Jump to content
Countdown To Christmas!
 

From the Sacred 2 Christmas Island Soundtrack
Click to Open Player!
 

Charon117

Members
  • Content Count

    146
  • Joined

  • Last visited

  • Days Won

    2

Charon117 last won the day on December 15

Charon117 had the most liked content!

Community Reputation

19 Fine
About Charon117
 
 
  • Rank
    Radon Master
 
Previous Fields
 
 
  • Favorite pizza topping
    I cant eat pizza
  • Why do you want to join DarkMatters?
    Giving back, for what I received
  • All time best video game ever played
    Melee
 
Recent Profile Visitors
 
 

The recent visitors block is disabled and is not being shown to other users.

 
  1. Charon117

    Sacred 2 Enhanced Edition

    I can confirm this on a 48.4/200 DS with a 93.6s cd. So it was flat RpH after all ... . Uff .. what a journey, and I was wrong again. Concerning Balance, you have my blessing to decrease the per level gain from 0.5s to 0.05s, as 0.5s RpH per level seems to be a big overkill. On level 10 that gives you a whole second which regnerates per hit. On level 100 you regenerate 5 seconds. Maybe 0.1% per level instead ? I think we can close this, but as the next thing we could check whether SRs Source works as intended. At level 200 it would give 100% regeneration to everything, though im not sure what it takes to get a 200 CA. Thx, Dimitrius.
  2. Charon117

    Sacred 2 Enhanced Edition

    >Known Aspect Lore effects are listed on each individual combat art's page as well. ;) >That's exactly right. If there's nothing else listed there, it's because nothing else is known to be improved by the Aspect Lore aside from the standard damage & execution speed. So SRs Recreation is not affected by this, even though hitpoint regeneration is on your list ? >There are numerous examples of exactly what I described: So I stumbled upon the only not-exactly-right things ? Point taken. So guys, are we absolutely sure that it is RhP instead of R%hP? >EDIT: I didn't think about this before but the easiest way to tell if it was percentage-based or not would be to just put other combat arts with varying regen times in the adjacent slots, if they all regenerate to full at exactly the same moment, it would be percentage-based. If they regenerate at various rates, it would be flat amounts. That isnt necessarily true. To be precise, you are chasing a unicorn. Stimulate indeed appears to be percentage based, but it regenerates percentage based on Dislodging Soul . So lets say you have 50% R%hP and 14 cd DS. 50% of 14 is 7, so all CA will regenerate for 7. But that fact doesnt mean Stimulate isnt R%hP, it just means R%hP gets converted into RhP based on DS. Im not saying either is correct, im just saying you cant exclude the possibility of a conversion from R%hP to RhP. You would need to test the exact amount of Regen for each cooldown CA. Or find a different way to test it. One of the easiest way to test your theory is to have a cd which is below your "flat RhP". As far as I remember Callous Execution level 1 always regenerates for 5%, no matter how big or small the cd of CE is. This would be a clear indicator against your flat RhP. >Yeah, I finally watched the video. It's definitely just a flat amount, see how Paralyzing Dread just regenerates tiny little ticks each time he casts Dislodged Spirit. I watched it too, and I dont see it. First of all, the PD has next to no regeneration time. Its 99% cooldown of what you see. Cooldown cant be shortened by RhP. So there is literally nothing to see. IF you would follow your own theory you would realise that if it would be flat RpH you would only see an effect the first time. IF your statement is true it would be an argument for R%pH. But like I said there is nothing to see there. To reiterate. R%pH stacks without diminishing returns. Or at least DSs Stimulate. RpH% suspected conversion into RpH doesnt take the additional buff reg mali into account and/or buff cd gets applied after the base cd of the CA. There is a difference between base cd, and buff cd. It is suspected that some mods apply only to one of them, and some to both. This should be standard knowledge, because there is a literal mod called Regeneration Penalty from Buffs. In my oppinion its definitely RpH%. Edit: Here is a big hint: >Using the Source modification of Soul Reaver to improve regen times make that little cooldown go away because the RpH now exceeds your total regeneration time for that CA. Source only activates when a soul is being held. No soul in the recording was being held. Source had the equivalent of 0% RpH%. You can easily test that Source only activates when a soul is being held, so I won´t go into that. Like I said. 1. base cd and buff cd are 2 different things and 2. Same modifiers stack for different calculations across the board. Like if you have a sword with double hit%. It only works for LMB, but if you get a CA that also boosts double hit% both merge ( with or without diminishing returns). The same applies to the 2 different cds, SRs Source makes DSs Stimulate jump over. This is why the leftover cd vanishes again. At this point I think its a given that SRs Source affects buff cd, the only question I have if it only affects buff cd, or if it also affects base cd.
  3. Charon117

    Sacred 2 Enhanced Edition

    @Flix @Dragon Brother So, first of all, the toon doesnt even have what you are talking about. Apparently. Only Netherworld Focus. You mean this sentence ? "However, many Aspect Lore skills enhance combat arts in other ways in lieu of damage, such as increases to armor, hitpoints, or other special properties of the combat art. For a specific list of what each Aspect Lore skill does, visit its page." Im pretty sure most people dont even see this page, as they directly access the CAs one. But lets go from there, as this sentence hides more than it reveals. How about this: "Every Combat Art is the sum of its base form and its up to 3 modifikations you can choose from. Each Aspect Lore can, besides its main focus on damage, critical hit chance and execution speed, additionally boost other mod attributes. You can find an incomplete list here." Ok, the page suggest to go onto the actual Aspect Lore page for more information. Ok, lets go there. What do we find ? Nothing mentioned except for damage, crit, and exe speed. Hm ... how about this improvement ? "Increases inflicted damage, critical hit chance, and the execution speed of the Nefarious Netherworld Aspect of the Inquisitor. Enables the use of modifications for the aspect. Additionaly it boosts mods (bad idea to call 2 different things the same name) of the CA for an unknown amount. An incomplete list of boosted mods can be found here." Ok, but surely the CA page would note that right ? Hm ... SR page. "The following skills will affect this combat art: Nefarious Netherworld Lore - improves magic damage and critical chance of the Deathmagic mod. Improves casting speed and allows for modification points." Uhm ... im pretty sure there is critical information missing there. Or rather the opposite, This suggests that nothing else happens with the Lore. Right ? How about this improvement ? "Nefarious Netherworld Lore - improves magic damage and critical chance of the Deathmagic mod. Improves casting speed and allows for modification points. Additionally, if present, it boosts mods found here by an unknown amount. Dont tell me the wiki is *covering* information ;). Not saying I dont love how inaccurate the wiki is, otherwise what would we have to do ? Ok, so I made a few more tests, and it looks like everything we thought we knew was wrong again. First the test footage: Testclip number 1: Both buffs on. DS level 47.7/49. Full regeneration on hit. All stats shown afterwards. I will jump the gun and say that my original assumption was correct, and that DS Stimulate stacks without diminishing returns, which is also why no diminishing returns formula applies. Testclip number 2: No buffs. DS level 75.6/200. cd 35.8. Full regeneration on hit. This should answer the question whether its flat RhP or R%hP. Testclip number 3: The first thing shown is the old thing, full regeneration without any buffs. The second thing shown is that with Chastisement (buff) on, a little rest cd appears. Now thats weird. Do buffs introduce cd time which is not reduceable by R%pH ? Seems like it. OK, BUT HERE IT GETS INTERESTING. Try number 3 shows that with additionally activating Soul Reaver (buff), the leftover cd disappears again ! O wonder, o wonder. Lets wait for the explanation after the next test run. Testclip number 4. This is a different toon, on silver. DS level 28.2/29. cd is 14.3 . The first thing shown is full recovery on hit, no buffs. I dont have to mention that this shouldnt be the case if we would work with diminshing returns. But we dont. The second showcase is with Chastisement on. As expected a leftover cd appears. But the third showcase, with Soul Reaver on, is unexpected, the leftover cd gets bigger. What happened ? Why does the leftover cd get smaller or bigger from toon to toon ? The answer lies in the mods for Soul Reaver between the toons. The first 3 tesclips were done on SR with Source. Source decreases the regeneration of CA as long as an active soul is held by ... TADAAA R%hP. Did somebody say that mods on weapons do not stack with CA unless the CA has the same mod ? The most likely explanation is exactly this. In testclip number 3 the leftover cd vanishes again because SR has Source, and DS Stimulate and SR Source combine, giving SR Source AT LEAST 100% R%hP. Which incidently applies to -Buff cd- too ? Maybe only ? Who knows. Anyway, this is why testclip number 4 increases the cd with both buffs on. SR doesnt have Source on this toon, and this is why DSs Stimulate cant jump over. Take a break reading. Here are the things we can take away from it. Propably. Disloding Soul is not spamable as long as the player uses at least 1 buff. I think it is a severe drawback of DS that you cant have zero cd without deactivating all your buffs. Unless ... Disloding Soul is spamable as long as you take Soul Reavers Source, and have the buff activated at the same time. Now this is not really great again, because DS is mostly used against bosses, and Soul Reaver isnt really a useful buff vs bosses ... mostly no minions around. Again, this is a drawback, and means if you want to have a spamable DS, you will have to sacrifice at least one buff slot, and propably also a lot of points into netherworld skills. Apart from that this throws up a very interesting question. Does a buff cd exist, which cant be lowered by -regeneration% ? I may say yes. Here is an example: Lets say a CA uses 10 cd, The buff malus combined is 10%. So your total cd is 11. Lets say you get -10%reg. This means that from your original 10 cd, you now have 9 cd + 0.9 cd from the 10% buff malus = 9.9 cd. Now this looks correct, but is acutally a two part way of doing things. For the player nothing changes, But we now know that buff cd, and base cd are 2 different things. And as we can see, not every bonus applies to both categories. This is especially visible when you look at the mod "Regeneration Penalty from Buffs". This obviously only applies to buffs,and is also pretty underwhelming when you realise that your % malus of buffs is always depending on the base cd of your CA. As long as you decrease you CA cd, the buff malus will go down with it. CA R%hP only applies to the CA cd, not the generated buff malus ontop of it. Unless a buff introduces a R%hP trait. In which case both R%hP traits merge. Does SR Source apply to buff cd only ? Also, if Soul Reavers Source applies to base and buff cd, can you remove all cd from all CA you ever use ? Looks like its near impossible to say something truthful about Sacred 2. Anyway, more accuracy is propably only possible if somebody levels up a toon and notes the differences step by step, although I think the picture painted is fairly accurate. Also, that wont be me. Yes, Sir ! Right away, Sir ! Feedback for @Flix #EE2.2. Every third unique I find is a lightsaber.
  4. Charon117

    Sacred 2 Enhanced Edition

    ><. Only if you know of the Sacred 2 axiom that 5% gets expressed as 50. Since when does lore increase CA mods ? If that is true it should be noted somehwere. Also I ran your numbers and they dont match with ingame behaviour. Too low. With level 48 your projected R%hP would be 71%, while I see at list a confirmable R%pH of 94%. Is level 54 Netherworld Focus enough to pump it up 23% ? Anyway Sacred 2 is a mystery, may it always stay that way.
  5. Charon117

    Sacred 2 Enhanced Edition

    Yes, indeed. You can see that very clearly because half regeneration triggers instantly, but R%pH triggers when the hit registers. ? Did you check your formula ? That doesnt even make sense for a level 1 CA. Im sitting at my calculator trying to make sense out of that, but if I would understand it as it is supposed to be, I would say you are trying to say the same thing as I do, just that my formula is easier to understand.
  6. Charon117

    Sacred 2 Enhanced Edition

    Some corrections and updates. The initial projection of no cd for Stimulate turned out to be wrong. Looks like Stimulate follows a diminishing returns formular, estimated to be 1 - 0.95 ^ (1 +N), where N is the level of the CA. Practical tests with a 26.3 level CA seems to confirm the estimated accuracy of that formula. The 48 level CA also seems to fall in line with this. Here are some numbers written out. level 10 = 43 RhP% 20 = 66% 30 = 80% 40 = 88% 50 = 93% 60 = 96% 100 = 99.4% RhP% doesnt seem to stack with RhP, or at least not with Stimulate. As you can see Stimulate is far away from removing the cd initially, but makes such its end goal. Since CA level are level and lore depending I dont see this as abuseable unless you commit to it with a high level, and a high level lore.
  7. Charon117

    Sacred 2 Enhanced Edition

    Dont take away my toys. (Cries in corner)
  8. Charon117

    Sacred 2 Enhanced Edition

    Not really "immediately". Dislodging Spirit has an animation which is not on the short side. Its a least an uncancelable 1 second duration, which is only boostable by increased cast speed, which isnt that common, and doesnt really net you much otherwise. Woooooooooooooooooooooooooooooooooooooooooooooooooooooow. I havent thought about that yet. This means funny combinations of max level Callous Execution + Dislodging Spirit means one regenerates the other. Ingenious. But look, thats good, that adds to the viable strategies you can discover. Not saying you shouldnt test it, but to what result ? The inquisitor doesnt have a good single target spell damage, and a cooldown on it would do nothing but ruin the flow of the player. Look, all I am seeing are very interesting ways of playing the game as it is right now. You are even suggesting things which I havent thought about. Like dislodging spirit + max level maelstrom. But that way of playing the game means the player has to constantly move in and out of the danger zone. Using DS as a regeneration tool is definitely more on the busy side of playing the game. Thats good, as it means the player can have an advantage as long as he micros more. Whats so bad about that ? All I feel you are suggesting is a fix for a niche mod that people can freely avoid if they want to. I nerfed RhP and LL% in my game because they are unavoidable mods which overshadow much of complete valid mechanics and content. What fun is LL% which ignores damage mitigation, armour and damage increase% ? Why are bosses with interesting mechanics getting dumbed down to COCE + LL% ? You dont even have to figure out the resistances and as long as you hit you get healed 100% per hit. RhP is much the same, as I cant choose to NOT have them on my set items. I just feel like you are trying to find a solution for a non-existing problem, in playstyle you dont even play :(. I dont play the droid yet, so I cant say anything about jolting touch, but +0.1 RhP% per level doesnt seem OP to me.
  9. Charon117

    Sacred 2 Enhanced Edition

    That appears to be true(er) than what I stated. Additional testing revealed 142 ice damage and 15 damage over 5 pulses.Which is 75 / 142 ~ 50% . Anyway, since there are no accurate formulas for it, what does it do anyway ? Tested a level 1 and level 48 dislodged soul, and the damage seems to go up, percent wise of the base damage. Test subjects were the cobolds in teh starting region ( without ice resistances ). The numbers above are a level 1 dislodged soul. So, finally we can just say it adds DoT ice damage, how much is unknown ? If we assume a level 1 to be 42 + 21 + damage modifier than 75 damage sounds about correct on Silver. The level 48 was tested on platinum and the resistances decrease it from the expected 1050 to 543 ? Also what does " / 75% from base ice damage)" on the wiki mean ? Wow, hold your horses. This discussion would lead us back to the balance vs discovery aspect of games. If you start to balance such things I dont think you should look at other characters, or even at other aspects. When I suggested to nerf RpH than it was because this affected EVERY character in the game, especially RhP might be on set pieces you need to wear, even though you might not wanted to RhP on it to ruin your game. But this is a completely different case. First, its a mod at the end of the mod line, so people have 100% of freedom in not choosing it. Secondly, it only affects 1 CA, and people again have the choice to avoid it. Thirdly, there are a lot better Area of Effect abilities in the Supremacy aspect, and you dont think of nerfing them either. Personally I am not averse to a mod completely removing cd from a CA. Why not ? If you dont want it, dont choose it. And lastly, a game doesnt have to be balanced, it has to be fun. Nerfing 1 option which ruins everything else ? Yes. Doctoring around with 1 ability which only has its own corner ? Whats the benefits of that ? My suggestion is simply to make Wildfire into a more interesting/effective ability. Preferable on par in strenght with an ability that removes the whole cd from a spell. Watch the following for why you should buff more than you should nerf: PS: Wildifre does physical damage, and its hard to find something which doesnt have physical armor. This is one of the main reasons its ineffective. A proper way of looking at it is to maybe change the damage type. For instance to Fire, and call it A Song Of Fire And Ice. Not every ability has to be OP, but every ability should be interesting.
  10. Charon117

    Sacred 2 Enhanced Edition

    Some more updates: First damage gets calculated, then attributes get lowered. The damage that Torture does is actually .. something completely different than the wiki describes.If the wiki would be correct I would be doing 42 + 21 * 48 = 1050 ice damage. The truth is that it is simply 75% of your described ice damage done over 5 pulses. It is also stackable. Since I already described how fast the debuffs stack, it makes a lot more sense to take Torture over Deprivation if you take Stimulate as a follow up.
  11. Charon117

    Sacred 2 Enhanced Edition

    So I made some weird tests today. Test Subject is Dislodged Spirit on EE 2.2 Challenge mode. One of the first things I wanted to test was whether or not Stimulate ( 5% + 5%*CAL RpH%) was acutally stackable up to a 100%. It was. This means a level 20 disloged spirit disregards any and all cd it might have, meaning you can eat as many runes with Stimulate as you want, as the cd goes down with level. Did you think that Regen per Hit was OP ? BEHOLD Regen per Hit Percent takes it to a completely different planet. The other suprising thing is that the debuff actually stacks. I thought it was a one time only thing. But no, it stacks. As far as I tested it only stacks during its duration, eg. every debuff counter stacks as long as its own duration. Now this makes it sound a lot more useful than it is, because attributes mostly only contribute 40% towards hp and dmg. Weirdly enough, spell damage didnt increase with lowered attributes, which means you cant do more spell damage by lowering atttributes with dislodged soul. Kinda weird. Anyway, if you have 55% lowered attributes after the fith hit you have 98% attribute reduction. Thats not bad. As far as I have confirmed lowered attributes make you more able to hit a target with combat attacks. Not really useful if you keep stacking with a spell, but you never know when this comes in handy. Maybe for a hybrid. If a mob dies with lowered attributes, its final lowered max hp will be displayed in the character panel. After a rumor that Wildfire actually simply adds 100% of spell damage as physical damage I checked it out, but denied that claim. Wildifire works as advertised, but the tooltip indeed shows a wrong physical/ice 50/50 parameter. The damage that Wildfire does is neglectable, coming in at less than 10% of the combat arts damage. Ok, that was a lot, and I am sure the wiki would have mentioned this as a pro, if people would have actually know this. Stimulate removing cd from the CA, debuffs are stackable, and Wildifre more than neglectable. This also has big implications, making disloding soul a single target killer without any drawbacks.
  12. Charon117

    Sacred 2 Enhanced Edition

    No, rather the opposite, it looks suspiciously correct. Which would be a first, but you never know. I ll let you know if anything looks out of place and keep you updated with all the new and strange things I might encounter.
  13. Charon117

    Sacred 2 Enhanced Edition

    @Flix So I noticed that 2.2 seems to have a big overhaul for the sigma sign, taking a lot of data into consideration it previously wouldnt. Looks quite good. Is it 100% reliable or should I still check data in my head ?
  14. Charon117

    Sacred 2 Enhanced Edition

    Are updated EE versions designed to be applicable to old builds, or do you need to rebuild for every new version ?