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  1. I hate to break it to you but you never own any games technically, it aint just a Steam thing. You always just buy a licence to run the game. Of course in the good old days there's no way anyone was gonna come round to your house and confiscate your physical copy, but theoretically they could've. Steam has just been forced to make this more visible now. GoG is the same, but as they're awesome they provide the offline installers for most (all?) games so as long as you remember to grab those, you're good. Racing games are fun, but I'm never gonna even think of competing with you guys I grew up on Nigel Mansell on the Amiga. With all the stubbornness of a kid, I refused to use brakes and could get round every track and win without ever slowing down. In my adult life I have dabbled in Forza but it's mainly Mario Kart and Burnout that scratch that itch. What can I say, I like destruction and wacky weapons! I have zero interest in real life racing though. Um... does it stay on topic if I mention I played Nigel Mansell with my dad, taking turns?
    3 points
  2. Somehow I believe you have gone completely bonkers, but it ain't the first time in this thread and last time you did prove me wrong... The numbers from scripts/shared/spells.txt under "dr_hu_angriffsserie" are easily changeable. Not sure wether there are any current mods that do so, but this one at least can be explained. RI on the other hand, should never act like that. The basis of all this goes back to sacred 1. Basically almost all characters there had the CAs "hard hit", "multi-hit" and "attack". All three with distinct melee and ranged behaviour. Sacred 2 basically went the same route and while the CA names don't give much of a clue here, at least the "hard hit" ones are easily noticeable by the CA's picture. They all look like a fist. The "hard hit" ones are "Demonic Blow", "Callous Execution", "Dedicated Blow", "Soul Hammer", "Magic Coup" and "Ravaged Impact". They all work exactly the same. While RI is the only one that can be modded for an extra projectile, it still works like all the others do when they have more than one hit to deliver (in case of dual wield). They all switch target only if the first target is already dead or unavailable(e.g if it moved out of range). These rules don't end with "hard hit"s. The attack type combat arts launch a series of melee attacks against the same target or fire multiple ranged projectiles, again at the same target. Target switching only in case of kill/ unavailability. The attack type ones are "Frenzied Rampage", "Pelting Strikes" and "Battle Extension". And then there are the "multi-hit" ones. In melee they strike absolutely everything in their area of effect. With ranged weapons they shoot at multiple targets simultaneously up to a maximum number, targets again aquired in a specific area, usually a larger one. The multi-hit skills are "Scything Sweep", "Ruthless Mutilation" and "Darting Assault". I am not quite sure, what the "multi-hit" skills do whith a ranged projectile weapon, when there are fewer targets than possible projectiles. As far as I know they just shoot all of the extra projectiles evenly spaced in a cone, but that one might be wrong. It is however true for the "darting assault" rework in D2F, the Amazon's "Multiple Shot". In cases of a non projectile ranged weapon, meaning a blowgun, "multi-hit"s only fire one shot per target available up to the maximum number of shots. Leftover shots are ignored. So the rules are pretty much set in stone here. As far as I know, noone has ever changed these behaviours measurably. And those CAs where certainly designed after their Sacred 1 counterparts. They are meant to fall into these three categories. Now while we're at it, there are more weapon based CAs in Sacred 2. But I don't think there are more weapon based CA "behaviours". We got "Mortifying Pillory", which I have never really used. I believe it follows "Hard-Hit" rules. We got "Spectral Hand", which is obviously a "hard-hit". Then there's "Assailing Somersault", also a "hard-hit". And lastly there's "Archangel's Wrath", a weird one that uses everything at range, but also a "Hard-hit". Now that I think about the categories, mechanically there might actually be only two different ones, as we know "hard-hit" CAs perform exactly like "attack" ones, should they have more than one hit to deliver. One other thing to note is, that in cases of auto targeting/homing projectiles like they can be modded on archangel's wrath can seek out different targets. So I assume the same goes for RI modded with "Trail". That may look like different behabviour, but it's actually part of the "homing" mechanic not the CA that these homing projectiles come from. To get back to this thread, even the weird behaviour of the wet poodle's frenzied rampage on foot does still behave according to the rules. It fires often and slowly over a long period of time and acquires new targets only when the current one is dead or unavailable. It seems weird at first, but mechanically it's still the same, at least as far as I understand it. I still did not get to testing that one myself. I hope I dumped all the relevant information from my mind about what I expect and why I don't have a problem with your Darting Assault stories, but I do have a hard time believing the Ravaged Impact ones. I'm certainly interested in hearing or seeing more about anything that contradicts my expectations. For the darting assault projectile number in your "DvD install", the values from spells.txt would be enough to calculate the exact projectile count at a given CAlvl. I think Maneus has done that over in his Sacred 2 weapon damage calculation thread. Should be somewhere page 4 or later in his thread... For the Ravaged Impact behaviour, I only believe it when I see it Maybe there is more I don't know about this game. Your wet poodle discovery already made me want to play this thing, maybe you can find more weird stuff that I subsequently will have to play
    3 points
  3. I have high hopes for Squishy, but even if he won't work through Niob, he'll still work fine as a shopper and smither. Already I've been able to shop rings and amus that greatly improves his quality of life on EE, much more so than what the EP-build did and he is double the lvl atm.
    3 points
  4. Hello, I've been stealthily following dm.org for quite a while and I must say it's a great job you all have been doing, putting some life into this old series of games. Well, I mean Sacred 2 mostly. Love the mods, love the effort that went into making them top notch. Especially glad DFallen is getting some updates, I've been playing it for ages.
    3 points
  5. It might seem a "lazy" build to have Shadow Veil as a permanent buff, but it's a great way to develop ones own personal S.W. Blacksmith to a high level. Skeletal Tower when properly developed is quite utilitarian. Later, I create a character just for shopping and purchase the jewelry that I need to boost damage and pendants to lower regeneration time to half. I save my chests by level (ranges 10-20, 30-40, and so forth) to reuse at will on a subsequent play-through. Find a character that you especially enjoy and save gear for subsequent games!
    3 points
  6. Sorry about the confusion. The statement probably needs some context: The speed is actually very fast, but it still confirms the remaining part of my post. As the Hippocampus only gets very fast, when one removes the speed cap of 250. I.e. with a base run speed of 500, the removal of the cap of 250 is very noticeable (as it should be, when doubling speed). I clarified this in my post above. The statment was meant in the line of: The run speed of the elite mounts is set unreasonably high when removing the (previously unknown) cap of 250. Only the cap brings them back to a reasonable base run speed.
    3 points
  7. The cap of 250 is applied at the end and it can not be improved. The game actually does the following: (I) It calculates the move speed factor. Here Skills (Speed lore on foot and riding masterywhile mounted), run speed bonuses (these are normally bugged for mounts), speed debuffs, speed reduction from high level armor (only on foot) and the NPC difficulty factor are taken into account. The result is capped by the speed limits from balance.txt. (ii) For a given creature the walk and run speed are exported. The run speed is multiplied by the move speed factor, the walk speed is not. Both values are now multplied with a mysterious factor from the function "cTypeMgr::getSpeedFactorHack". I do not know how this is calculated, but it seems to be 1 at least for player characters (at least replacing it by 1 does not change anything in this case). I am not sure in which situations this factor might be unequal to 1. (iii) Both walk and run speed are capped by 0 from below and 250 from above. Note that this is the actual run speed. The animation is sped up (both for walking and running) by the move speed factor. They do not affect the cap. The first one determines how much attack speed you get from weapon skills. The second one how much run speed you get from speed lore/riding. For the third one see above. It is a multiplier in determining the move speed factor for NPC's. As a side note: Elite Mounts are way too fast, when removing the cap of 250. I just bought the hippocampus with run speed 500 (in a modified game, where the cap is removed) and it takes ~2 seconds to cross the screen at trackdist 2000. Edit: Regarding Bonus_Speed_Limit: I am not sure where this is applied. I think it should affect the relevant balance.txt cap. But I need to actually test that. Edit2: Yes, Bonus_Speed_Limit seems to increase the cap of the speed factor (I.e. the values from balance.txt). At least judging by the tooltip. I only tested it for attack speed, but it should probably also work for run speed, when changing the spez.
    3 points
  8. A very interesting find. From looking at the code, the actual cap seems to be 250. So it should affect even more cases. Although the cap seems to be there for a reason. I removed it and high enough move speed leads to the character being faster than the camera speed (and with it at least some parts of the object generation), I.e. there is short load time when the character leaves the screen, as the camera cannot keep up. And I am not sure how to adjust the camera speed. I should note that I also modified the EE logic.dll in such a way that mounts benefit from run speed bonuses, so higher speeds are possible. But even on foot the 450% speed cap in EE allows for pretty absurd movement speed.
    3 points
  9. Thank you, for confirming this! Yes, I think the tooltip is wrong by 1% (at least in the EE logic.dll). The implementation is weird and the 1% is added at a different step of the calculation. This is probably hard to test, but it is really not that important. Yes, there definitely is. In the code the chance is out of 1000 and a lot of variables are integers. I just omit the rounding to save time. Good luck with that! Some things I can contribute from looking at the code: (I) Attacker and Defender are switched (obviously) (ii) Reflected attacks do not seem to require an additional check for chance to hit. (iii) Reflected damage against players seems to be halved. (iv) It seems like reflected damage does not trigger secondary effects (like burn, freeze, etc., but also stun, wounds and so on) If you find the time, I also have another damage related quirk you might want to test. I am unsure whether the mitigation reduction of ancient magic mastery also applies to weapon hits. This should hopefully be easy to verify with your setup.
    3 points
  10. 2024's pumpkin carving project is done. This time it is the Witcher school of the wolf medallion on the front... And the five Witcher's signs around the sides and back. Initially I left them all standard jack-o-lantern orange, but that night I got the idea to make them all colored like the originals. First attempts were with neon paint and a black light... But that didn't light up the wolf head very well. So next attempt was with white lights and colored tissue paper attached behind each sign. Sadly by this point two full days had passed since carving and the structure of the pumpkin was starting to lose integrity, so I had to end the experiment. Still, I think it turned out better than I could have hoped.
    3 points
  11. Some preliminary findings about Chance Against Critical Weapon Hits (Combat Reflexes) and Evade Critical Hits (Spell Resistance) These bonuses appear to not work at all. At least, not in the way I expect them to. Interestingly, having over 100% chance to hit also increases the chance for critical hits. Achieving over 100% chance to hit requires either Opponent's chance to evade -X% or Chance that opponents cannot evade attacks +X%, or a combination. But they certainly do increase the critical hit chance (even up to 100% at really high values). I'll need to do more tests, but not knowing what the base critical hit chance is complicates things a lot.
    3 points
  12. Bugs!!! Crawling creeping crusty creatures of holy crapola thats a big bug! And what are the odds that it'd drop 2 of the exact same set armor piece? Well... in this case I'd say 1:1 Ohh and this was on MP. I forgot to make a video of him doing it in SP with 2 of them big bugs and 4 smaller scorpions. He did fine there too.
    3 points
  13. Hi SLD, (actually I wrote LSD, corrected it again to LSD before getting it right on the third try... speaking of Freud... ) thanks a lot for you kind words. I had no idea, that this wasn't already widely known, because you guys are so incredibly knowledgable about Sacred 2. It's nice to be able to contribute something - even if I was a bit lucky here. I too, had encountered this problem / feature before, when I wondered if I could make 'Dashing Alacrity' work on mounted movespeed. I remember Lindor giving me great advice about how to create specific bonusses, that could do that. While his advice was good, it didn't work out. I figured, that I must have done something wrong... but probably just ran into the cap. If Flix and Dimitrius154 didn't know about the cap, maybe Lindor wasn't aware of it, too.
    3 points
  14. While we are at server names, the servers you supply have longer names than can be shown in the lobby. For example the PFP christmas server ends at "chr..." and there is no way to see the full name in the lobby overview. It might make sense to put the Server Name/ the full information contained in it, into the Description. I mean EE + Su... is probably superspawn but the description doesn't say so and we also don't know if there's another "+..." behind that one. Which brings me to the next topic. I just tested the Realm with an EE client. -I can create my own server, though I doubt someone else could connect to it. Nothing special here. -I can slam my EE Alternate Spells character into the supplied EE server, that says it only needs the core mod in the description. I guess this would crash along the way as the "shared" data wouldn't match. -I get a disconnect error when trying to Squeeze myself into a supplied PFP or CMPatch server. Wrong error message, but at least I can't join, therefore it's working as it is supposed to The alternate spellls one is the only oddity among this stuff. The scripts for sacred 2 are sorted into 4 folders. Client, Particle, Server and Shared. Client and Particle are probably purely clientside so if those differ from the server it will look odd and not match what's actually happening, but other than that it shouldn't matter at all. Server scripts are probably only run by the server meaning they just overrule whatever one might have locally. So differences here should also not matter at all. But what happens with the Shared scripts. I would have expected they need to be identical between client and server, but it seems there is at least no check for that, as I could join EE with alternate spells... So either this causes horrible crashes or those are actually also temporarily overridden by the serverside versions? I did not try an altered CA yet... Edit while still not posted I tested an alternate spell and it just reverts to the original, so I guess Shared is overruled by the server side as well. That is probably also the reason why I am allowed to join, as there is no real version mismatch anymore. I get all the wrong local stuff like the alternate skill descriptions, but interestingly I did get the correct Archangel's wrath animation and not that sonic thing... So as a coclusion Alternate spells characters might actually be compatible with normal EE servers, but I still wouldn't recommend that. Challenge mode and Superspawn however really shouldn't matter at all. They are fully server side only changing balance.txt and spawn.txt. @xrystal, do you have any insight on version stuff beyond that? Am I wrong with some of those assumptions? Otherwise I would argue for a set of premade EE 3.2a Alternate Spells Challenge Mode Superspawn Free Play servers as they would be compatible with ric's already existing characters and add the most stuff to kill and loot, but also some challenge. That set would not need to include a bronze server as those are just a total waste anyway, so that way we can spare some xrystal resources. Any objections to this idea?
    3 points
  15. Sure, I mean, you are also allowed to use more optimistic or heroic names, but that's up to you... I have not seen more than 5 players at once on a server so far, but that's the technical limit for campaigns only, free play mode allows for a maxiumum of 8 players (how have you done those 9 in your screenshot? :D). How stable that is probably depends a lot on the CAs spammed and the stability of Sacred2 itself... ;) You need all to have the exact same gamefiles/mods active to play together. If your gamefiles differ from those on the server, you'll have issues joining the servers (usually wrong mods crash on join) and probably all kind of undefined behaviour even if not. So you kind of are forced to decide on which mod you want to play, sorry By default, the servers have no passwords, but yes, can be configured - if you have a specific configuration in mind I can either add that one to the preconfigured list with a password for you or you could of course also startup a server via the s2gs.exe and register it to the lobby. The later requires setting up port forwarding/firewall, tho. Just wanted to clarify that even if it's a bit of a hassle to setup in general anyone is able to register any kind of server against the lobby.
    3 points
  16. Thank you for explaining it, now I finally see the real picture and it's obviously a nice halloween choice for gandalf. Wow, I always wondered what that "deformed dog" was supposed to be. A perfect example for what my eyesight makes of such things. The "dog" faces to the bottom right, Gandalf is basically its nose, the balrog is it's right eye and the dark part in the top left corner is where the right ear is. That happens when you don't have proper colour vision. You see a dog instead of a movie scene...
    3 points
  17. Rommel, that's just a nasty ol' Balrog. I had to keep him from crossing a footbridge once upon a time. Of course I didn't make a demon. Too many evil, misguided folks make one of themselves already.
    3 points
  18. My dark elf wanted to do some ice elf cosplay: https://www.sacredwiki.org/index.php/Sacred:Magic_Saber_of_Light
    3 points
  19. Well, I certainly was a bit too excited about this parry stance. While it is a fun mechanic, the fact that it only affects weapon-based attacks diminishes it's usefulness massively. Since I can't tell if a hard-hitting boss-attack is weapon-based or spell-based (well in theory I could if I memorized the spells.txt) it's indeed better to just run to evade. On top of that: It's unclear at which point of the enemy attack the parry-button would have to be pressed. At the start of the enemy attack or would it be sufficient, if it's pressed just before the attack hits the character? Even without it Sacred got the gameplay quite right, I think. PoE for example overdid the 'run-in-circles-thing' by a large margin. Anyway, I like the parry stance. It looks quite cool... an it transitions nicely into the even cooler Sera-walking-animation... ;-) Thanks a lot again... and Maneus: Have a nice trip!
    3 points
  20. Oh interesting... I guess dis arm is one of yours?
    3 points
  21. Hello dear forum-members, while playing around with the balance.txt I changed the max.speed to 2000 (I.e. 200% instead of 150%). After starting the game later on with my high-level Sera I noticed (just as expected) that all animations are executed a lot faster than before after casting 'Dashing Alacrity' and raising the attack, cast- and movespeed to 200%. So far - so good. But while the model now attacks very fast (working as expected) and seems to exercise a very speedy run, the actual movespeed (movement over ground) didn't seem so follow the faster animations - at least not to a degree I expected. So I began to test: Run a predefined distance multiple times and take the time with a stop-watch. I started without any equipment no buffs at 100% movespeed: My Sera needed quite exactly 16.40s for the distance. With equipment and 127.5% movespeed indicated on the characterscreen I tested again - and again my Sera needed quite exactly 16.40s for precisely the same distance. Sure, the animation speed was visibly faster but the movement itself was not. So I repeated the test with 150% movespeed, 175% movespeed and 200% movespeed. While the animations got increasingly faster - the time needed for traversing the same distance stayed exactly at 16.40s. For clarification: I am using just the lasted CM patch 1.60 (starting screen says Version 2.65.2 - build 1837) Did anyone of you notice this behavior? And even more interesting: Is there a way to fix this. This doesn't seem to be intended. Thanks a lot, Khorath EDIT: This problem seems to be Seraphim related. I just tested the same run with a Dryad and the +% movespeed on equipment is definitely working. The Dryad got an effecitve speed increase of about 1.2s with 30% movespeed. She took 17.50s without equipment and is down to 16.30s with equipment. While this isn't anywhere near a 30% speed increase (this is quite probably intended) it is a measurable increase. While using the Seraphim neither equipment nor buffs (Dashing Alacrity) had any measurable effect. EDIT 2: I found a possible solution to the problem above. Each creature has a runspeed defined in the creatureinfo.txt. (Sera vanilla runspeed = 190) For player characters this runspeed can be increased with +% movespeed, up to a cap of 300. At least I suppose there is a cap, because if you set runspeed=300 in the creatureinfo.txt for your character, +% movespeed no longer has any effect. If it is set higher than 300 no further speed increase is measurable. As I accidentially changed the base movespeed of my Sera to 300 in the creatureinfo.txt (I had forgotten, that I did this) I created the problem myself. So quite literally: My bad!
    2 points
  22. Nice! Sorry about that picture Gogo, you can delete it, I don't know what got into me, I was completely... What was the word Ric used in his boomstick build? Bonkers? I got Bonkered. I can't send a real one, as I don't even have a mobile phone to make a selfie (damn it I didn't even know how to spell this word "selfie" properly! I've never made one, that's for sure!) I live in a cave, I'm prehistoric Gogo, that's all I can tell or show you. (And Montreal... Well I don't know too much about it, but I sure know one place: Circuit Gilles Villeneuve on that island in the river! One of my favourite tracks, it's an absolute blaaaaast! I've driven thousands of laps on it in F1 games. Wooohooo the Wall of Champions and everything... I don't know how much you can relate to all this, but this is the best I can give you instead of a selfy selfie. That, the Toronto Raptors and Mr. Air Canada, Vince Carter himself. This my Canada knowledge. But it's still a bit more than you know about Hungary, I bet!)
    2 points
  23. We go up on weekends sometimes to hang with my cuz's family up in the country. Its a good break from city life, and noting beats their endless horizons...easy on the eyes and soul My cousin's Dad (Uncle Bernard) turned 80 just last week in Sri Lanka... my Auntie Jayanthi has sent out this photo and the family's passing it around. I found instantly that the photo was a great capture, but it was only when I wrote out my relationship to everyone in that photo that my heart swelled and my connection to my family felt even stronger. On the right is uncle Pushpa my (now- passed) dad’s brother… Then Auntie Jayanthi my mom’s sister, then at the back Uncle Bernard Goonetilleke who is married to Auntie Jayanthi then along the left coming backwards is Uncle Gnanaraj the son of my grandmother’s sister, and then auntie Champika his wife ❤️
    2 points
  24. So it is clear to me now that Mr Noodle was not so well planned. The idea was allright, but skills were taken in a less than optimal order. Just for the fun of it I made a new toon "Squishy" who has gone the Bargain route rather than EP, and it has made a big difference in killing speed and survival rate. He is lvl 18 now and is making his way through the start of Silver. Still fragile, but has more lifeleech and regen-per-hit and better stuff to put in sockets. With Squishy I have re-discovered some of the joy and amazement I found at the start of this adventure. He is much more offensive than Noodle, Bob and the others I tried out, much thanks to regen-per-hit that allows Frenzied to run 100% of the time. The double-mousebutton-attack-style suits this toon very well. The absence of EP and magic find makes for fewer uniques and sets dropping, but the stuff you can buy easily makes up for it. EE with Challenge mode and Superspawn suddenly feels fun again, not just a struggle.
    2 points
  25. Defense is the stat that is compared to the enemies attack rating, to determine their chance to hit you with an attack. It has no effect on the actual damage you take when you do get hit. exactly that. There is one debatable thing about the spell resistance skill, it's mastery bonus. That one might be useful under certain circumstances. I have never really tried incorporating that one into a build though and it would certainly not be taken to reduce damage, more like a utility thing... I also just checked, in EE with challenge mode winning the spell resist check still lowers the damage of that spell by 30%. Yes. The spell resistance from willpower is a base value for the same thing that the spell resistance skill increases by a %. This spell resistance is somehow compared to the attackers "spell intensity"(provided by their Intelligence etc.) whenever you are hit by a spell to determine wether the 30% damage reduction happens or not. Actually, I think he struggles because he's playing EE with challenge mode My Blacksmith at level 101 struggles his way through platin right now...
    2 points
  26. Don't underestimate the power of defeating ones opponents before they can do any significant damage. Spell casters can do this if the build is proper and they have sufficient protection (specifically, Defensive Skills and Armor of all types). Few armor pieces, shields, and jewelry selections possess Damage Mitigation, "This is the way."
    2 points
  27. I am not sure what you meant with this. Is this supposed to confirm or contradict the rest of your post? My confusion comes from not understanding what "it takes ~2 seconds to cross the screen at trackdist 2000." means. Would that be "slow"(confirm) or "fast"(contradict)?
    2 points
  28. Tactics lore gives me modification points for 2 aspects. That includes malevolent. So I will eventually get the mods there too. But I have a bigger problems now 1) I can't combo belligerent valut and ruinous onslaught. I could've sworn you could do that. Jump first, run afterwards... I guess my memory is hazy. 2) And I ultimately can't decide if I want 2 or 5 skellies (or anything in-between). I planned going 5 but then they look ethereal excluding the shields (which are very basic and not pleasant to look at)... I guess not everything can be so simple as it was in the draft. I'm tempted to go EE with alternate mods and make a melee SW with skellies and the minotaur. Back to the topic of gods, Sakkara is trashing everything those early levels. Skellies are pretty strong too. I wonder if they all get buffed because I run challenge mode.
    2 points
  29. If you plan on using the weapon with spectral hand and no other way, I would not pick hafted weapons at all. But if you don't have any better idea what to pick and end up with a bunch of +allskills, which I usually don't have, than you can of course pick anything. Yes and those questions and the resulting answers are what lurkers read, so they can appear smarter than you. Look at it this way: You are a pioneer! You create new questions and answers where none have been before.
    2 points
  30. A little boring? I think it's a bit worse than that. It's the most boring build ever! It's the perfect afk build though, to get all the utility skills if you want. But I see now that you probably know more about the game than I do, I just thought maybe the tiny little bit of game knowledge I have collected could be of use to a newbie. But you're no newbie, so you definitely don't need my stupid advices either. Consider yourself on an important mission then, and please report back, if all this invisibility thing is working the same way, as in the original game! (I want to finish my current projects both in Sacred 1 and 2 before moving on to mods, but I will get there one day!) Edit: and I didn't say Sakkara to help you in combat, it's just that when you get completely bored and tired of everything, you can fight your own demon when it turns on you. It's one extra thing to kill.
    2 points
  31. Expect months/years. The project awaits the return of Dimitrius154 who has for unknown reasons not logged in since January. I second that one and raise the Sakkara - to the chopping block. The Sakkara is also a summon... I am not sure if that holds true for EE. And if it does not, I would not suggest playing anything with shadow veil. If the perfect permanent invisibility is still achievable I would however also agree with dumping all the defensive skills except for armor lore. I would argue the other way around for sticking with the hand that can use %leech and duno the useless tower. In that case, I would also dump tactics lore and hafted weapons and if you really want to use all the skills you plan to upgrade via tactics lore, use the two focus skills instead. The only god power I ever found useful was the reflect one(inspiration?). It is also buffed in EE. But for an invisible build that wouldn't matter either. As you brought up the topic of escort quests, I guess you already know more about this than I do. I don't really play quests and escorts would probably really suck with an invisible character, making them draw all the aggro... On the build in general, I think I already pointed out most of the things I would do differently. But it's all based on wether it still keeps you perfectly safe in EE. If it does not I would drop the entire invisibility thing and make a proper character. If you choose to make this character please tell us if the perma invisibility really works in EE and there are no monsters that can reveal you anyway etc.
    2 points
  32. Hi there, I've done all this invisible thing with the SW, (although not in EE), my advice would be to forget all the summons, and the hand too, and just focus on the tower. Put all points into Stamina, so after a while you can have two, then three towers out, and do everything in your power to make the tower more deadly, and the reg time go down. They are more than enough, even in Nio, And you are perfectly safe. The reason I say skip the summons is because if they recieve Area of Effect damage, you can get hit by it too, even if invisible. But if you only use the tower and have your shadow veil at 25, you'll be perfectly safe. And you can leave all the defensive skills out completely, because you won't get damaged at all. You can even keep bargaining and blacksmith at level, or do what you like... I wouldn't take hafted, maybe ancient magic instead? But I'm really bad in game mechanics, some wizard will surely pop up after a while, and will have something clever to say. (And if all this isn't true in EE, well, sorry! It works in the original game...) About the gods: well, choose the Sakkara, no? One more thing to fight!
    2 points
  33. The above post looked at what happens to the maximum hitpoints, but not the current hitpoints. Normally, Deep Wounds lowers the current and maximum hitpoints by 20%. LifeFactorDiff appears to act as a divisor to these 20%. So LifeFactorDiff at 4000 means that the 20% is divided by 4 and becomes 5%. In this case, the current hitpoints are also lowered by 5% (multiplied by 0.95). And once the Deep Wounds expire, the current hitpoints are divided by 0.95. Let's say that the wolf has 80000 hitpoints at LifeFactorDiff = 4000. Hitting the wolf for 1000 damage and applying Deep Wounds leaves him at 75050/76000. After the Deep Wounds expire, he is at 79000/80000. So far only LifeFactorDiff appears to affect the effectiveness of Deep Wounds. The parameter LifeQuotientMT does not.
    2 points
  34. I just found out, that in Sacred 2 the "warning level" cannot be adjusted. Another thing that confused me here and probably caused confusion on your end with my questions/worduing It is adjustable in Sacred 1. That is also where I got the name "warning level" from. Sometimes the nose is wrong
    2 points
  35. Ah, that was my misunderstanding. The turbo wolf is unneccessary then. I mistakenly assumed the hitpoints would only ever go up when the tooltip was updated, so I thought the wolf could hit multiple times in a row always lowering your hp, as the regen would not yet be visible. Under that mistaken assumption he could "kill" you before you know that you have regenerated life. That also led to the question of wether the danger level ping could happen without actually reaching that low amount. All of this has been cleared up now, as every hit properly updates the health bar to the actual value. Thanks!
    2 points
  36. You're talking to that insane guy, who decided to make a smith for the community, with no prior gear, purely on challenge mode
    2 points
  37. Well, it moves forward. I felt that the dryad island and the wastelands was a tougher challenge, but that was to be expected. They killed my mount a few times. I had a slight problem with too low regen-per-hit so there was a small, but deadly, delay between CA executions. And I got stunned from time to time, which also is a very bad thing when fighting the Nameless Guardians. Even at level 74 fighting 8 guardians proved to be too much so I had to back down on the Challenge and Superspawn mods for that fight. 4 regular guardians in Silver... no problem at all Going into Gold now and it's a walk in the park. Griffin and the Kobold Chieftain went down in seconds. I'm currently doing Final Concert quest, and no mob here is posing any threat even though they are about 7-8 levels above me. I did a few runs on the Griffin, but as I'm without Enhanced Perception or MF-gear, I get quite lousy drops. Better to just move along. I start to wonder if it would be possible to do this but with EP on again. I really miss the volume of good drops I had with Bob. Maybe if I concentrate on Armor, Spell Resistance and such, it will go better, because now that's what hurts the most. I picked those quite late and they feel underdeveloped atm. The fay in the upper part of dryad island were really bad on me. Even with all ice-relics, every hit took a great chunk out of my life bar. And those leaping plants... at a distance they are easy pickings, but if they jump and land a melee hit.. ouch!!! I still haven't decided which kind of attribute that will serve this build the most. Vitality, Dexterity, Stamina or Willpower. They all have their advantages.
    2 points
  38. Chai -> Chia seeds A very nutritious seed.
    2 points
  39. I ran Silver with my toon up to about lvl 50 without CM and it was a walk in the park. Then with CM I got almost instantly crushed and had to run like a little baby, constantly redlining, until I got away from the mob. I was NOT prepared enough. Individuals and small groups are no problem, but when they gang up on you, which they will do quite often, you'd better have a plan. Concerning groupfriendly buffs. I have a few but with this toon (The Black Knight) I have not modded my CA's for it, not even Guidon. So for playing in teams, I might wanna make a new one with the right mods.
    2 points
  40. The welcome message can be modified. Good idea, could put either a short explaination or a simple link there. I just have to get up my build environment for the lobby again to be able to actually do that. If I remember correctly, linebreak was not possible in the descriptions, but will have to check that again to be sure. Thanks for testing, glad to hear. Is CM that hard? I have to admit, the "normal" niob is already quite hard enough for me I added the silver and gold EE CM ones.
    2 points
  41. That PFP server was pretty much for myself I should probably add more difficulties for it. But yeah, the list has grown over time and it was always a back- and forth between keeping it short but supporting the mods wanted. And last week while trying to get running everything again I copied my serverlist from one file format to another and added even more errors to it. With the old server, I had less control about the ressource usage of single game servers which made some processes use more ressources than actually needed. On the current one, I can assign precise limits for cpu and memory which allow me to put up more game servers within the same amount of ressources as I can be sure that memleaking processes will now just restart if they hit a memory limit. For the higher player numbers servers however we'll probably have to test how much ressources they actually need under load to not restrict them too much. Especially considering superspawn probably causes more load the different configurations of game servers should probably also be treated different in terms of ressource assignment. Also: It's okay, I don't mind input, it's helpful. And technically, with everything new and fresh, now is a very good time for changing things. I also still miss some major mods... About the server names, I am still a bit torn about how much abbreviation would be good: It's not that rare players actually stumble upon the game servers without any outside knowledge. So they would have no reference of the abbreviations in the titles, try to join at random and consquently fail. That being said, not seeing the full title displayed also is no help to them, hmm... Sure. You'll have to verify tho whether they are working or not as I currently don't have a matching clientside EE setup to do so myself. I'll add the file for CM later today to my images and post again once adjusted (currently, the servers should now run in various difficulties for EE Alternate Spells but still without CM).
    2 points
  42. Which doesn't matter much as the altenate spells servers are only available on niobium difficulty right now... Also, while the description shows all required mods it doesn't show the active mods that aren't required, those do still "matter" however as superspawn games feel quite a bit different and should we ever have challenge mode servers, one might want to know that before joining one as well... There would be enough space, people would just have to learn a bunch of abbreviations, that you could list over in your thread, that everyone wanting to play on your realm has to visit anyway. Example from your list: "- S2EE 3.2a + Su..." shows there would be enough space for the theoretical maximum of "- HCEE3.2aASSSCM", So it could list everything where we to learn the abbreviations. And those 2 character ones are still not hard to memorize/ figure out: SS Superspawn AS Alternate Spells CM Challenge mode (or CH if you don't want it to be confusable with the Community Patch) HC hardcore and EE Enhanced Edition are already used anyway. Also visible on your screenshot and more ingame, the servers you have currently running are quite an inconsistent roster. From free games with only 5 instead of 8 slots to no bronze pfp campaign games and the aforementioned alternate spells only in niobium, it's all over the place. I guess that has historical reasons, as you probably just added what people asked for, but I think that could use some review. But before you misunderstand my intent here, this is just information and not a request. I couldn't care less about pfp, there are no more than 5 players around anyway and the current server naming convention is sufficient even though not perfect. I don't want you to feel pushed to change stuff now. I do have a request however, as ric has liked my post and gogo has been around as well without objecting to this: So I guess noone has any objections. Would you please create those servers? I don't think we'd need a bronze one but silver through niobium with EE 3.2a, alternate spells, challenge mode, superspawn would be nice to have. And make them softcore to not exclude ric's current characters. I'd really like to try out your realm and see if I can get someone to join in
    2 points
  43. It's the Grunwald Dragon and may be found in the human territory in a cave. Use this map.
    2 points
  44. I do like making perfect character builds There is a reason why I never reached level 200. At some point the game gets boring, repetitive and there is almost no more change on the character. As long as something changes I like farming loot etc. In that case it's mostly bosses though, which my rules for this playthrough won't allow. I left out dragons etc. because it takes so long to get to all those bosses and it's not worth it. I left out grinding the forest guardian because I considered that thing a bug and wanted a run as legit as possible. That resulted in Orc cave being the only spot for xp and loot. I spent almost all my time with this character there and I'm burnt out, which is also why I'm now finishing the niobium campaign without a levelling phase. I usually don't play Sacred 2 all the time. So what I do like is making a theoretical character, proving my theory in game by satisfyingly demolishing everything with it and then moving on to doing something else Sometimes I just want to break a certain game mechanic like trying to stack as much mf as possible to see what the loot looks like at that point. I guess I just like pushing boundaries and seeing things no moo has seen before
    2 points
  45. 42. But the levels will keep on coming faster now, (the NBA season starts soon), and that means some heavy orc caving for me!This is exactly how my last sw died too. Got bored with silver, rushed to the orc cave in gold... R.I.P. But now! Now it's different. Now I know about the phys mitigation sera runes! They won't stand a chance!
    2 points
  46. @ric7202 @SLD et al... @Schot sorry everyone, some news weve just been messaged that were approaching our limit for data and activity usage for our hosting... Schot's called an end to the party (Dang you Schot.. daaaaaaaaaaaang.. . yoooooooooooo *waves balled up fists angrily at the Schot gods ) ) and hes stopped big uploads and videos to DarkMatters... were still discussing size limits for files, and he was actually surprised that we had started to host video files... what Ill do is, before we take out the video files, is make sure theyre safely copied on youtube... hence forth if you guys want to show vids, youll have to see about getting it to hosting yourself on a free youtube account or elsewhere give me some time to work with Schot to put together SacredWiki's uploads direct...this way you can directly upload to a link we will provide and I can bring it to youtube... ...this will take a few days. give me some time to set yp SacredWiki - DarkMatters Youtube channel to accept a kind of *guest* upload directly from users... a day or so to go over the set up. sorry everyone I was having a great time too and we loved seeing the excitement for the builds rise through video use... look at SLD's work on Youtube: we will find a way gogo
    2 points
  47. I was glad to be corrected by @SLD, gives me all the more reason to look forward to booting Sacred 2, when I get to it somewhere next year. (Irl got real busy). Hope you're all well. For the other stuff keep me in the loop gogo, would love to know what the community is doing P.s. @SLD love the jumping pumpkin-o-cow.
    2 points
  48. I've already recorded a quick 5 min demonstration of what it looks like right now. But those 5 mins will probably take about an hour to upload... so no smithing gear breakdown for you... With my upload those 5 min were already far too long. No youtube for you either but that is something gogo can handle as he already does for ric. Don't expect anywhere near your SW in power as this is a self found pure campaign(so no boss farming) hardcore run. So my gear is nowhere near what I would want and I still haven't put points in tactics lore or enabled the third buff so no damage scaling there either. All sockets are filled defensively so far. And that defense works out nicely as you will see... This playthrough under the hardest conditions I could come up with was just to prove that my guide is playable under these conditions, even though I've never played a campaign run or hardcore or fully selffound before. So it's supposed to prove the mechanics I bank on don't break under conditions I never played before. So far it holds up nicely and perfectly proves my point.
    2 points
  49. Maybe he is just likes me... green favourite colour and liking skeletons? I mostly use the summons, and with Rousing Command and Augmenting Guidon their killspeedis "good enough" to kill the normal mobs until level 150. I mostly die then. xD
    2 points
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