Jump to content

Silver_fox

Members
  • Posts

    1,013
  • Joined

  • Last visited

  • Days Won

    51

Everything posted by Silver_fox

  1. I have a question about the patchlog: It says that the mitigation bonus of Darwargon's Circlet was reduced. From what I remember, the issue on Mantis was about reducing a similar bonus on Gruma's Talisman, not on Darwagon's. Could you tell me which of these items was actually changed? Did you alter both items?
  2. By the way, as I remember, Mazzagon's Female Bodyguard got promoted too. If you have CM-patch installed, she becomes a boss who drops a yellow Dryad Head that summons a Blood Dryad.
  3. I have to try this. Every previous time I used F7 (well, I moved the quicksave to F9 because I got too used to the Fallen Angel hot keys, but it doesn't matter) in multiplayer, the game refused to save the place and when I loaded this game in singleplayer, the character was standing near the active monolith. Have you changed something recently?
  4. I wasn't sure about it when I was writing my reply yesterday, so I checked the wiki. Its article about Constitution lists a hitpoint % bonus. Maybe the wiki is wrong, but from what I remember, Constitution adds more than 4 hitpoints on the first skill level. I know that there was a very good description of Flaring Nova made by Ryan several posts above, but I'll write my opinion too. Flaring Nova can be used as primary damage dealer (very effective against usual mobs, though champions usually remain alive after it), but in this case you should pay a lot of attention (and put points into) the Revered skills. If you are going to actually fight with Nova, it'd be better to keep RevTech Focus at level until 75 and then try to master the RevTech Lore (or vice versa, whatever you prefer). If you don't plan investing many points into revered and prefer to pay attntion to other skills, it'd be better to use Nova as utility CA because it will lack damage. As for mods, the second is obviously Stun (because it is useful and its alternative is broken). If you plan to use Nova against bosses, the first mod definitely should be Impulse (more damage + double chance to stun). For the utulity CA I prefer Impulse either because of the same double chance. For the main damage dealer, the first mod is debatable and actually depends on your preferred playstyle: Impulse provides better damage total, but affects significantly less mobs, so you'd have to keep the Nova spammable in order to get rid of a bigger crowds. This means that you have to watch the regen and not read too many runes. If Expand is chosen, the Nova affects more enemies at the same time and you can clear the area with less Novas. In this case you can afford a bit longer regen (because you'd have to spend some time gathering the next crowd around you) and boost damage by reading a couple more runes. The third mod is Flux for the damage and Laggard for the utility CA. What are your other skills this far? How many defensive skills do you plan to include. I'm especially interested in Warding Energy Lore. Also, are you planning to use the Warding Energy buff or to buff-up Divine Protection? You can skip Toughness if your character would have a good energy shield, but you'd better take this skill if Warding Energy Lore isn't included in your build.
  5. Nice work, guys. It's really entertaining to look through all these pages... And it reminds me that I should spend more time on the wiki.
  6. Toughness is a great skill, but its effect is more significant for high-level character than for a low-level one. Toughness adds some damage mitigation, but the amount of mitigation added isn't very big. Usually, the effect of Toughness can be noticed only if you have both this skill and some decent gear that adds some percents to Damage Mitigation. When you don't have such gear, this skill can't be a life savior. At lower character levels, the item levels are also low, and the amount of mitigation these items may add is not great either. On low skill levels Toughness adds less than 1% of mitigation (0.3% on level 1). The enemies that level 35 seraphim can encounter don't do great damage (number-wise), so 1% mitigation would be barely noticeable. At the same time, Constitution adds some % to hitpoints (4% on skill level 1), which even for level 35 seraphim can result in significant numbers. So on low levels the effect of Constitution is more noticeable. As I said, it changes as the character grows in levels and gets access to better items (and stronger enemies).
  7. The defence looks OK, this would be survivable the way it is now. Combat Reflexes is nice skill, but it's not the main source of defence. However, if you're going for melee as your play style and exalted as primary aspect, you can swap RevTech Lore for Combat Reflexes as you won't get a lot of damage from revered CAs anyway. As for Flaring Nova, the mods can be either Expand-Stun-Flux if you're going to use it as main attacking CA, or Impulse-Stun-Laggard if you're going to use it only as a support CA (in order not to deal big damage, but to weaken the opponents before attack). Impulse doubles the chance to stun, so it's a good choice for a close combat fighter. Also, it may be better to take Constitution at level 35 and Toughness at level 65, because Constitution is more beneficial for low-level characters and Toughness comes into play on higher levels.
  8. Ice and Blood is more stable with the CM patch than without it. The patch does a lot of troubleshooting, mostly with side quests, but not limited to them. The patch works only in singleplayer and LAN/Open Net, because it never was installed to the Closed servers. But if you want to play Closed, it's quite easy to uninstall the patch using the disable tool that is provided with it (and then install it again). The only limitation here is to remember not to load a singleplayer character when the patch is disabled (it won't corrupt the savegame, but the character would lose all CM content, like CM-only items or info about CM-only quests).
  9. Kira's Wall is rumored to drop only in Niobium and it drops as rare as legendaries (most probably it is considered legendary drop-wise). As far as I know, console players have certain troubles finding legendaries, so I suspect thet this shield has the same problem.
  10. I've been waiting for this game since it was announced, because I liked the original Torchlight but really missed co-op. All trailers look good, so I'll definitely pick the game as soon as it'd be released. The question is whether or not they finally announced a release date. They keep telling about 'July 2011', but I saw nothing more precise this far. I start to suspect that the release might be delayed.
  11. I uploaded the chest with versions I have at the moment. That's level 30 version from Silver (with level 35 sword) and level 90 version from Gold (with level 80 sword). Normally, all items drop every 15 levels, but the sword somewhy adjusts its level to the level of a character who gets it. Anyway, here is the link to the chest for Frostyman and others who want the set right now: Download here (Sorry, I'm not uploading it to DM because I think it'd be better not to multiply the uploads of this set. It'd be wonderful if any of you could merge this chest with level 15 one that is already uploaded)
  12. Definitely not for all of them. There are two ways to identify the items that do require EP skill to activate the modifier: 1. If Chance to find valuables is a yellow modifier (example - Mormorin's Sash) is does not require EP. If it's a blue modifier (like on the Well-worn Hat), it usually does require EP. 2. Check the item modifying skill, which is listed under the item level. If this line says Modifier: "Armor Lore", than no bonuses on this item require EP. But if it says Modifier: "Enhanced Perception", than this item is our client. The same applies to Experience per kill, by the way - it can be a yellow modifier, or a blue modifier that requires EP. If they appear specially for the quest and their names are different from the usual name of their enemy type, or their stats are specific, than they should have bestiary pages. In this case, they should have them. Usually these enemies are called 'Goblin Archer', not 'Goblin' or 'Kobold', and their stats are totally specific. By the way, ZERO damage and/or armour is quite a common thing for quest enemies (which never occures for non-quest enemies). For Example:
  13. I took a little break from quests and spent some time with item pages. Fixed Sopor Aethernis set page. A test chest that was used to take pictures of this set was broken and because of this some items' names and bonuses got mixed up. So I re-uploaded the pics that were broken. Also added a new full set pic with updated v120 textures. Also made a page for one more unique - a Well-worn Hat (its item modifiers suit the name - definitely not the best hat in game, though not the worst one either).
  14. Happy Birthday, Knuckles! I just wanted to wish you to have a great day. I really hope you won't have to work a lot this day, so you will have some time to spend with your family, friends and big cake (or any other tasty thing of your choice).
  15. I own comlete level 35 and level 80 versions of this set. If you're interested, I can upload them somewhere so you can add them to your collection. I also own a level 90 Bronze difficulty version, that is pictured on the wiki (together with some parts of level 80 set, since items from Bronze lack some bonuses), but I'm not sure anybody would need this version of the set.
  16. Dragon Brother is comletely right, however most of the Ice and Blood players disable Elite textures because they experience bugs and freezes while running through the new regions (and sometimes through the old ones too). These problems don't occure on every machine, but some hardware may cause the game to work worse in this case. From what I know, the owners of the new nVidia video cards (most oftenly GeForce 450, 460 and 470) can get the game with expansion to run smoothly only by turning off Elite textures. Anyway, disabling Elite textures in the settings menu is recommended while you're playing in the new Ice and Blood regions. In other words, when you install Ice and Blood over collector's edition, you won't lose Elite textures, but maybe you'd have to turn them off to increase the game performance.
  17. Thank you very much, gogo. I'm just doing what I can do with these pages and I'm glad if you like the outcome. I finished the NPCs for the Hunt for Rats quest, so all links on the quest page are now blue. Sadly, I have no more time for the wiki now, so Faust writeups will wait until tomorrow.
  18. Jolting Touch shouldn't be nerfed, or it would become useless in PvE. Actually, the trouble here is not that the certain CA is overpowered (cause it's not overpowered, every character has a CA that are very annoying and beneficial in PvP), the trouble is in the player's approach. Let me explain - there are a lot of different builds possible to create for every character class in Sacred 2. And among them there are no completely universal builds. Some builds are better with one thing, some with the other. It was noticed, that PvP and PvE builds are usually very different - they choose different CAs, different modifications etc. PvP builds are usually not effective while fighting against a big crowd, so they are weaker in PvE, on the other hand, PvE builds have certain weaknesses against one tough CA-using enemy who has some brain and strategy. I'm telling it all because from what I know, BFG-based builds are very good for PvE, but almost never used for PvP (because they really are weak when debuffed). It's sort of fair, because BFG is significantly better than any normal weapon, so using it has to have some disadvantage too. So when you go to PvP with PvE character and encounter a character, that was build specifically for PvP, you'd have some troubles fighting him/her. There are several ways to build a PvP Seraphim (some boss-killers are very effective in PvP either). For example, one of the most annoying PvP Seraphims is a Celestial build using a Radiant Pillar with Hypnosis Bronze mod (In PvP case, the Silver mod is frequently Conserve, which is not recommended for PvE). In other words, the pillar has lower damage, but is spammable, allowing to have greater number of pillars on battlefield. A poor opponent of this Seraphim ends up being thrown from one pillar to another constantly and therefore unable to move and fight. The Seraphim just stands in the distance and keeps spamming more pillars to keep an opponent busy. This version of the seraphim is not weaker and not less annoying than Jolting Touch TG. As for the ways to take down this TG with a BFG seraphim, they depend on a certain seraphim build. Jolting Touch has quite a small CA range, so you can keep a distance between your character and opponent longer. There are several ways to achieve it, I'm not sure which would be good for you.
  19. I finally finished the Hunt for Rats quest. It took me more time than I expected because I was very busy this weekend. I have more time now, so I'll make pages for the rats' NPCs tomorrow and then move back to writing up Faust chain parts. On the other note, it's very nice to see the wiki alive and well again. With all of you making new edits every day I never would be out of pages to check!
  20. I'm working at the Faust chain and Hunt for Rats at the same time. Just did the main page for the chain (since it doesn't require to write the Detailed Walkthrough), then I'll switch to the rats (hopefully later today), then return to Faust and write up the chain parts.
  21. Yes, I definitely felt this while playing, but never thought about actual numbers. So the number of uniques in S1 really is two times bigger... It's quite funny how Sacred 2 seems bigger and smaller than Sacred Underworld at the same time. On one hand, Sacred 2 offers bigger world to explore and more quests to do, on the other hand, S1 has more interesting items and more secrets to find (and a better storyline, but it's not a thing that can be measured). At the same time, the things that were said about the fact that Ascaron bankruptcy stopped Sacred 2 developing are also true. They tried to release Ice and Blood as soon as possible, so they added almost no new items except for the DM ones. Really, most items for other characters could be found in game files of original Fallen Angel, they just weren't active content. And even after Ice and Blood was issued, there were a lot of items Ascaron devs started and never finished. If you look up the list of new items from the first CM patches (like v90), all of them would be the things Ascaron wanted to do, but dropped at the middle.
  22. There is only one trouble you can get when you say 'Install anyway' while having the 'Language is not supported' message. This problem is that the language files may be skipped during the installation and therefore all new dialogs and questlogs would be missing and new set and unique items would have random names. Please check the patchlog (Sacred 2 Fallen Angel 2.65.x Patch Log.txt), which can be found in the game's main folder, for the 'global.res' file. If you have a line saying something like: [05/01/2011 23:25:49] Success Patch file: E:\Games\Sacred 2 - Fallen Angel\\locale\en_UK\global.res than everything is OK. But if all the versions of global.res were skipped, you'd have a problems with the missing texts in game. By the way, CM installer takes the language data from the registry, so the tricks with optionsCustom.txt won't work for it. Try the same thing you did for the Ice and Blood installation to install CM correctly.
  23. The only thing needed for these sets to appear is to install the CM patch v110 or later. You can find the latest v120 in the first post of the pinned thread or in the Downloads section. These sets, as well as the other CM items can drop normally in all game mods that are supported by CM patch. Therefore they would drop in SP, LAN and Open Net. However, for the Mutation Sets the drop rate is quite low. While these sets can drop, they won't do it frequently.
  24. It's great to see good suggestions being implemented in game. Though after almost two months after the patch release nobody published this sword's final stats and looks. Now this powerful weapon can be found on the wiki: The Redeemer. Behold... and beware of the one who wields it! @Munera: first I wanted to leave this wiki page to you, since this sword is your suggestion. But since you didn't report finding it I went ahead. Hope you don't mind.
  25. Actually, it could have been possible in Sacred 1, but not in Sacred 2. In Sacred 2, the game doesn't recognize socketed items as parts of the set. You need to actually wear them to have a set bonus. What I was wondering about, is mostly technical stuff. Sigils can form sets of more than three, at the same time, the Relic Holder recognizes only three relics at time as equipped. So to create bigger sets, it was needed to either allow to equip the Sigils in other slots or to trick the Relic Holder so it could consider the Sigils equipped even when they are not in the top slot.
×
×
  • Create New...
Please Sign In or Sign Up