Llama8
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Posts posted by Llama8
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I can't get your vid to play properly Dobs.
Mine wasn't exactly high quality before Youtube got it's hands on it, I think I might need to get Xfire instead (since that seems to give vids that are much higher quality than, say, fraps).
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When developers make a game, you would think that they would as you said "reward players who have developed a very good build and who are successful at defeating opponents efficiently." But developers also must develop the game to be playable by the masses - good players as well as bad players.
But you also don't want players to flood the "economy" with the higher quality items (sets/uniques/legendaries), since it devalues all items.
You do get rewarded by having a good build - you don't die and you kill efficiently. Killing efficiently will likely net you more good items. But an extra drop quality bonus on top of all the bonuses that you already have from your gear and skills? I don't think so...You do, it's called Survival Bonus. Kinda (if you're killing very quickly you may have more "out of combat" time & therefore have a lower SB, or it may just mean that you're running between mobs of monsters in the 5 second window from the last attack/defence calc).
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I'm sure the DOT is poison because it was doing less against toxic elementals.
Yup, the Spells.txt says it's poison DoT, much like the damage spitting spiders do, ie, non-resistable by most monsters (unless they have the anti-DoT mod).
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I'm not sure of this Llama, the damage converters on gloves works really well with the DM elementals spells.
Really? 'Cause they shouldn't... The devs always said (after a few translation issues) that the damage converters had a display bug where they'd show the conversion for non-weapon-based CAs, but that wasn't actually happening.
Edit: Or maybe damage conversion on gloves is applied at a different step in the damage calculation, or something. Which is another way the TG casters have been gimped.
I put an edit in my earlier post about testing this.
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The damage converters only work on weapon-based attacks chattius, so it won't work on anything from Lost Fusion or Source Warden & it shouldn't work on Deathly Spears or the Derogate mod for T-energy Shroud.
Edit: Though I wonder what would happen if you changed the "does spell damage" flag in Spells.txt, would the damage converters work then with non-weapon-based CAs? An easy way to do this would be to change the flag on the HE's Fireball spell (or the TG's Furious Emblazer) & then equip a poison converter & see if you can poison monsters with the fireball/flamethrower/etc.
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When ya'll say "gold" do you mean "yellow" because I have an item (in v2.43) w/ a mod that's actually gold. It's called "Opponents chance to reflect melee damage".
And for what it's worth, it's listed first in my Bonus Overview, followed by all yellows, then all blues and finally whites.
No, that is a gold mod. Deathblow is yellow, % leech (& the opponent's reflect reduction mods) is gold.
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What quest is that from?
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wouldn't LL% bypass the block chance ?
No, it ignores armour/damage mitigation/etc, but you still need to hit in order for the leech to occur.
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I'm not sure, +attack speed mods (from items) don't appear to affect CA casting, but +as from skills do. Casting Speed mods affect any CA casting animation (weapon-based or otherwise).
As an example, my current TG doesn't have any weapon skills, so my normal casting speed for Deathly Spears/Dedicated Blow/Battle Extension is 100%. If I equip a Tinwora's Curse (+12.6% Casting Speed), the casting speed goes up to 112.6%. But if I equip a ring with +4.8%, the attack speed stays at 100%.
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This thread is probably best moved to the modding area, since that's what you want to do. I'm not sure specifically how to do what you want, but making a change to the overall drop chance for the higher item qualites (ZRare 10+ probably) in the Balance.txt file should make them morel likely to drop, though obviously this would only affect SP & Open.
As far as ways round Block, not per se, no, though the various opponent evade reduction mods should help increase your chance to hit.
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Nope, I've been having lag spikes, but less so than over the last few weeks (given my issues & still can't access the lobby after ~8pm or so).
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NOTE: I am finding now with the nerf of all skills/all Combat Arts that elf may no longer be a suitable bargainer, if you wish to play it and do boss runs etc as well. If you plan to just grind xp, it's ok, but Delphic Lore might be needed to ensure combat art protection.
EDIT* Basically, with an elf I notice that some spells are actually making it through expulse, because I am unable to raise it high enough now with gear, sockets, etc.
I was just about to say that DA Lore boosts the spell banishing value.
Either way, I think you missed the point - EM is great as long as your targets are all within the circle. However, if they're not - they can still attack you using magical attacks. All they have to do is stand just outside and wail away on you. Granted, SOME damage may be mitigated - if they're using some sort of chain lightning type attack like Cobalt Strike, it'll only hit the first target and not go further. Of course, you need to have companions in order for that to be an issue.Not so as I've noticed, if the Dark Prince casts his EM unless I have very high level CAs, I won't be able to cast them either inside the EM or from outside in. Though that was "only" at lvls below ~80. Maybe at low levels he's not got the Protection mod?
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I've got an excel file with the spells.txt file in Podgie & explainations for (virtually) all of the tokens (& stuff). I can mail it to you if you like.
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My place of terror is anywhere were the Mist of Miasma is. I think the permanent thunderstorm overloads my graphics card.
That's why I have the weather turned off Frostie.
The swamp (specifically the water) was quite hard on my previous gfx card though (a 320meg 8800).
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They can't be targeted with melee attacks, though they can be hit with Area of Effect & ranged attacks. I'm also not sure about "forced" melee attakcs (Ctrl-left click). And don't forget reflected damage.
Most aspects have at least one CA that can hit an invisible monster:
seraphim:
Assailing Somersault (with Impetus mod)
Radiant Pillar
Archangel's Wrath, Flaring Nova & BFG (Ctrl-attack)
SW:
Skellie Fortification, Nether Allegiance & (probably) Rallied Souls
Dryad:
Dust Devil
Malicious Totem & (probably) Moribund Animus
Edalphic Lances
HE:
All Fire CAs
Raging Nimbus & Glacial Thorns, spell reflection from Crystal Skin
Shadow Step (with Explosion mod) & Expulse Magic might debuf it.
Inquisitor:
Levin Array, Clustering Maelstrom (the Gash mod will inflict bleeding if nothing else), Doppelganger & Reverse Polarity (reflection + Sphere mod)
Eruptive Desecration & Soul Reaver (with Deathmagic mod)
TG:
Deathly spears
T-energy Shroud (with Derogate mod & magic reflection)
Furious Emblazer & Propelled Levitation
Firey Ember, Icy Evanesence, Charged Grid & Untouchable Force.
So most characters will be able to use a CA against a Veiled SW in PvP, with the exception of a non-Astral SW & a melee Inquisitor.
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Ahh, I probably had high 90% DM then...
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I just faced the under the Island dragon that goes invisible. My SW had no trouble taking him down with Skeletal Fortification and Spectral Hand. Perhaps he is invisible to melee?
This was fixed in Ice and Blood, you can target them when their Shadow Veil is active now.
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There was a seraphim miniature? I only got some pretty dodgy tattoos...lol and the music, concepts art book which was ok and the elite gfx cd. And the imp.
I think the console version got a seraphim miniature (holding a Darkened Soul), had it been pewter it would have been ok, but it was plastic...
Ascaron had some spare, so they sent them to the mods.
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small replicas of some of the characters ingame
The seraphim miniature was a bit on the cheap 'n nasty side unfortunately...
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I like having a tangible disk with the software on it (though you could always burn the download onto a disk), so I prefer to get it from a shop (though I'd be a second account as a download).
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There were no pics! I went through the thread waiting for pics of the awesome conclusion and nothing
Post #2.....
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Eh.. I'm thinknig it's intentional... Try this scenario on for size. This is a multiplayer game with a Shadow Warrior and a High Elf. The SW casts Reflective Emanation - with RE modded with "Idol" - meaning the RE is shared with all party members.
So there you are with your party and are going up against a particularly nasty boss monster. The guy playing Shadow Warror's computer crashes for whatever reason, knocking him off the server. so there's the poor high elf, left alone to battle the big bad boss until his partner returns. That might take a few minutes. It would kinda suck, don't you think, if the HE got killed - especially if the game was in Hard Core mode. By leaving the buff in place, it gives the other player a chance to do whatever (reboot, restart the game, reconnect, etc..) to get back, hopefully before it's too late.
Of course, I could be wrong - but it at least makes some sense...
Not if it means that when the HE logs back in the next day (or just to another server) the original buff stays in place, no. That would be massively overpowered. Also, the figures that Gogo was showing (99.x%) were way too high.
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Like this one? 60 pages of ideas...
Dismount to reach Gar'Colossus
in Sacred 2 General Discussion
Posted
Yup, it still works in Ice and Blood, though as DB says, some mounts are easier to do than others. The TG, for example, has a very slimline mount, so it's easy to get it positioned so that the dismount area is off the side of the bridge, the SW mounts from the rear () which makes it somewhat harder since you can't get a mount to go backwards.