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Showing content with the highest reputation since 04/20/2024 in Posts

  1. Wow, I just opened the Wiki and I couldn't believe it! You guys did it! It works flawlessly again. This is going to be a long weekend comparing items and plotting builds again. Thank you so much!
    2 points
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  3. friday the 13th -> quatorzieme My neighbour asked me if my daughter could be the quatorzieme for his (playboy) son. Quite dangerous question since we met in forest and I carried a gun. Then he said that a quatorzieme is a 14th guest in case there 13 at table. So wasn't the question to be the 14th girlfriend.
    1 point
  4. Ah yes, dual wield does have some associated shenanigans, as both of you explained so well. There's another interesting mechanic that happens post CM 1.60, and by extension on PFP as well, and it has to do with the new behaviour of mage staves. If you dual wield a staff with any other melee weapon, and you use the staff as your main weapon, the attack will actually be... ranged! Since staves were changed to shoot projectiles even without its relevant weapon mastery, but still count as melee weapons, you can dual wield one with any other melee weapon. This can result in some really wild results if you run with a Malevolent Champion SW and modify Frenzied Rampage twice for double hits. Want to see something fun? Try it, it's a blast. One-handed staves don't have %LL, but if your secondary weapon does, you can then throw a barrage of projectiles and each will proc it. RpH gets pretty crazy as well, so you can get your CA's cooldown really high and it'll reset very easily. As for DoT builds, they do seem to be more effective with LMB attacks if even multi-element CAs can only proc one effect per hit. It's probably possible to theorycraft a build that relies more on CAs as support instead of using them as a constant means to attack, in order to maximise DoTs. I remember that there was this crazy Spectral Hand build back then with Damage Lore maxed out, and the guy who ran it used to farm the Guardians with it. It looked like it was a lot of fun, there's probably still its forum post around here somewhere.
    1 point
  5. Then the behavior has been changed in CM Patch, as the amount of elemental damage does matter for the power of the DoT in PFP. And yes, your observations regarding CAs are correct. When dual-wielding, it only ever uses the main weapon. The off-hand is purely a stat stick for everything other than left click normal attacks. This is the reason why I ran an Inquisitor build focused on just left clicks with Damage Lore, so that both hands can apply DoTs (burn and poison). In the PFP, the off-hand weapon is considered individually for left click attacks and inflicts a DoT based on the actual damage you deal with it, not the total of both. And another yes, Damage Lore will help counteract the DoT duration reduction the enemies get from Willpower at higher levels. Very noticeable on bosses, who without Damage Lore, by late Niobium usually only take one tick of DoT damage before it expiring, due to their excessive Willpower.
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  7. Okay, I conducted a few tests with a dual-wielding Seraphim. Applying DoTs while dual-wielding works differently when using a standard left click attack and when using a CA. When using standard (default) attacks, both weapons can apply a secondary damage effect and will consequently inflict DoTs. It is possible to inflict a poison-DoT with one weapon and a fire-DoT with the other weapon in a single attack. Interestingly, it does not seem to matter how much damage the off-hand weapon deals. The amount of both DoT-types (main and off-hand) seems to be based on the total damage inflicted and not on the actual damage of the specific weapon hit. This behaviour is in line with the mechanic described in the wiki: For all damage calculation only the main hand weapon damage seems to used. When calculating the %-chances to inflict the secondary damage effects (which is done based on the amount of damage inflicted per element) the damage differences between main-hand and off-hand weapons are considered. Example: When using a main-hand weapon with 1000 poison-dmg and an off-hand 'stat-stick' with only 200 fire-dmg, the chance to inflict a fire-DoT is much smaller than inflicting a poison-DoT. However once the DoT is triggered, both DoTs inflict the same amount of damage per tick. Sadly, this is not the case when using CAs. When using Soul Hammer only the effect of the main hand weapon is used, even if two hits are applied to the target. If using CAs (which will be the case most of the time) it is not necessary to use two weapons with different elements, instead it would be better to use one weapon that can inflict two elements (fire/poison). This way it is possible to inflict both types of DoT without switching weapons, even though it's not possible to inflict both DoT-effects in one single CA-attack. When using multi-hit attacks (I just tested Pelting Strikes) the same behaviour is observable. Even though the animation suggests, that you hit multiple times with both weapons, this is not the case. You just use the main hand weapon and can only inflict DoTs of this weapon. I haven't tested the behaviour of other CAs.
    1 point
  8. Hello, It has been some time since I last played.... I installed Sacred 2 Gold from Steam, and installed the 1.60 Community Patch what other mods or patches do I need or can I just play with that?
    1 point
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  10. Looking forward to your results, and thanks a lot for the explanation!
    1 point
  11. As a long, long, long time player of Sacred 2, and also as a recently returned one to the game, this thing right here is pretty much amazing! It's a visual mod that just makes the game a lot fresher and more eye friendly than it ever was.
    1 point
  12. Sacred 2 Gold together with the CM-patch is perfectly playable. You don't need any other mods or patches. I am playing Sacred 2 Gold with the CM-patch for months now, and am still perfectly happy with it. That said, there are some very interesting mods, that offer a different gameplay and quite a lot of changes. But there is no need to get them right at the start. There is one thing, that I do recommend though - IF you don't mind a form of cheating: The character editor, that you can download here from Darkmatters.org. Sacred 2s mechanics are a bit intransparent from time to time, and if you aren't familiar with them you can easily ruin your character build. Being able to undo some of the mistakes (or just being able to experiment a bit) might spare you a lot of frustration.
    1 point
  13. As I understand it, two things are needed for delivering high damage-over-time: 1. Consistently applying fire / poison DoTs. A high conversion rate will help with this. 2. Delivering heavy hits - as much damage as possible with the DoT-proccing hit. The skill 'Damage Lore' will also greatly increase the chance of inflicting fire/poison-DoTs. (It will also increase the chance to apply magic & ice secondary effects, but these do not deal any damage.) The mastery bonus of the Damage Lore-Skill will NOT increase the duration of poison and burn DoTs over the hard-cap of 5 seconds. My observations indicate, that the bonus might counteract enemy resistances, which may reduce the duration of DoTs below 5 seconds. The last thing is a kind of speculation on my side. I cannot say this for sure. About your question: I am sorry to say that I did not test dual wielding weapons of different elements yet. I just testet multi-hit attacks. If both hits of a dual-wield attack are capable of applying DoTs, then it would be better to use weapons with different elements and a high conversion rate on each one. This would result in consistently applying two different DoTs simultaneously, which could be really powerful. Very interesting. I will test dual wielding and report my findings.
    1 point
  14. Here are the results of my tests: I duplicated two weapons of roughly the same damage: 1st weapon - pure physical damage a) with low-level converter (29,2% converted to poison-damage) b) with higher-level converter (65,5% converted to poison-damage) 2nd weapon - with two damage types (70% physical - 30% fire damage) a) without damage-converter b) with higher-level converter (68,2% converted to fire-damage) All four weapons consistently delivered the same results when used on exactly the same enemy (Black Wolf, Lvl 111, Niob, The enemy had no visible resistances (yellow bar) against any elemental damage.): Any hit with ca. 1750 dmg inflicted resulted in a DoT of ca. 275 dmg per tick Any hit with ca. 2000 dmg inflicted resulted in a DoT of ca. 320 dmg per tick Any hit with ca. 2250 dmg inflicted resulted in a DoT of ca. 345 dmg per tick All critical hits inflicted more damage with the initial hit and consequently resulted in higher DoT-ticks. Conclusion: The amount of elemental damage inflicted does not correspond with the amount of damage over time the enemy takes, only the total damage inflicted on the hit, that procs the DoT is taken into account, when calculating the DoT.
    1 point
  15. very good to know, I had no idea spells and combos showed that casting speed info. ill be looking at that from now on. thx
    1 point
  16. It's good to know that my memory isn't hopelessly lost. Thanks for the tips!
    1 point
  17. Yes, QuestExplow = {20,25,30,40,50}, and QuestExpmax = {4020,5025,6030,8040,10050}, Can be adjusted to whatever you like. Basically, the low number is the reward for 1 star quests and the max numbers are for 5 star quests. It's base values, which then get multiplied, depending on character level in some unknown formula. Just make sure you never make the low number higher than the max number. If you do, it will cause an overflow and give you like 2 billion XP the moment you turn in a quest.
    1 point
  18. Really interesting. I will conduct further experiments with higher leveled characters. I will report the findings here shortly.
    1 point
  19. Can't comment on CM Patch, but in the PFP, the DoT absolutely does correspond to the amount of damage inflicted. Just did a quick test where I simply tried two differently powerful Lava Chunks. This attack results in a 21152 fire damage per tick from burn: And this attack results in a 16570 fire damage per tick from burn: Both attacks performed on the same enemy. Regarding multi-elemental weapons, yes, they can inflict all the secondary effects as long as you don't use a converter. If you use a converter, it changes the damage type of all other elements to that of the converter along with the stated % of the Physical damage. And about the visual effects, I am 99% sure that was one of the community fixes, so that you are able to see multiple effects on the same enemy.
    1 point
  20. Earlier in the game's life cycle, with thriving online play, I'm sure it was easier (although by no means easy). You could grind away while chatting with your friends. Solo it's much harder to keep motivated.
    1 point
  21. Bought !0 pounds of Grünkern. Lot of experiments. If you can use rice you could try Grünkern. More ballast, less carbs. This is first I want to try: Grünkern, cabbage turnip, peas, onions, bear garlic, bit fruit wine
    1 point
  22. If you want to min-max, you should optimally turn in quests as late as possible, because the XP from quests scales with character level. You can probably complete 1 and 2 stars right away, those don't give that much XP either way, but keeping 3+ stars for later turn ins might be viable for maximizing XP gain. And yes, as Blood Forest is pretty much exclusively 3+ star quests (the designer for that area didn't really bother assigning proper difficulty ratings to them unlike the rest of the game), it is best saved for last as far as XP goes. As for the experience penalty, here is a graph: from here: https://www.sacredwiki.org/index.php/Sacred_2:Experience As you can see, the penalty ramps up very quickly, with very noticeable jumps every 25 levels above 100. As Hooyah said, adjusting the first number in MP_experience should be safe. The numbers say how much XP you get from kills, depending on the number of players in the game. 1000 is 100% for 1 player, 1150 is 115% for 2 players and so on. So by increasing the first number, you can easily tweak how much of an XP multiplier you want from kills. The XP penalty above level 100 will still apply though, so in later stages, even if you put like 4000 there, you will only be getting 40% of the kill XP at level 175. As for ExpLS, I can't confirm that increasing them above 1000 is safe. It can very likely break some internal math as those are exponential multipliers and I honestly have not tested how numbers higher than 1000 behave. If you do try it, be absolutely sure to backup your save first as it might cause an overflow or something like that and cap your level instantly. But simply removing the penalty does wonders for smooth levelling without requiring excessive amount of grinding. Up until the 160+ range or so. Then you have to grind either way. You might also run into a problem where monsters in some areas will start hitting their level caps, effectively reducing farming effectiveness in that area. This is caused mostly by Survival Bonus, which can bump enemies 20-30+ levels above you once you are very high level, so that they start hitting area level caps. You can change the limits by raising the numbers for Spawn_OffsetHigh in balance.txt. It has 5 values, 1 for each difficulty respectively, so raising the last number will increase the max possible levels for monsters on Niobium. But this won't be a problem until the last stretch (level 180+ or so). Also, don't put that number too high, or monster levels will start overflowing back to 1, if the maximum area level surpasses 252.
    1 point
  23. Good sir, I would take a serious look at the quoted post below and the other relevant posts in its associated thread. You will, doubtlessly, find them instructive and enlightening. I might suggest that adjusting the first line like this to start: "MP_experience = {2000,1150,1325,1550,1825}" Dive in!
    1 point
  24. That refers to the console version (ps3 & Xbox360), which is a fork of any early build of the base Sacred 2. It was fixed in the I&B xpac, if not before.
    1 point
  25. No. If you are using any of the bigger community fixes (CM, EE or PFP), this is fixed and CAs in a combo correctly use their relevant speed. My High Elf has 68% attack speed, yet still casts combos at the 150% execution speed cap. You can easily check in game by hovering over the selected combo on the inventory page: This screen shows info about the normal weapon attack: And this screen shows info about the selected combo (Frost Flare + Raging Nimbus in this case): If you combine multiple aspects for which you have different execution speeds, each CA in the combo will get executed with its appropriate speed, as if you cast them manually in sequence, one by one. In general, any CA, be it alone or on a combo, has its speed determined by execution speed. Attack Speed only ever matters for basic, non CA attacks. However, there is one special case: for Weapon based CAs - the Attack Speed from the relevant Weapon Lore also doubles as execution speed for these CAs. But any Attack Speed on gear and such will only ever increase non-CA attack speed. The wiki refers to the vanilla state of the game, 99% of the time, unless it specifically mentions something relates only to a specific community mod/patch. Pretty much every major bug the wiki might mention is fixed in most community releases.
    1 point
  26. (Town)people are so used to a working internet. But if it is countryside it means radio and not wire. So it is necessary to have either a paper map or that you have a map tool which allows to store a map so you can use it in time of no internet access (storm). Second if you do a tour, don't calculate in distances - use time. If you have 4 hours: cycling with 30km/h with the wind and only 10km/h against it you should start driving home after an hour. They did both wrong.
    1 point
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