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How to Become a Demi-God in Sacred 2


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#61 chattius

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Posted 18 August 2010 - 09:19 AM

Well instead multiplying the damage after the damage/resistance calculation they multiplied it before. So a small transformation shows that this would be the same as multiplying after the damage/resistance calculation, but using a reduced resistance in the calculation.

I don't know if it was planed this way.
Dieses Lied ist für einen guten Kumpel der seinen letzten Kampf gegen seine Krankheit verloren hat:
Über den Wolken

This song is for a good friend from my aero-club who lost his final battle against cancer.

#62 Llama8

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Posted 18 August 2010 - 09:31 AM

Ok, that makes sense.

I don't know if it was planed this way.

Probably, since it's easier to monkey about with the monsters' stats than the player's stats.

#63 chattius

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Posted 19 August 2010 - 04:08 AM

Another number: to reduce a damage of 1000 down to 250 you need 3000 resistance in silver, but 42210 in niob. That is a factor of 14.
Outch
Just imagine 42210 for non physical damage, hard to get.
Dieses Lied ist für einen guten Kumpel der seinen letzten Kampf gegen seine Krankheit verloren hat:
Über den Wolken

This song is for a good friend from my aero-club who lost his final battle against cancer.

#64 Groosum

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Posted 20 August 2010 - 02:27 AM

Just an opinion but I reckon this should be a pinned subject as would help a lot of New and Old players alike.

#65 Dobri

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Posted 20 August 2010 - 06:32 AM

I second that, as chattius' work is downright exceptional. My writeup pales in comparison to what he had managed to uncover, and with precise formulas as well.

However, not long ago, our good admin chum gogoblender stated that there are plenty of stickied threads already and if we keep on putting more and more, the first page of posts will be filled with stickies and there will be no room for regular posts - and I tend to agree with him. This topic will always be one of the first ones because everyone is interested in improving their characters the right way, so I would not worry ;)

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Bai Dobchan, level 80 Elementalist

Dobchan level 80 Ranger

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#66 Llama8

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Posted 20 August 2010 - 12:30 PM

You could always have a single stickied thread with links to "important" threads that would otherwise be stickied.

#67 r00ster

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Posted 20 August 2010 - 12:41 PM

I would just like to say;

Chattius, this work is freakin' awesome!
I absolutely love this.

My questions;

So, if we need roughly 8x the armor value, this would still make a high elf with crystal skin, or dryad with ancient bark okay for physical resistance in niob?
In my test chars, I have gotten both to around 70000 physical armor.

This totally explains the massive hits, and sometimes deadly hits from some bosses (I expect criticals on their already extreme damage in niob).

Lastly, how does the 'mitigation' (the type available on darwargons amulet) fit into this for reduction?
How does the skill 'toughness' factor in? I know in the beta it was bugged, and reduced damage too much, untill a certain skill level, then it did nothing at all for damage reduction... this was fixed a while ago, so am wondering....

I.e. I have a test Shadow Warrior level 200 in niob, his Grim Resillience buff grants him 40% physical mitigation on it's own, is this, combined with his actual armor values enough to hold the damage back?

Your numbers and formulas are amazing,

Cheers,

Edited by r00ster, 20 August 2010 - 12:43 PM.


#68 nyctasia

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Posted 14 December 2010 - 12:40 PM

Dobri
"Stacked" damage mitigation trait means that 2 types of damage mitigation traits have been stacked in one item, thus providing substantially higher Damage mitigation output. This could mean all channel + all channel and all channel + one channel (usually physical) damage mitigation.

I have only seen all channel + physical mitigation. Do you have a picture of such and item with stacked mitigation on all channels?

Also, I have read somewhere around here about trading between spawning island and something that sounded as a town in the swamp region. Why is that a good trading spot? And is it stabile? Cause in my games, teleporting from one place to another for a few times is ok, but after that I start missing traders/runemasters/smithers (as their character are missing alltogeter), or traders with only a few items (no armors or no weapons) in their inventory.

#69 Dobri

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Posted 14 December 2010 - 05:34 PM

http://darkmatters.o...showtopic=12139

This is the thread you need :) I have based this entire writeup on this. It will take a long time to see if this still works in Ice & Blood thanks to the big bargaining nerf we got - this is why I think you see all channel + single channel DM, as it's much easier to obtain. I remember doing this in S2FA with over 4x Bargaining.

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Taerima, level 80 Guardian

Bai Dobchan, level 80 Elementalist

Dobchan level 80 Ranger

Master Crafter


#70 nyctasia

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Posted 15 December 2010 - 02:02 PM

Thank you.
I am playing Sacred 2 2.43 and as soon as I get an empty slot I'll get the trader too. Still, I was expecting 30% damage mitigation from the description of stacked multichannel (since I saw 12-13 percent mitigation on platinium items lv 115).

Later edit.
I got an armor at level 75 in platinium. This one is interesting because it features 4 bonuses.
1. Stun reflect
2. Damage mitigation
3. Damage mitigation
4. Selling price

The difference between 2 and 3 is that 2 is a fixed bonus, while 3 is a bonus determined by armor lore. There are 2 different bonuses, even if they are bonus for the same thing.

Edited by nyctasia, 20 December 2010 - 01:20 PM.


#71 Hooyaah

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Posted 15 January 2017 - 01:37 PM

Pdxq6io.png

 

There is now an easier and more convenient way to achieve full damage mitigation for any player character by "wearing" or forging into any weapons, shields, and armor of your choice a developer item that I discovered hidden within the blueprint file. I forced it to drop at regular levels and submitted the chest file for download here. It is a pendant; it also greatly boosts combat art range to truly impressive levels. Also, as an alternative for the High Elf to prevent her untimely demise, there is a relatively simple way to modify C.S. so that she can remain undetected, whether casting or striking with melee weapons. More information may be obtained in this thread: Cascading Shroud As A Permanent Buff. It is important to note that the buff should be modified early on or as soon as you plan to employ it with full efficacy, by selecting "Faint" and "Inconspicuous." It is suggested that it be mastered before one expects full "invisibility" at high levels and that an appropriate quantity of runes are consumed. Wild animals, particularly cats and other foes with high perception may detect the High Elf if C.S. is not attended to properly.

 

czMTsf1.png

 

 


perception ≤ reality

#72 gogoblender

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Posted 15 January 2017 - 01:42 PM

Wild animals, particularly cats and other foes with high perception may detect the High Elf if C.S. is not attended to properly.

 

 

 

 

Wow...I didnt know the devs specced monsters with such granularity... amazing info!

 

:)

 

gogo



#73 Hooyaah

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Posted 15 January 2017 - 07:55 PM

Wild animals, particularly cats and other foes with high perception may detect the High Elf if C.S. is not attended to properly.

 

 

 

 

Wow...I didnt know the devs specced monsters with such granularity... amazing info!

 

:)

 

gogo

 

Yes, and this is especially so if one's character is well below the opponents in the region. For example, if a High Elf journeyed into a jungle in Niob and she was at, let's say level 60, the cats would see her if either she hadn't consumed sufficient runes or if she was not employing the proper enhancements of Faint and Inconspicuous.


perception ≤ reality

#74 chattius

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Posted 17 January 2017 - 08:09 AM

Snifffffffffffffffff, all the hard work and maths I did about armour are vanished from the german and international sacred forum.


Dieses Lied ist für einen guten Kumpel der seinen letzten Kampf gegen seine Krankheit verloren hat:
Über den Wolken

This song is for a good friend from my aero-club who lost his final battle against cancer.

#75 Flix

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Posted 17 January 2017 - 08:23 AM

Snifffffffffffffffff, all the hard work and maths I did about armour are vanished from the german and international sacred forum.

 

It hasn't vanished from the Wiki though.  I saved all that stuff.

 

====================================

Players who have 0 Armor protection against a damage type will actually have the damage against them multiplied '''above''' the stated amount.
 
The graph below shows how incoming damage is reduced by armor. Tests were done by people from the German Sacred forum, allowing a wolf to hit the player in Niobium, while varying the player armor. The wolf was doing 244 physical damage shown in last kill. It turned out that at least 1750 armor was needed to suffer no penalty.  Below 1750 armour the character actually received '''more''' damage than the wolf was doing, above 1750 armour the damage was reduced. From these tests, Chattius of Darkmatters calculated a formula and plotted a damage vs. armor function:

 

Mitigation_by_armour.jpg

 

The graph depends on damage, level and difficulty. Its curve is always the same, but the scales on the axis differ.
 
The player receives more than three times the dealt damage if he has no armor versus the incoming damage-type.  Therefore it becomes very important to have at least some amount of armor value for each of the five damage types.
====================================
 
I added all this info to the Damage vs. Armor article.  Though it actually ended up being superseded by a lot of calculations by Mibbs who submitted some more precise charts and formulae a few years ago.

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