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Llama8

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Everything posted by Llama8

  1. The Shield buffs are a bit odd, most of their values remain at their cast level (eg, damage reduction, CA reflection, etc) but the shield energy is partially based on CA level, character level & Willpower, so the shield energy changes to a new value (not always lower, especially if you have some +skills to increase your WEL level) when you switch back to your normal gear.
  2. Quest XP is calculated differently to XP you get from monsters. Monster XP is based on the monsters level, the difficulty & your level (if you're "too" high level you get reduced XP, in order to push you into moving to a harder area), additionally, the monster levels are capped for each area, so it's easier to get "too high" for the region. Quest XP is based on your level & the difficulty, so you can't get "too high" for a quest, but the higher level you are the more XP you need to level up, so the quest XP may seem "smaller".
  3. After you've used it, yes (but not before, so you can give it to someone, but only one person). Not that I've read no & they've not got anyway of showing whether or not someone's bought a Limited Edition (to get the code) or just bought the code from the DS shop.
  4. I think the OP is refering to the "boss cam" mode, where the focus for the camera shifts from the player to midway between the player & the boss. It's not too bad for a melee char if the boss is fairly stationary, but it's bad for everyone on certain bosses like the Mist boss.
  5. I think that if it did move to either a browser-game or free to play it would loose it's Sacred-ness. I don't think as a browser-game it would have the high-paced action of S1 or 2 (can you imagine Sacred 2 in a browser? Many PC's have enough issues giving sufficient FPS already with hardware acceleration & I don't think that browsers do that. Can you imagine gathering mobs of constructs & then using Raging Nimbus/Firey Ember/Blazing Tempest/etc & waiting for your browser to render everything?). And I don't think that a free to play game would be Sacred either, since you'd have to have micro-transactions, be that buying respecs (yeah, the "hardcore" players would love that) or the high end items, or mentor pots. How would it be Sacred if you could buy your way to the end game/highest levels/"best" gear/etc? Also, don't forget SP, IMO, anything that requires you to be online (either as a browser-game or free to play "MMO") wouldn't be SP & Sacred has always catered to the SP crowd as well. Scleameth, if they paid MS (& presumably Sony as well) to license the relevant code/whatever, they could make it so that PC & console players could play in the same servers. But for some reason MS don't want to make that license fee cheap (because encouraging cross-platform play is bad, apparently). One thing I don't think would be a bad idea would be for the devs to beta the full game & then split it up (taking Sacred 2 as an example), sell chapters 1-6 (HE -> Marsh) as the retail release & then release the subsequent chapters every ~2-3 months (the content would need to be spread out a bit better between the chapters though).
  6. They're technically melee attacks, so they'd be reflected by anything that reflects melee. Also, the Scorp boss doesn't reflect melee.
  7. There hasn't been (& isn't going to be) another patch, so yes, Blacksmith is still borked on the consoles.
  8. He won't respawn in a campaign game, but he will respawn in a Free Mode game (though I don't know how to start one of those on the console).
  9. It should be relatively easy to test if you look at the amount of damage numbers that you get when you use FR (assuming you've got a good chance to hit).
  10. pricelss info FrostElf! I remain, Etherian I'm pretty sure he was patched so as to not aggro unless you attack him at some point so unless you have a damaging buff that shouldnt be an issue. Correct. He won't attack anywhere where there's "townpeace", ie, the island & towns, unless he's attacked first.
  11. I don't think so, no. And if you don't want to play the added areas, don't... The only solution is to patch.
  12. nice catch, originally I was hoping that Damage lore would help with spells. As it turned out it wouldn't help. I will edit that to reflect the change. thanks! It would help with doing fire DoT to the Guardians from IS & melee range fire DoT from the skin, but it wouldn't help with the main DoT from Blazing Tempest (unfortuantely, mind you, a ~3-400% boost to that would be somewhat overpowered).
  13. I've been thinking about how the insane "Area of Effect" of Darting Assault while equipped with a magic staff (with staff lore) works. If we start from the premise that Sacred 2 only spawns monsters that it needs to, otherwise it'd use a stupid amount of unnecessary resources for the server software (since it has to keep track of all the monsters it's spawned) & that DA/Magic Staffs hits every spawned monster within it's cone, then we add in the presumption that +Vision Radius increases the range in which Sacred 2 spawns monster, what would happen if you had a lot of +VR (say, ~400%)? What should happen is that Sacred 2 spawns a lot of monsters & then DA/Magic Staffs hits all of them...
  14. The "something special at mastery" is a (possibly additional) source of melee block. If your shield has that as an unlockable mod then you'll have two sources, if it doesn't then the mastery will give you one source.
  15. Only the following: Boss_BM_core_tschild (Divine Protection = se_te_notschild) Boss_BM_master_Schockwelle (Flaring Nova = se_te_schockwelle) Though Boss_BM_master_energienetz is blatantly Charged Grid. Interestingly "Boss_BM_core_spawn_TW" spawns champions & "Boss_BM_platform_spawn_TW" doesn't.
  16. These are the CAs related to the Guardians (& the core): Boss_BM_core_activate_any Boss_BM_core_activate_master3 boss_BM_core_tmutieren Boss_BM_core_tschild Boss_BM_core_spawn_TW Boss_BM_master_energienetz Boss_BM_platform_spawn_TW Boss_BM_master_Schockwelle Boss_BM_master_sprueher Boss_BM_master_stampfen Thought that doesn't mean that they're not using some CAs that were originally made for some other monsters (though probably not the player characters, since those are dependant on the PC skills). mgr.defineSpell( "Boss_BM_core_activate_any", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "FX_MM_AKTIVSTRAHL", duration = 0.000000, animType = "ANIM_TYPE_ATTACKA", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 300, 0, 0, 8 }, }, fightDistance = 800.000000, aspect = "EA_ENEMY_ANY", cooldown = 3.500000, soundProfile = 0, cost_level = 300, cost_base = 0, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_lore", spellClass = "cSpellBMActivate", spellcontroltype = "eCAtype_a_effect_location_start", sorting_rank = 0, }) mgr.defineSpell( "Boss_BM_core_activate_master3", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "FX_MM_AKTIVSTRAHL", duration = 0.000000, animType = "ANIM_TYPE_ATTACKA", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 800, 0, 0, 8 }, }, fightDistance = 800.000000, aspect = "EA_ENEMY_ANY", cooldown = 8.500000, soundProfile = 0, cost_level = 0, cost_base = 0, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_lore", spellClass = "cSpellBMActivate", spellcontroltype = "eCAtype_a_effect_location_start", sorting_rank = 0, }) mgr.defineSpell( "boss_BM_core_tmutieren", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "FX_MM_AKTIVSTRAHL", duration = 2.000000, animType = "ANIM_TYPE_ATTACKA", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_spelldamage_magic", 700, 350, 0, 133 }, entry1 = {"et_spelldamage_physical", 700, 350, 0, 133 }, entry2 = {"et_chance_mutate", 1000, 28, 0, 10 }, }, fightDistance = 800.000000, aspect = "EA_ENEMY_ANY", cooldown = 30.000000, soundProfile = 0, cost_level = 0, cost_base = 0, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_lore", spellClass = "cSpellTwMutieren", spellcontroltype = "eCAtype_a_effect_attack_ray", sorting_rank = 0, }) mgr.defineSpell( "Boss_BM_core_tschild", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "FX_MM_AKTIVSTRAHL", duration = 0.000000, animType = "ANIM_TYPE_ATTACKA", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 1500, 0, 0, 8 }, entry1 = {"et_damping_any", 500, 0, 0, 41 }, entry2 = {"et_shieldstrength_timed", 750, 5, 0, 37 }, entry3 = {"et_shieldfactor", 1000, 10, 0, 37 }, }, fightDistance = 800.000000, aspect = "EA_ENEMY_ANY", cooldown = 30.000000, soundProfile = 0, cost_level = 0, cost_base = 0, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_lore", spellClass = "cSpellBMShieldBoost", spellcontroltype = "eCAtype_b_boost_friendly", sorting_rank = 0, }) mgr.defineSpell( "Boss_BM_core_spawn_TW", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "FX_GEN_SPAWN2_I", duration = 1000.000000, animType = "ANIM_TYPE_ATTACKA", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_summon_officer", 1000, 1596, 0, 8 }, entry1 = {"et_summon_mylevel", 4, 1, 0, 4 }, }, fightDistance = 525.000000, aspect = "EA_ENEMY_ANY", cooldown = 25.000000, soundProfile = 0, cost_level = 0, cost_base = 0, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_focus", spellClass = "cSpellSpawnEnemy", spellcontroltype = "eCAtype_a_effect_location_start", sorting_rank = 0, }) mgr.defineSpell( "Boss_BM_master_energienetz", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "FX_TW_ENERGIENETZ", duration = 0.000000, animType = "ANIM_TYPE_MAGICA", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 1000, 5, 0, 8 }, entry1 = {"et_life_heal_hp", 30, 60, 0, 9 }, entry2 = {"et_range_distance", 500, 4, 0, 4 }, entry3 = {"et_hits_persec", 740, 4, 0, 4 }, entry4 = {"et_spelldamage_magic", 110, 55, 0, 133 }, }, fightDistance = 0.000000, aspect = "EA_ENEMY_ANY", cooldown = 60.000000, soundProfile = 0, cost_level = 400, cost_base = 600, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_lore", spellClass = "cSpellTwEnergienetz", spellcontroltype = "eCAtype_b_boost_self", sorting_rank = 0, }) mgr.defineSpell( "Boss_BM_platform_spawn_TW", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "FX_GEN_SPAWN2_I", duration = 10.000000, animType = "ANIM_TYPE_MAGICA", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_summon_soldier", 1000, 1595, 0, 8 }, entry1 = {"et_summon_mylevel", 4, 1, 0, 4 }, }, fightDistance = 35.000000, aspect = "EA_ENEMY_ANY", cooldown = 60.000000, soundProfile = 0, cost_level = 0, cost_base = 0, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_lore", spellClass = "cSpellSpawnEnemy", spellcontroltype = "eCAtype_a_effect_location_start", sorting_rank = 0, }) mgr.defineSpell( "Boss_BM_master_Schockwelle", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "fx_mm_schockwelle", duration = 0.000000, animType = "ANIM_TYPE_MAGICB", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_range_area", 650, 0, 0, 4 }, entry1 = {"et_spelldamage_magic", 420, 210, 0, 133 }, entry2 = {"et_spelldamage_physical", 560, 280, 0, 133 }, entry3 = {"et_energy_leech_once", 450, 300, 0, 9 }, }, fightDistance = 300.000000, aspect = "EA_ENEMY_ANY", cooldown = 5.000000, soundProfile = 0, cost_level = 400, cost_base = 600, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_focus", spellClass = "cSpellSeSchockwelle", spellcontroltype = "eCAtype_a_effect_attack", sorting_rank = 0, }) mgr.defineSpell( "Boss_BM_master_sprueher", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "FX_MM_SPRUEHEN", duration = 0.000000, animType = "ANIM_TYPE_SM01", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_maxangle_cone", 45, 0, 0, 8 }, entry1 = {"et_duration_sec", 230, 0, 0, 8 }, entry2 = {"et_spelldamage_fire", 420, 210, 0, 133 }, entry3 = {"et_hits_persec", 1400, 0, 0, 4 }, entry4 = {"et_range_area", 1500, 0, 0, 4 }, }, fightDistance = 300.000000, aspect = "EA_ENEMY_ANY", cooldown = 0.000000, soundProfile = 0, cost_level = 600, cost_base = 900, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_lore", spellClass = "cSpellNova", spellcontroltype = "eCAtype_a_effect_cone", sorting_rank = 0, }) mgr.defineSpell( "Boss_BM_master_stampfen", { eiStateName = "cSpellCast", fxTypeCast = "", fxTypeSpell = "FX_MM_STAMPFEN", duration = 5.000000, animType = "ANIM_TYPE_SM03", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_range_area", 650, 0, 0, 4 }, entry1 = {"et_spelldamage_physical", 1120, 560, 0, 133 }, entry2 = {"et_chance_stun", 500, 10, 0, 133 }, }, fightDistance = 300.000000, aspect = "EA_ENEMY_ANY", cooldown = 10.000000, soundProfile = 0, cost_level = 400, cost_base = 600, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_lore", spellClass = "cSpellNova", spellcontroltype = "eCAtype_a_effect_attack", sorting_rank = 0, })
  17. IIRC: Temple Guardian:Tempel Wächter Dryad:Dryadin
  18. There's nothing that really jumps out of the spells.txt that includes "et_wounded_rage" (WIDD), or "et_deathblow". Infact, I can't see any for NPCs that have either of those two mods.
  19. Why does it matter if hacking is rampant though? If you're playing with a group of decent friends who you know won't do anything like that then what does it matter if the world & their dog are all playing with hacked/edited copies?
  20. Not per se no, I think that those effects are counted as "detrimental effects" which RE doesn't affect (other than reflecting the attack that procs them). There are a few buffs/CAs that can reduce the effect of detrimental effects such as the Antidote mod for Hallowed Restoration & the Resillience mod for Grand Invigoration.
  21. Focalise boosts Spell Intensity (resulting in a higher chance that opponent's won't suceed on their Spell Resist/Intensity check & so they'll not take reduced damage before resists), not Intelligence.
  22. Would the two hits from RI stack with the Double Hit mod? Edit: The answer being no, you won't get ~3 or 4 hits from Double Hit.
  23. We requested that during the beta. Even if it was just a colour change...
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