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C4hir
Hey,

Did not find any topic about Item Modifiers, so creating new.

Sacred 2 Wiki - Item Modifiers page needs an update - there is one Yellow mod missing: "All Skills" +X
I mark this mod as Yellow, but it sometimes happens it is blue (probably a bug?).

regards,
C4hir
gogoblender
We are working on it now, item modifiers have now been copied out and entered into uniques' pages, we'll be completing that by tonight, and then begins the tough job of reconciling and finally, after almost a year of play time, putting in some good useful answers into the explanations.

1smile.gif

gogo
Schot
And a really nice job at that gogo. That page is much deserving of some special attention. Lookin great! agreed.gif
colif
The colour of mods doesn't seem to make much sense, but as its related to a feature of the game, and not the wiki, we can't do much about it. I don't understand why skills +x can be yellow on 1 item and blue on the next, and how game works out what colour its going to be on the sigma if you have multiple items with mods of different colours adding to the total.
gogoblender
I still don't know why some modifiers are blue and some are yellow

blink.gif

gogo
Antitrust
It's for gremlins 1smile.gif
ka243
I think its like item colors. Yellow modifiers are considered "rare" and blue "magic". The game designers probably consider the yellow modifiers to be "better modifiers" than the blue ones.
gogoblender
I was thinking also that they could have some kind of strange `worth`that only the devs would know about...but I was hoping that there would be somehting more quantifiably useful for us all, or something we were all missing.

There are a few old ascaron devs that I think would still answer questions, I`ll send a pm, email off to some tonight and maybe we`ll get an answer.

1smile.gif

gogo
Slevin
I have a question about the item modifiers of the Detrimental Effects. Where comes the information about the duration of Burn and Poison from? I just want to know because I made different experiences by testing it.

I also found out how the modifier Chance to inflict Deadly Wounds +X% works. It reduces the enemies hitpoints down to 80% with a duration of 10 sec. So its just a stronger form of Chance to inflict Deep Wounds +X%.
gogoblender
Slevin if you have new findings we can have a look at updating the wiki today. Nice findings on the deadly wounds..I know a lot of us were so curious about that.

And you said you found new findings for duration of burn and poison?

1smile.gif

gogo

p.s. just checked wiki contribution logs,I think the duration numbers are coming from ps3? Slevin if you have pc numbers that would be awesome as well.
essjayehm
Awesome!

Good finding, Slevin.

Just curious your testing method. I've always been confused how some of the wounds affect HP's, my tests had never given satisfactory results, probably because of using higher-level toons, more factors/confusion. Even completely naked, I've triggered (at least) open wounds.

I'd like to check out how/if the wounds stack. I would imagine they don't... but then is there a priority order, or last effect used... etc.
Slevin
I tested in in pvp mode togehter with Dima. I'll post the information about the detrimental effects when our testings are finished. But the effects doesn't seem to have a duration, they have a certain number (4) of lower hits after the main hit. We also want to test the influence of damage lore.
Antitrust
Nice find 1smile.gif They probably fixed it in the addon, since I'm sure it wasnt working that way before it.
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