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Posts posted by mibbs
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And how high did u set the stealth value in the diablo mod?
These are the tokens for the Assassin's Cloak of Shadows:
tokens = {
entry0 = {"et_duration_sec", 4500, 5, 0, 8 },
entry1 = {"et_evade_detection", 10, 20, 0, 41 },
entry2 = {"et_invisible", 25, 10, 0, 41 },
entry3 = {"et_damping_any", 200, 2, 0, 41 },
entry4 = {"et_invisible", 15, 10, 1, 41 },
entry5 = {"et_resist_effectdam_any", 200, 5, 2, 41 },
entry6 = {"et_chance_surehit", 200, 1, 3, 5 },
entry7 = {"et_evade_detection", 100, 20, 4, 41 },
entry8 = {"et_resist_effectdam_any", 200, 5, 5, 41 },
entry9 = {"et_regThisCool", 200, 0, 6, 8 },
},Dear Flix, I want to ask the question for you.
As I understand, shadow veil has 2 different params for evade detection. at first et_invisible, secondly et_evade detection.
But HighElfe's ShadovStep and CascadingShroud have only one param - et_invisible.
Is it right, that, when et_evade detection param missed, there is no difference betveen et_invisible values like 1 or 1000. For example, starting new character, even with 1 CA level ( the value is lesser than 20) and spaming A LOT of GlacialSpikes to the enemy it is impossible for me to fail CascadingShroud invisibility. So, when et_evade detection param missed, is invisibility absolute and unbreakable?
Second question: et_evade detection compares... with WHAT? I think, every enemy has it own Different Class, sucsessful overpassing it allows the character be invisible. But what affects Different Class, what the value I must have to avoid every enemy in the game?
I want to know, but... OH GAME MECHANICKS, why you are so cruel -
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So wiki pages was corrected, based on your discussion
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Please, add the mod to downloads section...
I even have no any words, seriously.
Thanks
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think, I am pretty useless here
The RegenCalk was originaly created by DarkMatter's user Amble, sacred wiki only contains html-link to web page http://www.darkmatters.org/SacredWiki/sacred2regen.htm. So, when I see tons of mysterious symbols inside the page's body, I get discouraged. -
Any summon level depends on char level and on eaten runes. When any summon reaches really powerful stage, it becomes "greater experiense eater" (so, you still get experience... 1 experience for any killed creature, ha)
Don't invest too many runes, I can even say "dont invest more than 1 rune" to avoid problems in future. Summons can be perfect distractors, but they are useles as damage dealers, because they eat your experiense.http://www.sacredwiki.org/index.php/Sacred:Wolf_Call - nice notes
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lso FYI in the scripts Seraphim are classified as humans as well, and the Shadow Warrior is classified as Undead, so take the technical classifications with whatever gravity you see fit.
Does it mean that expulse magic's modification (non-resistable magic damage to any undead creature) hurts Shadow Warrior?
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What about wolf summon, at higher levels wolf usually has own level 50-100 higher than vampiress has. It causes an experience penalty to player.
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They are not released yet. How many times must this be said to you?
It is too sad, that all theese items have a higher priority than Elite mounts.
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Mibbs, you will let me know if you have need of any future grammar/spelling checks/amendments, won't you?
Thanks!!!
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hi all.
there were some changes in "damage over time" page. Now Dot is divided into build-in (also known as pure Dot, displayed on ca's tooltip) and Dot, caused by secondary damage effects. Resistance pages were corrected: armor in fact partially reduces Dot, caused by secondary damage effects, descreasing flat damage, that causes the effect. It also can be said about Damage mitigation.
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The very first words on the page (Detrimental Magic Effects) needs to be changed to "Secondary Damage Effects". Also try moving the Table of Contents up so it's not sitting underneath a big chunk of text.
Debuff page needs a lot of help too. It's really sloppy looking.
AreDo you want to see this page as any other page in "Combat Arts" section?If you will correct grammar, I can fully change formatting (adding character's and Combat Arts icons or smth else)
Well, Debuff link should be added to Combat Art page ("Combat Arts types" section)
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http://www.sacredwiki.org/index.php/Sacred_2:Secondary_Damage_Effects
can anybody check my grammar? please
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There will be some changes in "Damage Over Time" wiki section.
Some incorrect information will be replaced into "detrimental magic effects" to "secondary damage effects" page (theese pages may be fully reorganised, there is chaos here )
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it was told about pure DoT: physical, which is not used by characters' spell damage based CAs. it is the part of "DOT: physical" page =)
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Well, in my message I intended "magic = dealt by spell damage based combat arts". theese words are si-no-nymous, ok? So, please, construct my message, that english-speaking users can understand it.
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Need to check
The fundamental difference between Damage over Time, caused by spell damage based combat arts, and the periodic damage caused by Secondary Damage Effects (open wounds, burn, poison) is the latter's dependence on flat damage:- Physical Damage over Time, caused by Spell Damage based Combat arts , depends on Combat Art's level and damage modifiers, characters do not have this damage type on their Combat Arts, but some monsters do.
- The periodic physical damage of a Secondary Damage Effect is directly proportional to the inflicted damage that caused the effect. Periodic damage caused by Secondary Damage Effect depends on how much damage the character has received: for example, if character's armor absorbs 75% incoming damage, periodic damage caused by Secondary Damage Effect will also inflict 75% less damage.
Done!!!
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O-la-la
Willpower attribute and magic resistance don't affect debuffs.
Debuffss can not be blocked/reflected, and also affect the target if it evades the weapon attack (target's defense value is too much, or target has а chance to evade for example). However, Frost Flare CA can miss the target, when it moves far away with 100% movement speed & at an angle of 90 degrees to the ray: when Frost Flare misses, movement speed reduction does not affect the target.
All debufs are divided into:
1) Debuffs stacking with similar other (all monster's D.)
They all have tag "sorting_rank = 0" in spells.txt configuration file.
2) Debuffs which can not stack with similar other (all character's D.)
They all have tag "sorting_rank = 1"
There are 2 defenсes against them : "detrimental Magic Effects -x%" modifier and "spell resistance" skill mastery (which also give the character "detrimental Magic Effects -x%" modifier, depending on skill level). At first theese defenсes reduce debuff duration, secondly they reduce the power of effect. For example, 75 hard points in SR skill and "detrimental Magic Effects -33%" modifier in total give the character 65+11* = 76% reduction of debuff power and duration. Defenсes are calculated layerwise (have diminishing returns) , so immunity can not be achieved.
There are few monster's debuffs, that can not be mitigated: usually they don't inflict any damage, and their duration is written as "entry0 = {"et_duration_sec", 1000, 0, 0, 8 },"
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Hi all!
Sacred 2: Debuff page was created and fully completed. But...
1) I don't know anithing about Serious Open wounds and Deadly Wounds (which as all short-debuffs have duration of 10 seconds)
Are they short debuffs? Can they be mitigated (Damage over time: physical -x%, DME -x%, spell resistance skill mastery, opponents' chance to inflict open wounds...)?2) Can debuffs be blocked/reflected? There is White Gryffin boss with high "chance to block CA +x%" innate value, it may be helpful to attack him by Ice spells of High Elf: if WG will block movement speed reduction from http://www.sacredwiki.org/index.php/Sacred_2:Frost_Flare , so some amount of debuffs can be blocked (but not all).
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You may simply had concentration mastered at 60 charlvl for example, simple holding ctrl or shift before skill points investment...
what about mods: there is about 300 points of damage absorbtion is possible at highest levels, and about 500 with block modification. Well, it can fully absorb any weapon based damage from weaken enemies, but it is useless against all bosses, because their damage is too hard to be partially reduced. Well, no differ between 10000 or 9500 damage =)
MAGIC MIRROR MOD mast have, it can absorb incredible amount of incoming damage (some Spell damage based CAs can simply annihillate you in place, lol), and this mod helps against de_buff(when part of your buffs is dispelled)
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Displayed damage lies (but not in gold difficulty, when multiplier is 1,0)
At 'Damage' page some new information will be added. About how real/displayed damage ratio changes with difficulty grown.
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well, friends, here will be smth explanations about my changes. At first, you should know, different formulas are used to real and displayed (in char window) damage. Let's see, there are 3 hidden damage modifiers affect real damage: of the *difficulty, *number of players, *monster stats; but damage, displaying in char window, does not include them all. oops (only *monster stats modifier affects)
For example: any creature has its own base damage, which scales with level grown.
Rogue 2nd level (minimal possible level) has 25 base physical damage: but it displays differ at different difficulties (19 - bronze, 21 - silver), but in fact rogue inflict only 65% of displayed damage on bronze, 85% on silver, which is depends on
Enemy_weapondamage = {650,850,1000,3300,3630}
in balance.txtIn fact we have 21 displayed damage, about 18 real damage... in higher difficulties and monster levels this ratio can be like 1000/5000 or smth. Displayed damage values misled Chattius in his calculations.
Finally, you shoul know, zero armor value can not increase the damage. Armor values can only absorb part of incoming damage, but there is no DamMultiplier when there is no armor. -
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bla-bla-bla
It's a "Zeal Hit" like Magic Coup with a big boost to base attack and attack %. There are very few melee Combat Arts used by generic enemies, so it's probably this one. I don't know what "enemy_whit_harterschlag" translates to in English.
It could also be "enemy_whit_attacke" which seems to have the same properties, or "enemy_whit_giftschlag" which is the same except it adds base poison damage. Additionally there is "enemy_whit_verlangsamen" which debuffs your attack speed, and "enemy_whit_zerfetzen" which adds a high chance for open wounds.
I searched through spells.txt and I found NO enemy spells that had a doublehit spell token. I also searched through creatures.txt to see what combat arts Orc champions had, and I only found the ones I listed above. Sorry I couldn't be of more help.
Are you going to start adding enemy spells to the Wiki? That's something that's been on my to-do list for a long time, I've just never gotten around to doing it.
You are fully right here. I tested this CAs, they are all works as you said.
But these CAs always inflict double-hit, seriously. And, when they are blocked\reflected\evaded, both two strikes are ignored.
These CAs have incredible amount of attack value, it is really impossible to evade them, using simple defence value.
Thank you
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Shadow Warrior - Duel Wield Build By Wraithking
in Sacred 2 Guides - Shadow Warrior
Posted
Willpower also affects energy shield's capacity, so you may want to make dualwield seraphim (she utilises willpower points with greater returns). Well, SW also looks some stupidly, equiping lightsabers. When seraphim looks so good.