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jwiz

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Everything posted by jwiz

  1. I disagree. Socketing +LL per hit is a sad joke compared to the damage (mini) bosses deal on high diff. Simple heath regen as a passive stat is a bad game mechanic or at least a waste. I want health when I need it and not as a some lame background buff that fills up my hp pool while I run around. In fact, I'm all in for removing health regen from the game at all. Shields are a sad excuse for a low hp pool and bad mechanic as well, at least as long as they arent as well executed as in PoE for instance.
  2. Not really, the main problem with Sacred 2 is that many game mechanics aren't all that well thought through. You just need a quite high health potion drop rate and fairly cheap buying prices, because you cannot get any DURING a fight esp. a boss fight, so you simply have to stack up beforehand. If there were more viable and consistent methods to get health back during a fight, like craft +LL (not %LL calculated on max. enemy health) on gear or weapons, you could significantly reduce health potions drops, otherwise not.
  3. Yes, it's a bit of a shame, that she is currently not that much of a battle support. I tried to at least get more aggro on her by adding "et_minion_blame, 1000,0, 0,9" to the list, but that doesn't seem to make any difference. I don't know though, if 'et_minion_blame' needs to be an active mod to work.
  4. Btw, is it possible to swap the skills of the Inquisitor? To me it would seem more plausible if the ranged weapon attack skill would not be walled behind tactics lore and be the same level as the other weapons skills. It would make more sense, I think, to unlock tactics lore after you have put 5 points into any of the melee/ranged weapon attacks.
  5. I have applied the new creatures.txt and played with the inquisitor for about 1 hour, respec'ing to from ranged weapon to sword fight to better see the Demoness do her work. This is most definitively an improvement in the combat behaviour. I have not seen her wait in defensive stance for any time but a few brief moments and even after she has cast her poison spell, she does not lag but follows through with her melee attack. Occasionally, I have seen her getting confused and walk away from the fight. This mainly happens when there is 2-3 enemies left and I am attacking them all at once with a sweeping strike. There seems to be this AI combat behaviour that when I am attacking one of the enemies, she would turn on the remaining ones, but if I attack them all in one strike, she may get confused what to do next. Also I have seen her walk away from a melee occasionally, when 1 or 2 of the enemies there walk away too, as is known to happen to enemy AI in the game. It could well be that she was just targetting the leaving enemies and didnt follow through, because she 'thought' the fight was over. During a map run she still lags behind the Inquisitor abt. 1/2 to 1 screen, so I raised the walk speed as below, to have her close the gap more quickly. entry10 = {"et_addwalkspeed", 250, 15, 0, 72 }, I assume this alteration applies only to the poison/fire from (I.e. gold mod), which would be fine with me. Altogether, a great amendment to the combat behaviour, many thanks for that.
  6. Sorry, no insult intended here, but rather jokingly said. I should have inserted irony tags. This is precisely what I'm experiencing. I can see her use her spells and standing around 'half the time' is a slight exaggeration on my side ofc, but she stands around quite a lot seemingly waiting for the 'coin to drop' then she rushes in to attack further.
  7. I've been experimenting with the Inquisitor (level. 28) and the Battle Daemon (level.18) for a while now because I always like the Daemon in Sacred Underworld, but it seems to me that she's not up to the task in S2EE. Firstly, she has a severe skin problem and looks downright fugly and in urgent need of a skin retexture. Secondly, she is tardy and unaggressive. Half the time she just stands in some corner in defensive stance and does literally nothing. While I can get her movement speed up, I wonder if it is possible to alter her combat behaviour. Would exchanging 'et_summon_soldier' with 'et_summon_officer' imbue her with more readiness to attack or would it be just the same but with more hitpoints? Thirdly, is it intended that her poison form gets half the value than her fire form, or am I reading the entires wrong? entry8 = {"et_summon_soldier", 0, 100, 5, 8 }, entry9 = {"et_summon_soldier", 0, 200, 6, 8 },
  8. I mainly drink tea, but then I'm not a coder. :;
  9. I've been thinking about that and maybe the skill 'et_summon_armor' is working just as intended, as it was never meant to scale with AP lore. Think about it, why would the devs create 2 different skills with the same mechanics, just for one skill having a slightly lowered base value? That doesn't seem plausible to me. It could well be that this was intended to be used by player who would spec into AP focus only for the buff, but never want to make use of the other AP skills, I.e. do not want to spec into AP lore, just as Roderick seems to be playing it.
  10. And no, it does not work with the Battle Daemon skill as well, see below. Level 1 - Char 5 'et_summon_armor 75,55,4,72' Level 1 - Char 5 'et_minion_armor_all 75,55,4,72' Just the same as with Nether Allegiance, so it should be repalced too.
  11. Yep, seems to be that way as I was skilling Astral Focus + Lore on this test char too. I wasn't aware that Roderick didn't skill Astral Lore on his char. So it is a 'mere' oversight that the devs forgot to boost 'et_summon_armor' by Astral Lore. P.S.: I wonder if it will fail on the new Inquisitor's skill 'Harbinger of Death' skill with IN_underworld_lore too?
  12. I would propose to keep 'et_summon_armor' as it is obvious to me that the devs didn't intend to scale it of the char/soldier level as well, but only of the CA level. I just did some further testing and it confirmed my above suspicion that the 2nd parameter is the bonus points per each 5 damage modes. So I would request to use the skill but with 100, 100, 6, 72 or 150, 100, 6, 72 params, which relates to a base armour bonus of 100/125 at CA level 1 and a bonus increase of 50 armor per each further CA level. At CA level 200 that would mean an increased armor value of 10,000 which seems sufficient to me. P.S.: I don't think the GUI is really lying, I rather suspect that the skill was orignally intended to do as is in the Wiki, but then the devs realized that the armor scaling at +5,5% per each CA level would 'go through the roof' eventually and applied an internal hack to avoid that. ---- NA level 1 'et_summon_armor 100,100, 6, 72' NA level 8 'et_summon_armor 100,100, 6, 72'
  13. Hmm..., interesting. the 5.5 bons points x 5 (damage modes) on the 2nd parameter seems to work with "et_summon_armor' This is what you get with: SW (char level 6 - NA level 1) - 'summon_armor 75,65,6,72' SW (char level 6 - NA level 8) - 'summon_armor 75,65,6,72' Now 'summon_armor' scales like: 70 +30 +35 +30 +35 +30 +35 +30 = 295 (avg. 32.5 points per CA level, which equals 6.5 points x 5) I'm at a loss though, why the base armor value raised from 65 to 70.
  14. I did a quick comparison on 'et_minion_armor_all' vs. 'et_summon_armor' with S2EE v2.3 and a newly created Shadow Warrior (Silver diff.) and found that 'et_minion_armor_all' gains the upper hand but not by a margin you'd expected from the patch notes. Also both skill seems to skill quite differently from the Wiki or what you would expect form the spells.txt SW (char level. 6) - minion_armor_all 75,55,6,72 SW (char level. 6) - summon_armor 75,55,6,72 (watch how the armor stars out with 65 as opposed to 75 with minion_armor_all, this is consistent with the Wiki) Next I tried raising the first parameter of the spell, as it seemed to me to be a flat added value and not a percentage based one) The armor bonus does indeed increase but with diminishing returns. Also 'summon_armor' clearly looses: SW (char level. 6) - minion_armor_all 150,55,6,72 SW (char level. 6) - summon_armor 150,55,6,72 Then I levelled the Shadow Warrior up to char(soldier) level 10 still with Nether Allegiance on level. 1 and you see that for 'summon_armor' nothing changes but 'minion_armor_all' scales somewhat with the char/soldier level. It seems to me that 'minion_armor_all' adds another 10 bonus armor every 5 char/soldier level. SW (char level. 10) - minion_armor_all 75,55,6,72 SW (char level. 10) - summon_armor 75,55,6,72 Next I maxed out the Nether Allegiance level. to 8 (not to possible level. 9, so that the stats wont show diminishing returns) SW (char level. 10- NA level. 8) - minion_armor_all 75,55,6,72 SW (char level. 10- NA level. 8) - minion_armor_all 75,55,6,72 It is obvious that 'summon_armor' clearly looses that race as it basically scales as follows: 65 +25 +30 +25 +30 ... (= avg. 27.5 bonus per CA level.) Whereas 'minion_armor_all' scales like: 75 +30 +35 +30 +35 ... (= avg. 32.5 bonus per CA level. with an added 10 bonus per soldier(?) level.) I'm at a loss how that relates to the Wiki, though strangely the avg. 27.5 bonus per CA level. on 'summon_armor' seems to be half the value of the 55 parameter. It could also mean 5.5 points per damage mode = 5 x 5.5 = 27.5, or it could be just an accidental coincidence.
  15. mgr.defineSpell( "sk_ap_kohorte", { ... tokens = { entry0 = {"et_minion_addreg", 0, 15, 0, 8 }, entry1 = {"et_summon_level", 10, 10, 0, 8 }, entry2 = {"et_summon_soldier", 2000, 588, 0, 8 }, entry3 = {"et_addwalkspeed", 800, 0, 0, 72 }, entry4 = {"et_minion_replenish", 975, 25, 0, 72 }, entry5 = {"et_summon_soldier", 1000, 0, 1, 8 }, entry6 = {"et_summon_longsword", 0, 1770, 2, 8 }, entry7 = {"et_summon_soldier", 1000, 0, 3, 8 }, entry8 = {"et_summon_towershield", 0, 1771, 4, 8 }, entry9 = {"et_summon_soldier", 1000, 0, 5, 8 }, <------ why this new entry? what about {"et_minion_replenish", 490, 10, 5, 72 } ? entry10 = {"et_minion_armor_all", 75, 55, 6, 72 }, },
  16. Hmm, just a thought, did you perchance use a modified spells.txt with S2EE 2.2 which may not have been updated with the 2.3 patch?
  17. That's an age old bug that keeps reappearing. Zaman is the runemaster's son from Sloeford. He bugs out at times.
  18. Why does the 'Thoughness' skill still roll on Dryad gear, even though she can't use/skill it? (sry, lost the inventory pic here) Hadn't this been fixed already in previous patches? Pic now enclosed. Toughness rolls on this Dryad chest armor consistently.
  19. Is there a bug here or why does Viperish Disease show diminishing damage values for higher levels?
  20. A few more wrong ones I've found recently. more_s2gs_log.txt
  21. I hardly see any new ones, it seems to peter out. more_s2gs_log.txt
  22. The next dose. more_s2gs_log.txt
  23. Just a few more entries from the log. more_s2gs_log.txt
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