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Very nice work! The console command is a great find. One question: In one of your posts you said that the run speed bonus from the ring did no longer apply when you also had riding mastery. Is this a general phenomenon? Or is it only related to the bonus of the ring not applying at certain speeds due to the bug? About the bug with the ring (and run speed modifiers in general): I think this is related to the code fetching the speed modifier for the wrong object. At least changing this part of the code, seemed to have removed the bug (and riding mastery stacks with other bonuses in all my tests). This could also explain why the speed factor in the console remains 1.0 when equipping the ring in your tests, regardless of the actual speed impact. Regarding the bug with mount level resetting: As far as I know @dimitrius154 managed to fix this in the Addendum (along with dismounting upon entering/leaving dungeons). Unfortunately, I have not found the time to look where excatly these are located in logic.dll.2 points
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A quick summary for the characters' speeds: All character classes have an in-game "runspeed" of exactly 160. This 160 is the result of multiplying the base runSpeed (from creatureinfo.txt) with a special multiplier. All character classes, except the Dryad, have an in-game "walkspeed" of exactly 55. This 55 is the result of multiplying the base walkSpeed (from creatureinfo.txt) with a different special multiplier. The Dryad has an in-game "walkspeed" of exactly 65.454544. It is calculated in a similar way, just ends up being higher. The base "runspeed" is additionally multiplied by a "speedfactor" and is capped to 250. The end result is what is shown by the "print hero" command. The base "walkspeed" is not multiplied by the "speedfactor", but is also capped to 250. The end result is what is shown by the "print hero" command. The animation speed for both running and walking is determined by both the base speeds and the "speedfactor", but I don't know how exactly. Under normal circumstances, the character will travel at the "runspeed" and use the running animation. There are two ways (that I'm aware of) to make a character walk (travel at the "walkspeed" and use the walking animation): - Left-click very close to the character's current position. - Left-click while holding down shift. Using the "Forward" or "Backward" key instead of left-click also works. This "speedfactor" is the combination of all bonuses and penalties to Run Speed. It is equal to 1 by default. Having a bonus of Run Speed +50.0% makes the speedfactor become 1.5. A speedfactor of 1.5 means that the character's "runspeed" jumps from 160 to 240. This is true for all character classes. All bonuses to Run Speed stack additively with each other. If the "speedfactor" drops below 0.6, then the character will start using the walking animation, but keep traveling at the "runspeed". If for some reason the "runspeed" becomes lower than the "walkspeed", then using shift-click will make the character travel faster. This is because the "walkspeed" is not affected by the "speedfactor". The "speedfactor" will affect the animation speed even when walking, so traveling might seem slower when it is not. The "speedfactor" has a minimum value of 0.5 and a maximum value of 1.5. These numbers come from the parameters SpeedMin and SpeedMax from balance.txt (500 and 1500 respectively). The two parameters also limit the attack speed and the execution speed, not just the run speed. Note that while the "speedfactor" is capped, the uncapped value is used to determine the animation speeds. For example, a bonus of Run Speed +250.0% will make the running animation comically fast, but the character's actual "runspeed" will still be 240, or up to 250 if SpeedMax is raised. I think all penalties to Run Speed stack additively with each other and form a single multiplier. This penalty multiplier is also applied to the uncapped value. Once you command the character to go somewhere, he will "remember" his travel speed and animation speed and keep using them until he reaches the destination. During this time, equipping items with bonuses or penalties will not make the character/animations go faster or slower. But giving another command will make him use the new speeds. It is possible that debuffs force a change - will have to test. Time for a pit stop Edit: If the walkspeed becomes equal to the runspeed, then the character will always use the walk animation. If the walkspeed becomes higher than the runspeed, then the animations are inverted. The character will use the walking animation on left-click and the running animation on shift + left-click. Speedfactor of less than 0.6 forces the use of the walking animation. There are other minor peculiarities as well. Mounts work slightly differently than the characters. This complexity is probably why mounts behave strangely when there are bonuses to run speed.2 points
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Good to see you again, Eru! The phenonemon still occurs even with the skill Riding Mastery. I couldn't produce it at +15% bonus from the skill, but I did do it at 0% and at 1%. Here is an edited screenshot with 1% (before putting on the ring and after): The speed parameters are: walkSpeed = 90 runSpeed = 170 Ring with Run Speed +50% There is also another phenomenon in connection with the ring, where the mount will be forced to walk (use the walk animation and travel at the walkspeed). Did you manage to fix that too? To me it seems like it is a separate problem.1 point
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The Facts! Great sum up Maneus... even here on vacay gotta take a break give a long distance high five for all the work and final summation to ... which character can run fastest when fleeing! gogo1 point
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The Seraphim creatureinfo: The speed parameters are: From the "print hero" command I see: According to the information provided by @Eru, the seraphim has the following multipliers: 0.8421053 and 1.222222 If I multiply the base "walkSpeed" by 1.222222, then the result is 54.99999 (or 55). If I multiply the base "runSpeed" by 0.8421053, then the result is 160.000007 (or 160). This matches the output from the console command. So these special multipliers are for the walk speed and run speed. They are not for the mounts.1 point
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Regarding damage reflection. Earlier, I did some tests here: https://darkmatters.org/forums/index.php?/topic/72710-an-easy-character-for-a-returning-sacred-2-player/page/6/#findComment-7147268 https://darkmatters.org/forums/index.php?/topic/72710-an-easy-character-for-a-returning-sacred-2-player/page/6/#findComment-7147283 I plan to continue my research, but it will be in small steps. Specifically regarding Chance to reflect: Close Combat +X% Testing without armor, mitigation or any damage bonuses. When the player's character is attacking a creature, the reflected damage is divided by 10. For example, 10000 damage becomes 1000 damage. If the player's character has energy shield, then this damage ignores the parameter MP_damage. This parameter normally multiplies the damage done to the energy shield, but this does not occur in this case. When a creature is attacking the player's character, the reflected damage is not modified at all. If the creature normally does 10000 damage, then 10000 damage is reflected back at it. Reflected hits can never become critical hits. For example, if the player's character or creature has 100% critical hit chance, then all non-reflected hits are critical hits, but all reflected hits are regular hits. There is no visual or sound effect for performing a critical hit in this case. Edit: Another thing about MP_damage that might be obvious, but I want to document. Because of this parameter it is possible to reduce incoming damage to 0 (when MP_damage is 0, Absorption warding energy is 100% and the energy shield hitpoints are high enough), but reflected hits will still do normal damage to the opponents.1 point
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I made an additional test to prove that the skill values of Aspect Focus and Ancient Magic are added together, and are not separate multipliers. Character has Delphic Arcania Focus at level 32 (SkillValue = 1015) Character has Ancient Magic Mastery at level 82 (SkillValue = 1003) Character's Intelligence = 1000 Opponent's Willpower = 3000 Expected chance to resist: 24.55% Sample size: 200 Results: 43 resisted, 157 not resisted, 21.5% resist chance1 point
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I can confirm that this is correct. Case 1: Character has Delphic Arcania Focus at level 31 (SkillValue = 992) Character's Intelligence = 1000 Opponent's Willpower = 1000 Expected chance to resist: 0.4% Sample size: 150 Results: 0 resisted, 150 not resisted, 0% resist chance The above was tested by using Cobalt Strike, which belongs to the same aspect as the focus skill. If I use a spell from a different aspect, for example Ancestral Fireball, then the chance to resist is 50%. Case 2: Character has Delphic Arcania Focus at level 11 (SkillValue = 450) Character's Intelligence = 1000 Opponent's Willpower = 1000 Expected chance to resist: 27.5% Sample size: 200 Results: 60 resisted, 140 not resisted, 30% resist chance Case 3: Character has Delphic Arcania Focus at level 4 (SkillValue = 211) Character has Ancient Magic at level 10 (Damage +20.9%) Character's Intelligence = 1000 Opponent's Willpower = 1000 Expected chance to resist: 29% Sample size: 200 Results: 57 resisted, 143 not resisted, 28.5% resist chance1 point
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@SheHawk Sorry for the delay, been quite busy over the last week. 1) Download JSGME. Unzip the downloaded file anywhere you want and launch jsgme_setup.exe 2) Choose the folder where you have Sacred 2 installed as the installation destination. I have mine at this path (screenshot), you need to click the browse button and find where the "Sacred 2 Gold" folder is on your PC: 3) After the process finishes, these 2 new files should be present in the Sacred 2 folder: 4) Launch the JSGME.exe. This window should pop up, just click OK. This will automatically create the MODS folder in your Sacred 2 install directory: 5) Once that is done, the JSGME window launches automatically. Close that for now: 6) Now download the Sacred 2 Enhanced Edition mod. Once done, you should have a single ZIP file which contains the mod. You need to extract that ZIP file into a normal folder. 7) Open the extracted mod folder. That will contain 9 more folders, which are the actual mod files. Copy them all EXCEPT the "Docs" one, into the MODS folder which JSGME created step 4 (where your Sacred 2 is installed). 8) Open the JSGME.exe again. You should now see the 8 folders you copied in the left column (Available Mods:). Now click on the CORE module so that it is highlighted and click the single right arrow, so that the CORE module moves to the "Activated Mods" column. This will enable the core features of the mod. Activating this one is MANDATORY to get the mod working. ----> ----> 9) If you want any of the additional modules/features, enable them one by one as you did the main CORE module. These are not mandatory, but you can use them if you want. That should be it. Hopefully this is detailed enough1 point