Jump to content

Androdion

Moderator
  • Posts

    1,884
  • Joined

  • Last visited

  • Days Won

    109

Everything posted by Androdion

  1. Not sure if it's a bug or not, though it seems to be. The special mount of the Mentalism branch on the Dragon Mage, Ethereal Draconicon if I'm not missing the proper naming, is improving the regen time on the CAs even more than when I'm on foot. It has a penalty to all CAs of around +52% and a boost to the Mentalism branch of -40%, so while riding it my CAs should take longer to regen whereas they take lesser time than on foot. I had a different Draconicon before and it was working correctly so maybe that one is bugged? Worth taking a look I guess.
  2. Eh, I feel confident in editing text whereas changing code isn't really my thing. I still recognize some bits of it but not enough to warrant page formatting, image hosting, etc. Someone more knowledgeable with editing the Wiki should be of further assistance.
  3. Yep, it's Ancaria Airline indeed. Wiki page for Skills amended, but now I need to create the quest page... (help!) PS: Quest page created with barebones info, if someone can help with the details it'd be cool.
  4. It could depend on which game version you're on and if you have any version of the CM Patch. Only by knowing the specific version with which you're playing the game we can compare results.
  5. Yeah, that's what I meant before by the quest line not being linear. You need to explore the area fully and not jump the gun because the chain quest won't point you back. Yes it sucks, but at least the Wiki page for the chain quest is very complete and you can retrace your entire steps on the Cursed Forest's main quest.
  6. The best thing that came out from the development of CM Patch 1.60, other than the game obviously not crashing (!), is the ability to use Elite Textures to have the best detail possible in the game. And since it's an old game it can even be tweaked furthermore with custom Nvidia CP settings to cause some more strain on your GPU and even more smoothness on the visuals. By the way, I used to play with just the Nvidia CP settings for AA and the in-game option turned off, but I have since a while now turned it back on. It actually looks better and it doesn't make stability an issue. If anything I think the game has crashed even less since I turned it on again! Anyway, if you guys want to try it you can put in-game AA to 4x and then turn on AF/MSAA/whatever and max everything out in the Nvidia CP (assuming your GPU can handle it). It makes the game look really great! Ok ok, bit of a tangent for one who doesn't have 4K material on his rig...
  7. Yeah, pretty much so! Anyway I have no idea if the Cursed Forest is behaving correctly or not in terms of cap, can't say for sure.
  8. Hey! Haven't noticed anything like that on neither of the sites. Cache issue perhaps?
  9. Yeah, I've read that part in some guides about how AW is a boss killer if modded right and how it's used to shift the elemental damage. I'm just not sure if it fits into my gaming style, or at least what I'm picturing here. It's powerful but it's a slow projectile, and this build is meant to be a mix of crippling/snipping. Run speed will definitely be a factor in this build, as will be evasion. I was running in circles with my blank Seraphim, tried a few combinations and it seems that both Battle Stance and BFG have very intensive regen penalties. I'm thinking if it's worth taking the mods that lower the penalties at the cost of evasion and raw damage, since the idea here isn't to one-shot everything per se. I was casting Radiant Pillar before doing the Pelting Strikes/Soul Hammer combo until the mobs were mowed down, escaping behind a Flaring Nova strike. I'm thinking that a combo with Dashing Alacrity/Divine Protection must be nice for boss battles. I'm also considering changing Combat Discipline with Celestial Magic Lore, because if this is going to be a cast intensive build as opposed to a pure shoot'em up then I'm probably better served with the lore skill after all? Hard to say really, but it does seem to better fit the profile. I can get the regen boost from my blacksmith (once I finally level him up enough... ).
  10. Hey guys. I've been wanting to play with a Seraphim for some time, thing is I've been going around my head trying to find out a cool and different way to play it. I don't want a dual-wielder (been doing that with a SW), so I thought about making a ranged energy weapon build with and energy shield. But how is that any different than playing a BFG build? Yeah, not that much. So I though again and again and I tried twisting a BFG build into a more dynamic gameplay style and not just your "pxiu-pxiu-pxiu, you're dead" style that the BFG usually presents. So, skills: 2 Tactics Lore 75 3 Ranged Weapons 1 5 Armor Lore 75 8 Concentration 5 12 Revered Technology Focus 31 18 Exalted Warrior Focus 1 25 Celestial Magic Focus 31 35 Toughness 75 50 Revered Technology Lore 1 65 Combat Discipline 1 The idea is quite simple: Master Armor Lore and Toughness for defense and damage mitigation, while making use of DM on gear and skipping Constitution. Attribute points on Vitality to compensate. Points in Tactics Lore modify Exalted Warrior CAs for use with the BFG (Battle Stance, Soul Hammer, Pelting Strikes), points in Celestial Magic modify Radiant Pillar and Hallowed Restoration for defense/mob control, points in Revered Technology Focus modify BFG and Flaring Nova (again for defense/mob control) Focus and Lore skills should be next in line to mastery level to increase efficiency, Toughness can be kept at clvl for higher efficiency in defense. Use BFG the old school way with the EW tree, use Radiant Pillar/Flaring Nova for stun/hold on crowd control and mow with BFG, use Hallowed Restoration/Divine Protection (at first unmodded) for extra protection/longevity. I'd like some feedback on this build idea if anyone cares to contribute. I'm still missing a few things, like Archangel's Wrath and its place in this build, and how to deal with bosses since I can barely have +%LL sources on this build. Armour and damage mitigation should be enough to stay alive, assuming I can kill fast enough and control the crowds around me with the Area of Effect spells. But can anyone more accustomed to playing a Seraphim give some input on this please?
  11. There has always been a region level cap directly related to each difficulty level, that's why enemies in Sloeford in Niobium are always of a minimum level of 112 or so. There's a minimum and maximum level cap, maybe that's the case? Anyway if you're at mastery level in Silver you'll most likely fly by the entire game in Gold.
  12. Yeah, the quest log in the Cursed Forest isn't very linear in terms of continuity. You need to keep going "after it" instead of it being pointed to you, and I even got a bit lost the last time I played it (forgot to get with Kormynth to complete the quest line). Also, you don't actually enter the stronghold by its gates. But I won't spoil the surprise.
  13. "What have I gotten myself into..." The lines from our own toons when thinking out loud about Mr. Giles' remarks are also pretty sweet!
  14. Thing is, the Wiki has a very specific way on the wording. It's almost technical jargon when you read most of its entries, so by changing it to a more simplified/streamlined form of text would mean IMO a complete overhaul on the type of sentences that are present in it. The Damage Lore entry is actually quite accurate and extensive in the information I presents, it's just that sometimes we need to field test some of the entries on the Wiki to understand some illogical programming decisions. Like Tactics Lore increasing the base weapon damage on a HE but not the damage on Magic Coup which is (partially) a weapon based CA. It's things like those that make me read the Wiki and double check with the game running, but that's really not an issue in my book. Oversimplifying the Wiki is probably a bad idea given all the work that was put into it already, and there are always blank toons for field testing.
  15. Yeah, like I said, sometimes the everyday logic and the in-game calculations aren't quite the same thing. Much like that post where Flix mentioned the damage tokens on the spells.txt file.
  16. Well, I've read and reread what's on the Wiki page for the skill and I think I've gotten as doubtful about the end results as you did. In theory it should affect all DOT globally but the wording makes it seem like it'll only improve the damage/duration of a DOT when it's caused by a secondary effect. Nothing like testing it to dispel any doubts about it, because now I've also got the itch to know it. And so I did, modified Gust of Wind twice for poisoning and casted it on an enemy, which caused at the level in question 65 DOT per second. Then I put one point in Damage Lore, still 65/sec, then mastered Damage Lore and still 65/sec. So yeah, sorry but I've again mislead you. The info on the Wiki is usually extremely accurate, and some things that may seems logical at first aren't exactly translated like that into the game's calculations. So my advice would be to pick up the blank toons in this file and test each and every CA for Damage Lore interactions. You should test with and without the Damage Lore skill, with 1 point and 75 points to see if adding points to the skill makes any changes. PS: I guess that the lines to bear in mind are these: "Mastering the skill increases the Effects' damage and duration, once they are triggered." The mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip (Damage over Time, caused by Spell Damage Based Combat Arts - eg, Blazing Tempest). However, it is possible for a monster to be affected by two different types of DoTs: one from the Spell Damage Based Combat Art and one due to the monster being burned.
  17. Oh, sorry for the misleading post then. What I meant is that according to the wording on the Wiki the CA mod will cause poison DOT, not direct poison damage. For instance Frenzied Rampage has a mod called Envenom, which adds direct poison damage, which when dealt to an opponent can cause poison DOT. Gust of Wind's mod won't add direct poison damage to the CA, it will only cause poison DOT as the damage type on the CA will still be (only) physical. Regarding Damage Lore's effect on Gust of Wind, the skill won't increase the chance for the CA to cause a secondary effect (poison DOT in this case) but it'll increase its duration and damage since it affects all DOT.
  18. I think you're a bit confused, I recommend you read this article: http://www.sacredwiki.org/index.php/Sacred_2:Damage_over_time:_Poison DOT "damage" is already a secondary effect, which can be cause by either a weapon hit where the weapon has an elemental damage converter or from a CA which causes that type of damage. So Gust of Wind's Poison Mist mod will cause poison DOT, not poison damage which can then cause extra poison DOT (sorry but they have the same name...). I hope that helps.
  19. What I meant was that though each grave has an animation they aren't specific to a single grave. I'm pretty sure that one of the graves on the Orpheus quest outside of Thylisium (the one with the magician and the two doomed lovers) has the same one with the skellie getting up and closing the casket back again. I can't say for sure where in all of Ancaria those animations exist but they aren't specific to a single grave.
  20. Yeah that skeleton animation is one of the funniest things I've seen in the entire game, though humour is really abundant in Sacred 2. I don't think that animation is specific to a single tomb though, I believe that there are several of those around Ancaria as I seem to recall some other places where that happened. Shadow Step is Shadow Step, there's no more words to describe it. Instant teleport with 100% stun chance and damage dealing is just bloody OP! Sadly I don't record gaming sessions, I think I could have some interesting material for this topic.
  21. Can't say for sure without the expertise of looking at the game's files, but they rarely drop on my gaming incursions.
×
×
  • Create New...
Please Sign In or Sign Up