Charon117 50 Posted December 11, 2019 Share Posted December 11, 2019 16 minutes ago, Flix said: Relax. You framed it like a problem, so I approached it like one. It's not like you're stuck with whatever I do, and I haven't even done anything. XD Dont take away my toys. (Cries in corner) Link to comment
Charon117 50 Posted December 13, 2019 Share Posted December 13, 2019 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. Link to comment
Flix 5,116 Posted December 13, 2019 Author Share Posted December 13, 2019 2 hours ago, Charon117 said: RhP% doesnt seem to stack with RhP, or at least not with Stimulate It couldn't, as Regeneration per Hit only triggers from weapon hits. Thanks for the update. 1 Link to comment
Dragon Brother 619 Posted December 13, 2019 Share Posted December 13, 2019 5 hours ago, Charon117 said: 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% For what it's worth I believe the dev's liked using 1-1/(1+(x+y*calvl)/1000) (where x and y are the base and per level increase defined in spells.txt) for CA modifiers that stacked with diminishing returns. 1 Link to comment
chattius 2,520 Posted December 13, 2019 Share Posted December 13, 2019 Weren't all x%RpH CA's touch attacks? I was the opinion that combat discipline, chance to halve regeneration time and x%RpH all turned the regeneration clock in the original. If chance to halve regeneration time triggered and you have 50%RpH, is this an instant regeneration? Link to comment
gogoblender 3,068 Posted December 14, 2019 Share Posted December 14, 2019 2 hours ago, chattius said: Weren't all x%RpH CA's touch attacks? lol, i was quick reading these topics... didnt catch the context and thought someone was swearing profusely gogo 1 Link to comment
Charon117 50 Posted December 14, 2019 Share Posted December 14, 2019 (edited) 4 hours ago, chattius said: If chance to halve regeneration time triggered and you have 50%RpH, is this an instant regeneration? Yes, indeed. You can see that very clearly because half regeneration triggers instantly, but R%pH triggers when the hit registers. 5 hours ago, Dragon Brother said: For what it's worth I believe the dev's liked using 1-1/(1+(x+y*calvl)/1000) (where x and y are the base and per level increase defined in spells.txt) for CA modifiers that stacked with diminishing returns. ? 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. Edited December 14, 2019 by Charon117 Link to comment
Dragon Brother 619 Posted December 14, 2019 Share Posted December 14, 2019 52 minutes ago, Charon117 said: 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. Sure it does: Bonus value = 1-1/(1+(x+y*calvl)/1000) x = 50, y = 50 (you said 5%+5% correct?) Bonus = 1-1/(1+(50+50*calvl)/1000) At level 1: Bonus = 1-1/(1+(50+50*1)/1000)=1-1/(1+100/1000)=1-1/1.1=1-0.91=0.09 (or 9%) At level 10: Bonus = 1-1/(1+(50+50*10)/1000)=1-1/(1+550/1000)=1-1/1.55=1-0.65=0.35 (or 35%) Difference to your numbers may be if the aspect lore increases the per level bonus. Your formula may be easier to understand, but as I said, this formula is what the dev's liked using for diminishing returns in CA's. 1 Link to comment
Charon117 50 Posted December 14, 2019 Share Posted December 14, 2019 (edited) 1 hour ago, Dragon Brother said: Sure it does: ><. Only if you know of the Sacred 2 axiom that 5% gets expressed as 50. 1 hour ago, Dragon Brother said: Difference to your numbers may be if the aspect lore increases the per level bonus. 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. Edited December 14, 2019 by Charon117 Link to comment
Flix 5,116 Posted December 14, 2019 Author Share Posted December 14, 2019 10 hours ago, Charon117 said: Since when does lore increase CA mods ? This is what I managed to scrape together: It doesn't matter if it's a modification or not, what matters is the type of property. I do not believe regeneration per hit is increased by aspect lore, but it may well be. 10 hours ago, Charon117 said: If that is true it should be noted somehwere. Each Aspect Lore page on the WIki lists any additional effects that get increased in lieu of damage. 10 hours ago, Charon117 said: Anyway Sacred 2 is a mystery, may it always stay that way. Did you rule out the possibility that Regeneration per Hit on spells is just a flat number, like the version on weapon hits? There are only two types of bonuses that get used for RpH: type = "BONUS_ENERGYLEECH_WHIT", -- this used for the the RpH item modifier, Alchemy trophies, and also on Magic Coup. type = "BONUS_ENERGYLEECH_ONCE", -- this is used on Callous Execution, Dislodged Spirit, & Jolting Touch. Often when a bonus is percentage-based on the scripts it will have the _REL suffix, for example "BONUS_LIFELEECH" vs "BONUS_LIFELEECH_REL". Just something to consider. 1 Link to comment
Dragon Brother 619 Posted December 14, 2019 Share Posted December 14, 2019 16 hours ago, Charon117 said: ><. Only if you know of the Sacred 2 axiom that 5% gets expressed as 50. The numbers are presented in spells.txt as 50, not 5, so it's clear enough once you start playing around with that file. However, where the numbers for each CA were added to the wiki that conversion has already been made though (and diminishing returns not necessarily considered) so easy to miss. I will concede that there may be something else going on though if that formula doesn't add up with what you're seeing and if the aspect lore doesn't increase this bonus as Flix suggests. More investigation is required! 1 Link to comment
Popular Post Charon117 50 Posted December 15, 2019 Popular Post Share Posted December 15, 2019 (edited) @Flix @Dragon Brother So, first of all, the toon doesnt even have what you are talking about. Apparently. Only Netherworld Focus. 10 hours ago, Flix said: Each Aspect Lore page on the WIki lists any additional effects that get increased in lieu of damage. 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. 4 hours ago, Dragon Brother said: More investigation is required! Yes, Sir ! Right away, Sir ! Feedback for @Flix #EE2.2. Every third unique I find is a lightsaber. Edited December 15, 2019 by Charon117 2 1 Link to comment
Flix 5,116 Posted December 15, 2019 Author Share Posted December 15, 2019 1 hour ago, Charon117 said: Im pretty sure most people dont even see this page, as they directly access the CAs one. I sent you to the overview page to give you a jumping off point to all of them. Known Aspect Lore effects are listed on each individual combat art's page as well. ;) 1 hour ago, Charon117 said: Uhm ... im pretty sure there is critical information missing there. Or rather the opposite, This suggests that nothing else happens with the Lore. Right ? 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. 1 hour ago, Charon117 said: 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." "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. I think it would be redundant and possibly confusing. Every modifier that's listed on that forum post is already included on the applicable Aspect Lore page AND the individual pages of the Combat Arts where they appear, both of which are linked to from numerous pages. If one were to discover an additional modifier that was boosted by an Aspect Lore skill, I suggest it should be added in those two places. 1 hour ago, Charon117 said: Dont tell me the wiki is *covering* information ;). There are numerous examples of exactly what I described: http://www.sacredwiki.org/index.php/Sacred_2:Nature_Weaver_Lore http://www.sacredwiki.org/index.php/Sacred_2:Cabalistic_Voodoo_Lore http://www.sacredwiki.org/index.php/Sacred_2:Delphic_Arcania_Lore http://www.sacredwiki.org/index.php/Sacred_2:Revered_Technology_Lore http://www.sacredwiki.org/index.php/Sacred_2:Rallied_Souls http://www.sacredwiki.org/index.php/Sacred_2:Charged_Grid http://www.sacredwiki.org/index.php/Sacred_2:Crystal_Skin 1 hour ago, Charon117 said: Here are the things we can take away from it. Propably Thanks for the in-depth testing. I'm almost completely convinced now it's just flat regen per hit. Activating more buffs increases your overall regen time, so the flat RpH doesn't regenerate as much, accounting for the mysterious extra cooldown you mentioned when turning on Purifying Chastisement. 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. 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. Link to comment
Dragon Brother 619 Posted December 15, 2019 Share Posted December 15, 2019 Kudos for the hard work, it makes it much easier to draw a conclusion! I have to say that I do agree with Flix that it must be absolute regen per hit, not percent based. As Flix says, the difference between your tests is due to the differing bonuses and penalties associated with the buffs and associated mods you have active/inactive in each test. Link to comment
Flix 5,116 Posted December 15, 2019 Author Share Posted December 15, 2019 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 will amend the Wiki page for DS and any other CA's that mention the non-existent RpH%. EDIT: Ok, it's all updated. I will apologize for those %'s on the wiki, I'm the fool who put them there in the first place. Several years back I went a crusade to insert the true, hard numbers from the scripts into the Wiki's Combat Art pages. I don't know why I thought they were percent values. Link to comment
Charon117 50 Posted December 15, 2019 Share Posted December 15, 2019 (edited) >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. Edited December 15, 2019 by Charon117 Link to comment
Flix 5,116 Posted December 15, 2019 Author Share Posted December 15, 2019 2 hours ago, Charon117 said: So SRs Recreation is not affected by this, even though hitpoint regeneration is on your list ? Sigh. Guess I missed that one. I'll fix it. 2 hours ago, Charon117 said: So guys, are we absolutely sure that it is RhP instead of R%hP? Well not anymore lol. Blame staying up way too late last night for jumping to conclusions. @dimitrius154 is there any way you can answer this definitively? Can you find the actual formula anywhere for a bonus with the type = "BONUS_ENERGYLEECH_ONCE", and see if it's any different than type = "BONUS_ENERGYLEECH_WHIT", ? Link to comment
dimitrius154 612 Posted December 15, 2019 Share Posted December 15, 2019 1 hour ago, Flix said: Can you find the actual formula anywhere for a bonus with the type = "BONUS_ENERGYLEECH_ONCE", and see if it's any different than type = "BONUS_ENERGYLEECH_WHIT" It's a flat (a + b*level)/100 sec. subtraction from the current remaining regeneration time for both. It's that they are called differently: BONUS_ENERGYLEECH_WHIT is called during damage application from hits, while BONUS_ENERGYLEECH_ONCE is called by the CA damage dealing function, if the appropriate spellClass contains the code. 1 Link to comment
Charon117 50 Posted December 15, 2019 Share Posted December 15, 2019 1 hour ago, dimitrius154 said: It's a flat (a + b*level)/100 sec. subtraction from the current remaining regeneration time for both. It's that they are called differently: BONUS_ENERGYLEECH_WHIT is called during damage application from hits, while BONUS_ENERGYLEECH_ONCE is called by the CA damage dealing function, if the appropriate spellClass contains the code. 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. Link to comment
Dragon Brother 619 Posted December 15, 2019 Share Posted December 15, 2019 9 hours ago, Charon117 said: Source had the equivalent of 0% RpH%. One thing to point out is that Soul Reavers Source mod doesn't provide RpH, it reduces regen time by a percentage when active, but does nothing on hit. However, as to your query below, this I believe stacks with diminishing returns so won't be an issue (dimitrius can confirm if it is necessary...). 4 hours ago, Charon117 said: 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. Link to comment
Flix 5,116 Posted December 18, 2019 Author Share Posted December 18, 2019 On 12/15/2019 at 4:17 PM, Dragon Brother said: One thing to point out is that Soul Reavers Source mod doesn't provide RpH, it reduces regen time by a percentage when active, but does nothing on hit. However, as to your query below, this I believe stacks with diminishing returns so won't be an issue This is true, you would never reduce your regeneration times on spells to 0. Link to comment
Charon117 50 Posted December 19, 2019 Share Posted December 19, 2019 (edited) There are fun things, and then there are overpowered things. The following is an example of an overpowered one. If you play around with Inexorable Subjugation long enough, you will start to notice a few things when it comes to your companions. Mostly glitchy and hilarious things, some really overpowered ones. Enslaved ghosts who can summon sometimes summon a hireling, which in turn becomes invincible to dmg. It doesnt deal any damage, and it happens very rarely, but when it happens dozent of bosses can pound down on an earth elementar for hours. Good for tanking bosses. Or if you want an invincible pet. Why cant they summon cats ? Buffs of enslaved mobs stack on your character ( until death or reload ). You think this is unspectacular until your realise you can stack reflect endlessly on your character. The following picture is a tragedy untold, as the golem pounded himself into submission. And the Angel said: "Stop hitting yourself." Now if you excuse me, I have to find that turtle which reflects CA, than blitz through the game on level 1, and complain to Flix that Challenge mode isnt hard enough ... Edited December 19, 2019 by Charon117 1 Link to comment
Flix 5,116 Posted December 19, 2019 Author Share Posted December 19, 2019 Nothing I can do about that really, unless I remove every buff and summon ability from enslavement-eligible enemies. Conversely I could make every enemy that has a buff or summon ability ineligible for enslavement. I don't really like either option. Any more comprehensive solution would have to be done at the code level by Dmitriy. Link to comment
Flix 5,116 Posted December 19, 2019 Author Share Posted December 19, 2019 8 hours ago, Charon117 said: Enslaved ghosts who can summon sometimes summon a hireling You know this actually reminds me of a similar exploit in Divine Divinity. There was a rare enemy called a Skeletal Conjurer Lord, who could summon Skeletal Conjurers, who could in turn summon regular skeletons. So if you killed and resurrected the Conjurer Lord, you would have a veritable army of summons within minutes. I don't think it ever got patched either. XD By the way I think the buff stacking thing might be addressed in Dmitriy's mod, if so this will carry over to EE I'm able to use the binaries. Link to comment
Androdion 875 Posted December 19, 2019 Share Posted December 19, 2019 Could it be a case similar to the attack/defense bonuses stacking with the Shadow Warrior's temporary buffs like it happened during the development of 1.60? Link to comment
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