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Llama8

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Posts posted by Llama8

  1. Some stuff is fubar. There are some whips and flails that we probably will never be able to fix and some of the quests act plain wierd when activated. This stuff is then stripped and sifted from the scripts never to cause problems again. :cry:

    Would anyone notice? I'm surprised the flails don't work seeing as some of the undead use them.

  2. Ok, here's the pic of the traceroute falling over:

    Traceroute.jpg

     

    As you can see it passes through Telehouse (#14) & LINX (#15) which are some of the major links into/out of the UK & then there are a few .de addresses (16-18), so it seems to be an issue with #19 core1.dts-online.net. I was getting the same from home, except for some slightly different addresses inbetween my router & #10/11, after that it's the same.

  3. I was trying to play Sacred 2 last night for the first time in a few weeks & it refused to connect to the Closed lobby (though it would connect to the Open lobby just fine, which is odd). After a while of checking my system (Sacred 2, router, etc) I tried a tracert & it keeps on falling over at hop 16 from core1.dts-online.net [212.62.68.250].

     

    Anyone know what (if anything) can be done about it? Or am I doomed to languish in non-Sacred-ness until someone pulls their finger out & fixes their server/router?

     

    If someone tells me how to copy & paste from the dos prompt I'll post the whole thing...

  4. I've created a thread here for all of the "info" that we get about S3 from the GamesCom. Pixel's created one here with the awesomely insightful & interesting nugget of info:

     

    Deep Silver works on Sacred 3rd further information follows in due time
  5. So now other character gains innate bonuses for any other weapon choice?

    Classes don't get innate bonuses to weapons per se, just whether they can use them or not & whether they can pick the relevant weapon lore.

     

    I noticed the inquisitor can not use bows, for example, so he must be offset somehow?

    Nope & he can't use shields either (nor can the TG, but he only has one arm)...

  6. If you could get a list of all of the different monster densities that would be great (then we'd have a list of what would need to be replaced for simple "double/triple/etc" mods).

     

    As far as making the bosses harder, they should have a creature ID (can't remember which file off the top of my head) which you could poke around in & you can change their CAs in the Spells.txt file.

  7. Lastly, I would very much like to hear infos from everyone on what they do or think makes certain classes immortal. Can someone post an immortal TG? or DM? it would be great to hear from the players with a lot of high level experience as well, players who play a lot in plat+ too to hear what you think works etc.

    I was wondering why you'd not put in a TG (or Inquisitor & DM). ;)

     

    I'm not sure off the top of my head what an "immortal" TG would look like, but I'm sure Jolting Touch would feature fairly heavily since it gives stackable melee reflection (or life leech, sadly not a %), 5% healing per pulse (or more RpH per pulse) & most importantly, Damage Mitigation (25% at level 1).

     

    You'd probably have to take Concentration so you can use T-energy Shroud (modded for damage mitigation & CA reflection) & Untouchable Force (modded for stun, attack speed reduction & arrow block) & possibly permanent Combat Alert (obviously you'll get better bonuses if you keep it a CA, but you'll have more to manage, but you can just chuck it into a combo) modded for defence & melee reflect. Charged Grid is the TG's only healing CA (well, and Jolting Touch), but it's got a massive cooldown that isn't reduced by any of it's mods. Furious Emblazer can also be modded for stun.

     

    That would make necessary skills - Concentration, DG Focus, SW Focus, WE Lore, Tactics (since it boosts the damage reduction/absorption of T-energy Shroud), LF Focus (Lore would only be necessary if you're using LF CAs for damage), then the "usual" Consitution, Armour Lore, Spell Resist & Combat Reflexes, possibly Toughness as well, though you'd need to swap something out since Conc -> CR is 10 skills.

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