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10th

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  1. http://www.cisacred.de/showthread.php?t=2655
  2. Revered Technology Lore WILL increase your BFG Damage IF you modded it for damage. That's the consenus over at the german Sacred 2 forum. with +1 Revered Technology Lore without +1 Revered Technology Lore 10th
  3. @Tinypants, Underwolf69 In the meantime I made a similar adjustment to my ZRareExpectations as DMCain. I only went one step further and experimentally set ZRareExpectation00 = 0. The result was that I got no grey and white items at all and almost no blue items. As for the legendary items, my current toon, a level 31 HE with 12-15% MF who just arrived in the swamps on silver, found Magisil in the loot of the dragon boss Xanthiar. 10th
  4. If you learned the corresponding focus skill, you can look up the maximum number of runes, which don't give you diminishing returns, in your character window. Every buff except Grand Invigoration has +Regeneration penalty to all Combat Arts. To counteract this you could raise the corresponding focus skill or concentration. Moreover you could alos invest in Grand Invigoration or equiqment which lowers regeneration time, regeneration penalty from buffs etc. A very valuable source for information on all things Sacred (2) is the Sacred Wiki attached to this forum. Ancestral Fireball: Both mods let you conjure an additional fireball. Incendiary Shower: Silver: 50% more damage Gold: time between meteor falls is shorter. Very useful if you already took Skull Smash and Continuity as mods. 10th
  5. You are aware that the damage bonus of Fiery Ardor is not limited to Incandescent Skin? 10th
  6. Wouldn't it be better to replace Arrant Pyromancer Expertise with Fiery Ardor for Incandescent Skin? 50% and 2% for every rune read is nothing to sneeze at. Moreover, after a certain point your regeneration time will be so low, that you have no other choice but to read runes. And you can push the maximum combat art level with +all skills equiqment not that far, due to diminishing returns. 10th
  7. Raising probablity over 100%: No clue, why don't you try it out . Chance to find valuables: There are three ways to increase this in-game: - By exploring the map you'll get 1% chance for every 4% of explored area. - Simply buy equiqment with this yellow-colored modifier. - If you have Enhanced Perception you'll unlock the blue-colored version of this modifier along with the +%Experience gained modifier. Both stats on items will inrcrease if you put/get more points in Enhanced Perception. I've modified the ZRareExpectations so that 15 starts at 30 and 00 ends at its standard value of 1000. With around 10-20% chance to find valuables my new level 25 Dryad has found 6 set items and several unique items so far. Moreover if I'm really interested in set items I'll go questing, thanks to QUEST_UNIQUE = 1000 you're guaranteed to get enough set items. My local beValues: NORMAL_STANDARD = 400, NORMAL_RUNE = 15, CHAMP_STANDARD = 800, CHAMP_RUNE = 45, BOSS_STANDARD = 4900, BOSS_RUNE = 600, Anything more than 5000 is probably overkill. In one quest you'll have to kill a boss monster, after its death you have only 60 seconds to collect all items. With a value of 4.9K I had about 8-10 seconds left before I was teleported back to the questgiver and a formerly near empty inventory screen was filled almost to the brim with items. And with this value I had to make three! trips to the nearest trader during the final boss-fight. Concerning Traders: There are several variables that modify the inventory of traders: TraderOfferUpperRareBase TraderMaxCount TraderOffer_MaxLifetime and those in local beValues. As I did not test the effects of every single variable, I can only say that by increasing TraderMaxCount, Trader_item, Trader_many, TraderOfferUpperRareBase and Trader_SpecialOffer you'll get a noticable increase in the amount of items offered and the quality of those. My values for those are: TraderMaxCount = 20 TraderOfferUpperRareBase = 12 Trader_Item = 3300 Trader_Many = 15000 Trader_SpecialOffer = 35 If you want to find random uniques again, all you have to change is DropMaxRandomRare to 13 or maybe even 15. The latter is untested, though. 10th
  8. As far as I remember Sacred 2 has treasure classes. Set item is one of those classes. Before you proceed make a backup of your script folder. All the relevant changes can be made in \script\server\balance.txt. ZRareExpectationXX = means how high the chance to find an item of a certain treasure class is. The higher the treasure class the higher the item quality. Really good rares have a 12, everything above is Unique, Set, Epic. ZRareExpectation15 for example has a default value of 6. This means that there is a 0.6% base chance to find an item of this treasure class. A value of 1000 is a 100% base chance to find an item of a given treasure class. A bit farther down you'll find the local BeValues. Every entry in those brackets controls if one item drops/appears at all. Again 1000 equals 100%. Here you'll also find the cause of all those set item drops from many quests after the latest patch. Pre 2.40 QUEST_UNIQUE was 0. This entry is modified by your bargaining mastery in order to provide better quest rewards. And as +X% of zero is still zero it was "fixed". I've seen posts where it was stated that the server hotfix for closed net sets this value to 100. 10th
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