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jwiz

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About jwiz

  • Rank
    Silicon Mage

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  • Favorite pizza topping
    anchovies
  • Why do you want to join DarkMatters?
    why shouldn't I?
  • All time best video game ever played
    Witcher 3
  • Platform
    PC
  • Country
    Germany

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  1. jwiz

    Sacred 2 Enhanced Edition

    How about killing ALL dragons before getting to the special mounts? Nah, just kidding! ;) The Mutated Dragon seems appropriate and having to visit the Mount Island and do Hugard's trial first to unlock the special mounts is fine with me too.
  2. jwiz

    Sacred 2 Enhanced Edition

    Are they 2 different rolls then like evasion and dodge chance roll in Path of Exile (like a 20% to dodge on a 50% to evade = 60% chance overall) for instance, or are both chances just cumulative?
  3. jwiz

    Sacred 2 Enhanced Edition

    Yes, I can see that this would take quite a lot of work. I've been thinking about that a bit further yesterday and it dawned on me that something very similar has been done in the game already. You might remember the quest near Sloeford in the starting area, where there's a wounded soldier lying in the road who gives you that quest to search some cave near the coast. In that quest you get to choose an NPC follower either as melee or ranged (bow) char. Maybe something can be gleaned from that. If that required an addition dialog box to choose upon first instanciation of the TG Construct, that wouldn't to much of a hassle for the player, I think.
  4. jwiz

    Sacred 2 Enhanced Edition

    Hmm..., maybe it shouldn't. Seeing this made me think whether it would actullay be possible to leave the choice to the players, if he/she would like to have a ranged Construct or a melee Construct fighting at their side. Would it be possible to make that (melee vs. ranged) the first bronze mod decision and then go from there? That could perhaps throw some new ideas into the mix.
  5. jwiz

    Sacred 2 Enhanced Edition

    This there some logic as to when the TG Construct switches from a melee sword to a ranged pistol? If so, then the logic is faulty. As you can see in the below screenshot the Contruct also uses the pistol in close combat as melee weapon, in fact you can even see him thrust the pistol at enemies (hard to capture on stills). Besides that, you can also hear the energy pistol being fired at times while the Construct attacks enemies with his sword. (using 2.4EE test patch)
  6. jwiz

    Sacred 2 Enhanced Edition

    Thanks to clarify. Seems then that the 'new' +% chance has slipped my memory.
  7. jwiz

    Sacred 2 Enhanced Edition

    Different spell tokens doing the same thing or just textual variations? What's the difference between the old -% chance for opponents to evade and the new +% chance for opponents NOT to evade?
  8. jwiz

    Sacred 2 Enhanced Edition

    P.S. What I was referrring to wasn't a a magic (blue) scalemail chest, it most certainly was a magic ringmail chest, as there are no magic scalemail chest in blueprints.txt. Most probably it was this chest, which is shared by the Dryad and the Temple Guardian: newBlueprint = { id = 2393, name = "hero_chest_ringmail_magic", palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {2,5,0}, lvljump = 1, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "", specialuseonly = 0, bonusgroup0 = {601,1000,1,9,0}, bonusgroup1 = {600,1000,1,5,0}, <<< this for toughness bonusgroup2 = {599,1000,1,2,0}, itemtypes = {10158,11295,}, wearergroups = {'WEARGROUP_DRYADIN','WEARGROUP_TEMPLEGUARDIAN',}, } mgr.createBlueprint(2393, newBlueprint); I dug up the link from the CM 160 bug reports:
  9. jwiz

    Sacred 2 Enhanced Edition

    Looking up the 'toughness' bonus for creatures (359 acc. to the bonus list), I see: newBonus = { -- name = "sb_addskill_DEF_toughness", rating = 27, basedonskill = "SKILL_INVALID", type = "BONUS_SKILL", spez = "SKILL_TOUGHNESS", spez2 = "", usagebits = 65517, minconstraints = {1,1,0}, difficultyvaluerange0 = {0,30,300}, difficultyvaluerange1 = {1,45,375}, difficultyvaluerange2 = {2,60,450}, difficultyvaluerange3 = {3,75,525}, difficultyvaluerange4 = {4,90,600}, } mgr.createBonus(359, newBonus); Assuming the usagebits flags are 65535 = 1111111111111111 then 65517 would be 1111111111101101. As I dont know whic flag stands for which chat, I'd assume the above would mean not_Drayad and not_HighElf. If that's the case, then the usagebits don't work properly on the aove stated default magic armor.
  10. jwiz

    Sacred 2 Enhanced Edition

    If usagebit flags are supposed to filter it, could that be related to the problem with the CM patch that I noted quite some time ago, where the 'thoughness' skill rolled on default magic (blue) scale mail chests for the Dryad* even when she can't use that skill (unless the EE mod is installed as well)? *) P.S. I think that has ever been the case, at least since the addon.
  11. jwiz

    Sacred 2 Enhanced Edition

    While doing Seraphim test runs, I came upon this trader offer: Afaik, even with the EE mod the Inquisitor isn't able to equip bows, so Callous Execution should never roll on it.
  12. jwiz

    Sacred 2 Enhanced Edition

    Though I didnt count it, it felt like 4 secs. was the time that I got stun-locked after being attacked by those stone monsters. It was a bit surprising because I didnt remember any such stun-lock from them prior to the EE installment. I have been running the 'vanilla' CM-patch in the past.
  13. jwiz

    Sacred 2 Enhanced Edition

    Yep, I was afraid this might be it, as I have meanwhile looked into the creatures.txt too and have not seen any stun on these 'wandering stone' chars either. I actually had a few encounters when I stumbled into a room full of these stone monsters (like about 8 or more) and got perma-stunned for several secs due to them all attacking me. Strangely, I have not noticed this effect on the elite versions, but maybe that's because there are only few of them ever around.
  14. jwiz

    Sacred 2 Enhanced Edition

    While doing runs with the Inquisitor and the Dryad on the Seraphim's lava island and labyrinth, I have noticed that the 'wandering stone' enemies have a decent chance to stun you with their stone throws. But it seems to me that only the normal ones appear to have that stun effect, while the elite version of the 'wandering stones' dont seems to stun at all. Could there be a mix up of tokens? As to the Dryad: a) I'd suggest to remove the 'enmey_hurl' token on that 'Darting Assault'(multishot) CA, it should be only on 'Ravaged Impact' CA, as the name implies. The 'Darting Assault' already can get penetration and a hurl makes not much sense on that. b) the 'Ancient Bark' should come with some mititgation/damping for phys dot as well, to make up for the increased fire dot you are taking as well. P.S. the increased aggro range is really getting on my nerves, esp. the bow skellies in the Swap are a real pita now, resurrecting for the umptieh time and keeping to shoot you from offscreen. Maybe that could be toned down a bit. P.P.S I'm not so sure that the 'slowly increasing missile' count on the 'Darting Assault' bronze mod is a good alternative to the 'increased any damage' bronze mod. Generally, I think you want to have your CA regen as low as possible with Ravaged Imapct and Darting Assault, as this tends to turn out better than increasing the CA level, but as I lack a fully decked out test char, it might be just a conjecture. Nevertheless, I think swapping the gold mod 'max cone' with it (maybe at reduced angle of only 120 deg) would play out better and as the gold mod you could just have 2 added missiles in opposition to the 50% (+%level inc.) pierce mod. Btw, does the pierce chance roll for each individual projectile or is it rolled per hit? (I suppose the latter)
  15. jwiz

    Sacred 2 Enhanced Edition

    Btw, modification tooltips: I am currently testing Goldenglade Touch on the dryade and have seen that the golden mod "Diligence" tooltip says its 4 sec. enhances duration, whereas you put in 10 sec. entry9 = {"et_duration_sec", 1000, 0, 6, 8 }, Also the bronze mod "Bandage" tooltip claims to raise the hp by 50 + 100*level, whereas you actually put in 5 + 10*level by mistake, I guess entry5 = {"et_life_heal_hp", 50, 100, 2, 9 }, Frankly, I not a fan of the overly long duration of this new 'Goldenglade Touch'. In my opinion the spell duration should not go beyond 20-30 secs, so I've been dabbbling with the values and also tried replacing "et_life_heal_hp" with "et_life_heal_rel" or "et_life_heal_rel_st". But try as I might, I can't get those 2 tokens to kick in, I.e. I don't see any healing effect apart from the base regen of the CA. Do both of these token not scale with "Naturemagic_lore"? It almost seems so. P.S.: I also fused the silver mod "Amenity" (et_friendfactor") into the likewise golden mod as there is hardly any party play these days and any minions shouldn't need to rely on sharing my health regen buff. Therefore I replaced that silver mod with a chance to reflect spells (et_chance_reflect_spell) as alternative to the sliver enhanced willpower mod. Maybe that is something you can take into consideration.
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