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pugi

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Everything posted by pugi

  1. Ah, I didn't know that the animation is used for different effects. I noticed this red cloud around the head of monsters after using Ruthless Mutilation (it has -movement speed).
  2. Great work on the wounds stuff, but isn't the effect pictured in Chance to inflict Deadly Wounds X% the -movement speed effect?
  3. CPU: E8200 @ 3GHz GFX: Geforce 8800 GTS 640MB RAM: 3GB DDR2 @ 750MHz Audio: SB X-Fi Xtreme Gamer OS: WinXP Pro SP3 1680x1050 pixel, all settings max, but aa, vsync and weather off. Runs smoothly with 30-40fps all the time.
  4. I like your work, Cthulu, I play an Clustering Maelstrom - Ruthless Mutilation Inquisitor myself with a big two-handed sword But I would appreciate it, if you don't make 20 edits on the same page in 15 minutes (as many others contirubutors do...), it would keep the recent changes list much cleaner. You can edit the whole article with the link at the top of the page and use the preview button. Try to add all the stuff at once when editing. And I will try to update all the CA-pages this week with more data on the CAs themselves and update the wrong CA mods. Later on I intend to also add diagrams or just tables on the CA values at certain levels.
  5. I am pretty sure you get exactly one tenth of your base value from the attributes every levelup, not just the floored base value. It is just shown floored in the character stats.
  6. The mastery bonus of EP gives a huge boost to +% to find Valuables, it has nothing to do with chests. Look here for the stats: Enhanced Perception.
  7. Maybe they don't appear, but I was pretty sure ^^ And if you can't find them, then they might not be there in Single Player
  8. The Blind Guardian Mod is just for the single player mode
  9. They appear in single player and multi player.
  10. You can move the fullscreen-map with the right mouse button and pulling it, you can zoom in with the middle mouse button . To activate a port you have to talk to the guy with the steering wheel over his head, just as you activate portals that are not automatically activated when nearing them.
  11. The values for reflection mods in the wiki are wrong. And I don't know, how to calculate them. So many CA have to be updated in the wiki. You can see how they scale with Ancient Bark (here). Ancient Bark has entry7 = {"et_chance_reflect_CC", 200, 20, 3, 41 }, but as you can see, the "20 + 2*calvl" or the "1 - 1/(1 + (20 + 2*calvl)/1000)" formula doesn't fit at all.
  12. I was wondering, if there was an IRC channel where you can discuss current projects you are working on in the wiki or get second opinions from others without posting in the forum, as that would be much faster. If you don't know, what IRC is... it is a easy to use chatting platform, for more information google it . I am constantly online (when I am at home ) on QuakeNet (irc.quakenet.org) and GameSurge (irc.gamesurge.net) as pugi, but I could also join more networks .
  13. I just noticed the following: The bonuses for multiple set items (as seen when you hover over the helmet icon right of the inventory) change when changing into another difficulty level, while keeping the same items.
  14. There is NO non-random unique armor... accept it.
  15. Uhm, there are no unique armor-items... They only existed as random uniques before patch 2.31 (or 2.34?). Unique: Weapons, shields, jewelery Set: Armor items (Altough there is one set sword+shield, but they don't have bonuses)
  16. There are no negative effects on items, afaik... -x% damage over time and damage mitigration means that you take less damage.
  17. Of course I have seen your page, as I always have the Recent Changes page always open in Opera But I would recommend to change some things: 1) Sort the CA by the sorting value from 1 to 5, as they are seen ingame. 2) Change the name Base Regeneration to Cooldown (would be more clear, I think) 3) Change Regeneration to x + y per CA level 4) Remove the duration and distance, as I have no idea, where these values are used. Both are defined by tokens... Maybe the fightDistance value is the the minimal distance from the target needed to activate the CA.
  18. I found out about my Grim Resilience problems (post #86). The added Health and Willpower is modified by Tactics Lore +x% damage. Pretty weird, but it fits. I'll try it with the added Intelligence from Acute Mind now, as my Dryad didn't have Tactics Lore at the time of testing I think. Edit: Acute Mind Intelligence is modified by Nature Weaver Lore +x% damge... I should have expected that So there are a few non-damage values that are modified by the aspect's relative Lore skill. Wait, that might also explain the Life-leech values of my other test earlier, testing that now... Edit 2: Life leech is also modified by the relative Lore skill. Then I will start editing the Tokens and mark the Tokens, that are modified by the aspects Lore. I hope, you can help with that, as I don't want to test this with every CA again...
  19. The tokens et_damage_xxx_rel and et_mult_weapondamage work like this (tested with Inquisitor and Callous Execution): (Shown left-click damage) / (sum of all percentage damage modifiers) * (sum of all percentage damage modifiers inkluding from CA to be used) * (et_mult_weapondamage/1000 from CA to be used). Example with 15 Callous Execution, 51 Tactics Lore and 19 Purifying Chastisement, shown max left click damage 731, shown max Callous Execution damage 1489: Percentage damage modifers = 1 + 1.39 (Tactics Lore) + 0.56 (Purifying Chastisement) + 0.62 (from items) = 3.57 Callous Execution et_damage_any_rel = 1.9 (40 + 10/level), et_mult_weapondamage = 1.328 (1298 + 2/level) 731 / 3.57 * (3.57 + 1.9) * 1.328 = 1487.42 (always floored). With damage >= 731.8 the correct 1489 is the result of the calculation. But I don't know, how the weapon damage and strength are used for the left click damage. The +damage at the strength mouseover varies with items, that modify damage in any way, so that value must be dependent of damage modifiers already.
  20. Life leech... another token, I don't know how it works But it is definitly a flat value, not percentage. I made some tests with life leech two weeks ago, see post #82 (this). I (or someone else? )need to make some corrections to many CA mods, as I added wrong data... But this is the problem of a wiki: Everyone can edit everything, so there is no guarantee of correctness. Edit: corrected link
  21. Okay, you were right, the regen time actually goes down when switching to another weapon. Must have gotten something wrong The values stay on the CA level on which you activated the buff, but the regeneration time penalty is taken from the current CA level.
  22. I noticed that too with Ancient Bark. I have a +4 Ancient Bark staff and when I activate the buff with the staff and swap back, I still get the higher values from the buff, but also a slightly higher reg time on other Combat Arts than with the +Ancient Bark staff equipped (no item modifiers of the staff/bow change it). So there is a negative side effect for increasing buff levels before activating them and swapping back.
  23. I heared there is a set containing only a shield and a sword. But it has not Set Bonuses. I don't remember the name, but I think it is yours.
  24. I would personally love to see some CA tables of naked characters of some Combat Arts. With that I could hopefully fill the remaining formulas for the Tokens. Most interesting would be CA with chance to block/reflect, CA with varying missile counts and some other stuff with no fomulas in the Wiki.
  25. I agree, the testing, how the math in Sacred actually works, is the hardest part in all of this. Maybe I'll find some time this week to do some testing. In which programming language are you programming your parser/character builder? I intended to build a parser myself to get the tokens from the Combat Arts, but in the end I didn't even try and just copy-pasted the values and used 2 find-and-replace operations on it, which was much faster
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