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Showing content with the highest reputation on 02/21/2024 in all areas

  1. To get right to the topic: I noticed a while back that modifiers to runspeed do not affect mounts. This seems to include runspeed-modifiers from spells (I.e. Dashing Alacrity). I verified this observation in Thylysium, where it was quite easy to repeatedly run a set distance in a straight line and take the time needed for the run. I made several runs with or without DA/+% runspeed and took the times. The result: My tiger-riding Sera was as fast as she was with approximately +33% runspeed equipped. A Sera with a high-level DA runs faster as a riding one, which feels a bit off for me. Does anyone know if there is a way to make +% runspeed-modifers affect mounts or special mounts? Or as a workaround: How can I make mounts faster? I am very grateful for all hints. Khorath
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  2. LIMIT must be the increase of the attack speed cap then, if it's used by Frenetic Fervor.
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  3. Now THIS is some indepth knowledge! I will experiment with this. Maybe I can get it to work. Let's find out, what mounts can really do... ;-) Thanks a lot, Lindor!
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  4. The only way to increase mount speed is through Riding Mastery. It is intended that the standard movement speed bonuses don't work on them. Not sure if it's possible to mod the mount speeds in any way though. Yes, you can see the values for the speeds in creatureinfo, but changing them alone does nothing, as you found out. As for mount speeds, this wiki page lists them all at the bottom of the page, compared to regular character movement speeds: https://www.sacredwiki.org/index.php/Sacred_2:Mounts Seraphim on a Tiger is equivalent to a Seraphim with 40% bonus movement speed on foot. One of the slower class mounts, but still miles better than the Inquisitor.
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  5. Wünsche dir gute Besserung! Komm bald wieder auf die Beine!
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  6. I'm sorry to hear that. I hope you recover swiftly and completely.
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  7. Hmm. That would be a reasonable explanation why higher tier items have higher weightedprob. I guess we were wrong all along. Nice job!
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  8. Gave it a go and couldn't get it to work to an ideal level so just gave up with it. Not a huge issue, did a caster dryad build a long time ago. Will give pyro HE a go.
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  9. Yes. I gave the Scarabs in the desert dangerclass of 9 so that they'd drop boss amounts of loot and to make them able of dropping Legendaries in the first place, gave Magisil 20000 weidghtedprob and put ZRareExpectation15 to 500 or so, which combined with Enhanced Perception made it so that every Scarab kill would roll a tier 15 item. Result was only Magisil whenever a Legendary item dropped. For my personal use, I manually edited the weightedprob of all tier 15 and 14 items to be much, much higher than those of tier 13 (most sets and legendaries) to ensure that when the game rolls ZRareExpectation14 or 15, it actually gives me an item of that rarity. The game rolling 15 only means that it can generate up to rarity tier 15, not that it will drop. It still determines the item to drop by the weightedprob, So even if you score ZRareExpectation15 but there is 1 Legendary and 15 normal uniques with the same weightedprob in the drop list, you still have only 1/16 chance of getting the Legendary. I can give you my modded drop.txt if you want to see. In game, I noticed quite a bump in the drop rates of rarity tiers 14 and 15 without touching the ZRareExpectation.
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  10. Yes, its kinda wild inside the texture.pak. Which sets are you looking for?
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