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Spaffo

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  1. Eh..on my lv 65 shopper with over 250 in bargaining, I've yet to find one...
  2. It's very useful for farming low level sets. I've never used it for leveling.
  3. *Update* I'm getting good feedback from the following setup: Level 200 CA Level 120 Defense: Life: + 10000 Life Regen: 1200/s Armor: + 15%/CA level Phy Armor: 20 + 10/CA level Fir Armor: 20+ 10/CA level Offense: Attack Value: +20%/CA level Damage: +20%/CA level Life Leech: 3% Stats: Attack Value: 16000 Defense Value: 1600 Armor: 190000 (75000 phy, 17000 mag, 75000 fir, 12000 ice, 12000 poi) Overcompensating the complete lack of other defences? I don't think so, but who knows Autoattack: 16000 (34000 on Sloeford wolves) Lacerate: 25000 (55000 on Sloeford wolves). How do these numbers compare to the ones of your toons? Feedback, please I remember a picture of a Skeletal Fortress showing 21000 damage per hit on the tooltip, so I'm not compeltely off, I think
  4. Since it's not on the wiki list, I'll write it here: "et_life_leech_rel" is the %-based life leech. "et_chance_mortalstrike" chance to inflict deadly wounds.
  5. Can you tell me what damage, attack and defense value and armor your inventory screen display? I need them as reference Thanks
  6. Dragon Berserk looks really cool (in my opinion, of course), but it also seems very underpowered (high cooldown, next to zero defense, low chance to hit, low duration, low hitpoints, etc...). So I've decided to do a little tweaking and I wanted to know if you have any tips and suggestions based on your playing experience (for those of you who tried it at high difficulties, what the most frustrating shortcomings of the original version are...things like that). Original code: tokens = { entry0 = {"et_self_shapeshift", 1000, 1995, 0, 41 }, entry1 = {"et_duration_sec", 2500, 5, 0, 8 }, entry2 = {"et_life_leech", 75, 25, 0, 9 }, entry3 = {"et_AW_rel", 0, 100, 0, 5 }, entry4 = {"et_charge_shapeshift", 100, 0, 0, 5 }, entry5 = {"et_weapondamage_physical", 0, 20, 0, 9 }, entry6 = {"et_charge_shapeshift", 35, 0, 1, 5 }, entry7 = {"et_addAttackspeed", 200, 0, 2, 41 }, entry8 = {"et_duration_sec", 700, 3, 3, 8 }, entry9 = {"et_life_leech", 22, 8, 4, 9 }, entry10 = {"et_charge_shapeshift", 50, 0, 5, 5 }, entry11 = {"et_addspell_blutrausch", 1000, 0, 6, 5 }, }, The idea was to make the Dragon Berserk a tough hard-hitting fighter, who doesn't mind getting hit and relies on his high hit points, armor and regeneration. Evasion and reflection techniques are not for a blood-thirsty berserker who recklessy charges into battles. Edited code: tokens = { entry0 = {"et_self_shapeshift", 1000, 1995, 0, 41 }, entry1 = {"et_duration_sec", 2750, 25, 0, 8 }, //increased duration entry2 = {"et_charge_shapeshift", 120, 0, 0, 5 }, entry3 = {"et_life_buff", 325, 325, 0, 9 }, //increased life points entry4 = {"et_life_regen", 40, 40, 0, 41 }, //increased life regeneration entry5 = {"et_armor_any_rel", 0, 150, 0, 41 }, //+15% armor/CA level entry6 = {"et_base_armor_phy", 200, 100, 0, 41 }, //improved base physical resistance, those scales must //be really hard to pierce afterall entry7 = {"et_base_armor_fir", 200, 100, 0, 41 }, //improved base fire resistance, he's a dragon, isn't he? entry8 = {"et_AW_rel", 0, 200, 0, 5 }, //+20% attack value/CA level entry9 = {"et_life_leech", 75, 30, 0, 9 }, //life leech entry10 = {"et_weapondamage_physical", 0, 40, 0, 9 }, //bonus to physical damage entry11 = {"et_charge_shapeshift", 50, 0, 1, 5 }, entry12 = {"et_addAttackspeed", 200, 0, 2, 41 }, entry13 = {"et_duration_sec", 1000, 10, 3, 8 }, entry14 = {"et_life_leech", 25, 10, 4, 9 }, entry15 = {"et_charge_shapeshift", 50, 0, 5, 5 }, entry16 = {"et_addspell_blutrausch", 1000, 0, 6, 5 }, }, Some tweaks might seem overpowered, but keep in mind that he has no CA/Melee/Ranged Reflection/Block, negligible defense, no -chance that enemies can evade, no spell resistance... With no fancy items or skills to aid him, he must rely only on his brute strength and resistance. Let me know what you think! Knowledgeable input and criticism is really appreciated! P.S. I'll mod the other form (Dragon Form) too. It will have less armor, hp and regen, but much higher defense (come on, it flies!), chance to reflect and evade and well, I'll think about it when the Berserk is compelte.
  7. How do I edit combat arts tooltip? For example, I added the armor bonus of DM Dragon Form to Dragon Berserk, but it doesn't show in the CA tooltip (it shows among sigma bonuses). What do I need to modify?
  8. NA Shields The base shield is exactly the same as the Shadow Warrior starting shield (stats and looks) -> it sucks. Proof (red lines are what we're interested in) creatures.txt mgr.createCreature { id = 588, itemtype_id = 3250, name = "Spell_Kohorte_Soldier", behaviour = "Hireling_brave", dangerclass = 0, groupmaxcount = 4, elite_creature_id = 588, probabilityforelite = 0.000000, rank = 0, tenergy_creature_id = 588, template_creature_id = 1295, livesremaining = 0, unconscioustime = 5, palettebits = "1111111111111111", monstertype = 0, faction_id = 1, equipset_id = 136, modelscale = 1.000000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, } equipsets.txt mgr.createEquipset { id = 136, set = { { 403, EQUIPSLOT.AUTO, 0}, { 409, EQUIPSLOT.HELMET, 0}, { 408, EQUIPSLOT.CLOTH_CAPE, 0}, { 407, EQUIPSLOT.WEAPON_R, 1}, } } weaponpool.txt mgr.addWeaponPool { -- Start_SW_Shield dbid = 403, prefDmg = 1, prefDmgProb = 0, content = {1418,}, contentProb = {10,}, } blueprints.txt newBlueprint = { id = 1418, name = "hero_sw_start_shield", palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {1,0,0}, lvljump = 1, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "", specialuseonly = 0, itemtypes = {7391,}, wearergroups = {'WEARGROUP_DEFAULT',}, } mgr.createBlueprint(1418, newBlueprint);
  9. In depth NA weapons research Nether Allegiance related entries in the scripts. The red lines are the one we're interested in. mgr.defineSpell( "sk_ap_kohorte", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_KOHORTE_C", fxTypeSpell = "FX_SK_KOHORTE", fxTypeCastSpecial = "FX_SK_CAST_L", duration = 10.000000, animType = "ANIM_TYPE_SM17", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM06-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_minion_addreg", 0, 15, 0, 8 }, entry1 = {"et_summon_level", 10, 10, 0, 8 }, entry2 = {"et_summon_soldier", 2000, 588, 0, 8 }, entry3 = {"et_minion_replenish", 975, 25, 0, 72 }, entry4 = {"et_summon_soldier", 1000, 0, 1, 8 }, entry5 = {"et_summon_longsword", 0, 1770, 2, 8 }, entry6 = {"et_summon_soldier", 1000, 0, 3, 8 }, entry7 = {"et_summon_towershield", 0, 1771, 4, 8 }, entry8 = {"et_minion_replenish", 490, 10, 5, 72 }, entry9 = {"et_summon_armor", 75, 55, 6, 72 }, }, fightDistance = 0.000000, aspect = "EA_SK_ASTRALPLANE", cooldown = 15.000000, soundProfile = 0, cost_level = 600, cost_base = 600, focus_skill_name = "skill_SK_astral_plane_focus", lore_skill_name = "skill_SK_astral_plane_lore", spellClass = "cSpellSkKohorte", spellcontroltype = "eCAtype_t_buff", spelllogictype = "ca_ct_boost", sorting_rank = 5, }) mgr.addTokenBonus( {"et_summon_longsword", 97 }) -- 97 = bb_weapondamage_phy Sharp Blades equips the skeletons with a new sword and increases their physical damage. newBonus = { -- name = "bb_weapondamage_phy", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_WEAPONDAMAGERANGE", spez = "DMG_PHYS", spez2 = "", usagebits = 65535, minconstraints = {0,0,0}, difficultyvaluerange0 = {0,25,275}, difficultyvaluerange1 = {1,27,294}, difficultyvaluerange2 = {2,28,330}, difficultyvaluerange3 = {3,30,370}, difficultyvaluerange4 = {4,33,430}, } mgr.createBonus(97, newBonus); The physical damage bonus maxes out at 43% in Niobium (I'm not that sure, but tests seem to confirm this) newBlueprint = { id = 1770, name = "spell_kohorte_sword_Barsteward", palettebits = "1111111111111111", dmgvariation = 170, minconstraints = {1,5,0}, lvljump = 1, usability = 0, allotment_pmfpi = {750,0,0,250,0}, uniquename = "", specialuseonly = 1, bonusgroup0 = {22,1000,1,5,1}, bonusgroup1 = {528,1000,1,5,0}, itemtypes = {10197,}, wearergroups = {'WEARGROUP_KOHORTE',}, } The new sword has 2 interesting boni. newBonusgroup = { id = 22, name = "WB_swdl_deepwound", bonuslist = { 16,}, } mgr.createBonusgroup(22, newBonusgroup); newBonus = { -- name = "wb_swdl_deepwound", rating = 25, basedonskill = "skill_sword_lore", type = "BONUS_DEEPWOUND", spez = "", spez2 = "", usagebits = 65535, minconstraints = {25,5,0}, difficultyvaluerange0 = {0,30,100}, difficultyvaluerange1 = {1,35,120}, difficultyvaluerange2 = {2,40,140}, difficultyvaluerange3 = {3,45,170}, difficultyvaluerange4 = {4,50,200}, } mgr.createBonus(16, newBonus); The first is a chance to inflict deep wounds. Uh, the upgraded skeletons can do that, I wonder why no one ever noticed this. newBonusgroup = { id = 528, name = "SB_off_dam_any_rel", bonuslist = { 383,}, } mgr.createBonusgroup(528, newBonusgroup); newBonus = { -- name = "sb_off_dam_any_rel", rating = 35, basedonskill = "SKILL_INVALID", type = "BONUS_DAMAGE_ANY_REL", spez = "DMG_MAX", spez2 = "", usagebits = 65535, minconstraints = {1,5,0}, difficultyvaluerange0 = {0,70,200}, difficultyvaluerange1 = {1,90,280}, difficultyvaluerange2 = {2,110,350}, difficultyvaluerange3 = {3,140,420}, difficultyvaluerange4 = {4,175,500}, } mgr.createBonus(383, newBonus); The second is a bonus to all types of damage (just like +xx% damage yellow modifier). newItemType = { -- standard info renderfamily = "RENDERFAM_WEAPON", renderprio = 0, family = "FAMILY_WEAPON", subfamily = "SUBFAM_PRI_BarstewardSWORD", classification = "CLF_BarstewardSWORD", flags = "FLAG_NOSPAWN + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/weapons/1h/l_Barstewardschwert1h-b1.GR2", surface0 = { mgr.surfGetID ("Barstewardschwert1h-b1-1_l"), mgr.surfGetID ("kohorte-weapons_d") }, user = "WEARGROUP_KOHORTE", }, -- logic bounding box logicBox = { minx=-6.126, miny=-17.225, minz=-1.114, maxx=6.126, maxy=14.626, maxz=1.114, }, dangerclass = 0, } mgr.typeCreate(10197, newItemType); This is the new sword item type. newBlueprint = { id = 2236, name = "spell_kohorte_sword_simple", palettebits = "1111111111111111", dmgvariation = 100, minconstraints = {1,1,0}, lvljump = 1, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "", specialuseonly = 0, itemtypes = {10196,}, wearergroups = {'WEARGROUP_KOHORTE',}, } mgr.createBlueprint(2236, newBlueprint); Out of curiosity this is the standard NA sword. As we can see, there are no fancy modifiers and the dmgvariation is 100 vs the upgraded 170 newItemType = { -- standard info renderfamily = "RENDERFAM_WEAPON", renderprio = 0, family = "FAMILY_WEAPON", subfamily = "SUBFAM_PRI_SWORD", classification = "CLF_SWORD", flags = "FLAG_NOSPAWN + FLAG_HASPREVIEWIMAGE", weargroup = "WEARGROUP_INVALID", -- 3d model + animation info model0Data = { name = "models/weapons/1h/l_simple1schwert1h-b1.GR2", surface0 = { mgr.surfGetID ("simple1schwert1h-b1-1_l"), mgr.surfGetID ("kohorte-weapons_d") }, user = "WEARGROUP_KOHORTE", }, -- logic bounding box logicBox = { minx=-1.748, miny=-10.591, minz=-1.088, maxx=1.748, maxy=10.591, maxz=1.088, }, dangerclass = 0, } mgr.typeCreate(10196, newItemType);
  10. Those might just be random fluctuations... I've redone all the testing, and they mostly confirm what I've said earlier. I'm quite perplexed at some outcomes, though. Ice & Blood Niobium Enemy: level 177 Wolf Kills per test: 5-15 1. Nether Allegiance level: 1 1.1. Unmodded 1.1.1. Astral Lord Lore: 5 1600-1900-2303 [min, max, crit] 1.1.2 Astral Lord Lore: 200 1620-1914-2307 1.1.3 Astral Lord Lore: 200 - Combat Discipline: 200 1627-1895-2304 On unmodded level 1 NA (level 162 skeletons), neither Astral Lord Lore nor Combat Discipline has any effect 1.2. Sharp Blades 1.2.1. Astral Lord Lore: 5 1776-2674-3300 1.2.2 Astral Lord Lore: 200 1781-2795-? 1.2.3 Astral Lord Lore: 200 - Combat Discipline: 200 1809-2751-? Here comes the first oddity: With Astral Lord Lore 5 I was getting 3300 criticals, while with Astral Lord Lore 200, criticals were in the 2800 range. My guess is for RNG fluctuations. However, even with Sharp Blades, ALL and CD have no bearing on damage 2. Nether Allegiance level: 90 2.1. Unmodded 2.1.1. Astral Lord Lore: 5 3600-4400-5300 2.1.2 Astral Lord Lore: 200 3740-4433-5303 2.1.3 Astral Lord Lore: 200 - Combat Discipline: 200 3699-4316-5284 On unmodded level 90 NA, neither Astral Lord Lore nor Combat Discipline has any effect 2.2. Sharp Blades 2.2.1. Astral Lord Lore: 5 4021-5193-6363 2.2.2 Astral Lord Lore: 200 3837-5200-[6444, 7600] Mah... 2.2.3 Astral Lord Lore: 200 - Combat Discipline: 200 3849-4800-6334 Here comes the second oddity: With Astral Lord Lore 200 criticals jumped in the 7600 range, but with both Astral Lord Lore 200 and Combat Discipline 200 they were back in the 6400 range. Cannot explain this :/. Ignoring that, ALL and CD don't offer any visible benefit. (Look at minimum damage, it's always the same) Conclusions: -ALL and CD don't increase NA or Sharp Blades damage (minimum damage remains the same). -There are some strange interactions going on between Sharp Blades (Does the mod equip the skeletons with an actual item? Can we find its properties?), critical hits (I haven't found any info on how these actually work. Help appreciated), ALL and, maybe, CD. They might be related to the RNG, but they're suspicious.
  11. and This is really interesting, since I haven't noticed any difference using CD. I'll rerun all the tests.
  12. Combat discipline doesn't have any visible effect. Damage range is the same as without it. By the way, the links in "Some research has been done [1] & [2] that shows the damage increase" in the Wiki are dead. Too bad, they would have made an interesting source.
  13. Ok, I've done some testing. This will hopefully resolve Nether Allegiance mysteries: Difficulty: Niobium Character level: 200 1° Test: Astral Lore: 31 Nether Allegiance: 17 Enemy: level 177 Wolf Max skeleton damage with no mods: 2800 Max skeleton damage with Sharp Blades: 4000 Sharp Blades increases damage by 43% 2° Test Astral Lore: 212 Nether Allegiance: 17 Enemy: level 177 Wolf Max skeleton damage with no mods: 2800 Max skeleton damage with Sharp Blades: 4000 Astral Lore doesn't increase NA damage and doesn't increase Sharp Blades damage bonus 3° Test Astral Lore: 31 Nether Allegiance: 86 Enemy: level 177 Wolf Max skeleton damage with no mods: 5000 Max skeleton damage with Sharp Blades: 7200 Sharp Blades increases damage by 44%. The damage bonus is fixed and doesn't scale with CA level. 4° Test Astral Lore: 212 Nether Allegiance: 86 Enemy: level 177 Wolf Max skeleton damage with no mods: 5000 Max skeleton damage with Sharp Blades: 7200 Nothing new Conclusions - Sharp Blades increases NA damage by a fixed 43-44%. - Sharp Blades damage bonus doesn't scale with Astral Lore - Sharp Blades damage bonus doesn't scale with CA level
  14. Astral Lore doesn't increase the skeletons damae directly, but I've read somewhere that it increases the damage bonus provided by Sharp Blades. I haven't seen any proof though. Anyone else who wants to share his playing experience?
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