving up money in case grafic card prices should drop and when they almost where normal I bought a system that should run for 10 years (working at office right now again).

    (And I think grafic card prices are dropping even further right now. xD)

    Sacred 2 didn't run for 30 seconds on first installl, luckly I got told here that Sacred 2 has no limit on fps and greedily used up everything it got, which was just too much. So limiting the fps got it running. So now I think there is a problem with windows 11.... because why it should not be able to do auto saves after an hour? *sigh* Maybe I reduce the fps further and hope for a miracle. xD

    • Like! 1
  17. Good evening!

    After years of gaming I am now on Windows 11, a powerfull GeForce RTX 3060, the game runs on an SSD and the processor shouldn't have a problem to handle it, being a i7 at 3,6 GHz.
    The game is already capped at 100 fps to not overheat. ^^
    But after an hour to at max two hours, the game crashes. It just vanishes without a error screen or anything else. After restarting I noticed, that the last autosave is some minutes behind. I didn't mind much since the difference was really small. But now I lost 10 minutes of gaming and a quest was suddenly not taken on anymore, which I certainly did accept. 

    Any ideas what that could be?

    best regards
    Roderick

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