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Showing content with the highest reputation on 03/20/2024 in all areas

  1. Over the past few weeks, I've been meticulously crafting a new Dryad build and pushing the limits of summoning AI, which, to put it mildly, hasn't been the smoothest ride. So, in an effort to enhance our collective gameplay, I dove deep into the mechanics of two summons deemed most potent and reliable, hoping to uncover which one truly stands the test of time. The Objective: My journey was primarily fueled by the desire to circumvent a common nuisance - our summoned allies diving headfirst into a state of utter confusion, either halting their assault mid-battle or completely withdrawing from the fray. Methodology: Armed with a stopwatch app, I embarked on a series of tests. The moment our summoned creature leaped into action marked the start, pausing only when it decided to take an unscheduled break or retreat. Imagine orchestrating this setup... yeah, it was as cumbersome as it sounds. I conducted 100 trials - 50 amidst the sprawling expanse of the outdoors and another 50 within the confining walls of dungeons. Each session spanned 15 minutes, a testament to my need for a good freaking summon (or insanity, perhaps). Before diving deeper, it's crucial to note that my findings pertain exclusively to the Xbox version of Sacred 2. Two Star Scorpion Head Analysis: This summon is a DPS beast. Its unparalleled attack speed, combined with devastating damage at higher levels, is something to behold. - Outdoor Performance: On average, our scorpion friend took a breather every 14.4 seconds, with each pause lingering for about 5.3 seconds. Attempts at re-summoning yielded a mixed bag of outcomes. - Dungeon Performance: Here, the scorpion's breaks occurred roughly every 11.4 seconds, extending to 7.1 seconds on average. Observations: The cramped confines of dungeons seem to exacerbate the scorpion's tendency to halt its assault. Despite this, it faces challenges across all environments, unaffected by level, gear, or strategic build considerations. Two Star Dragon Head Analysis: Though it may lag slightly behind the scorpion in sheer power, the dragon compensates with agility, a cute face, and the ability to keep pace without constant teleportation - a significant factor since teleporting often results in a brief, but critical, pause in action. - Outdoor Performance: Our dragon ally disengaged every 19.1 seconds on average, with pauses lasting about 3.4 seconds. - Dungeon Performance: In dungeons, the average time between engagements dropped to 15.4 seconds, with each pause extending to approximately 5.2 seconds. Observations: Compared to the scorpion, the dragon maintains a more consistent presence in battle. It's noteworthy, though, that re-summoning either creature only rectified behavioral quirks half of the time. A peculiar find was that both summons tended to remain more engaged when I stood still (yet continued attacking), though the difference was marginal. In conclusion, for those venturing forth with a Dryad build on console, the dragon emerges as a slightly more reliable companion, especially for players seeking to avoid frequent summoning hiccups. However, if you're armed with patience and a desire for unmatched DPS, the scorpion remains a formidable ally. Happy summoning, - Jay
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  2. Hey! I'm currently finishing up my gold playthrough with my pet Dyrad. Unfortunately, however, one of the main quest NPCs decided to make like a mermaid and spawn in the ocean. I'm here specifically: The NPC was meant to spawn atop this wooden deck, like a sensible piece of clickable exposition should, but as you can see, He had other ideas. I can see him standing under there, drowning, chilling, contemplating the finer things, but I just cannot seem to reach him: I've tried restarting the game, teleporting away and just about anything else, but nothing has worked. Is anyone aware of a fix for this? I really hope my Dryad isn't ruined because this is the first time I've ever crafted my own build. - Jay
    1 point
  3. poor thing...hes joined the mass of poor souls spawned to heads of horses, belly's of ships and roof tops o'er Ancaria... strange land where people to end up as part of objects or transformed into objects with other pieces of Ancaria afixed... sometimes... Sacred goes Horror Movie ::D :lol I know you've tried all manner of game resets and can imagine how frustrating this is for you.. Hoping someone here will see this topic and can solution to us gogo
    1 point
  4. maple syrup (genuine) => pancakes! (and bacon)
    1 point
  5. Dromedary (one hump) and Bactrian (two humps) -> Canada Once there were giant camels in Canada. Researchers say that their feet were as good on snow as on sand. yukon camel
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  6. Collection of Bugs so I can reference once I want to start fixing them in my mod. The bugs should preferably exist in the latest EE and are fixable without requiring some fancy Ghidra/ollydbg Assembly skills. But it doesn't have to be this way, I'll take what I get. mgr.createDroplist(1460 ...) has duplicate entry101 German Localization uses Alternate Spells module locales in spite of the module being not active BlueprintID 4487 being called in quest.txt doesn't exist as taskitem TaskitemID:s 706, 2009, 2010 quest id = 10066 name = "S_HU_1a_B_nn-Pfluege_zu_Schwerterhaufen" should be a plow BlueprintID 1010 being called in quest.txt doesn't exist as reward quest id = 1003 name = "S_HU_3b_md-Dunkle Herbeirufung" The bonusgroups 172, 173, 177, 239, 224, 251, 261, 252, 253, 254, 563, 737 and 769 being called in typification.txt do not exist in blueprint.txt. mgr.addTokenBonus( {"et_provo_area", 906 }) -- 906 = bb_chance_block_CC: Bonus 906 does not exist
    1 point
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