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mibbs

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Everything posted by mibbs

  1. 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.
  2. 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
  3. So wiki pages was corrected, based on your discussion
  4. Please, add the mod to downloads section... I even have no any words, seriously. Thanks
  5. 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.
  6. Affected by Shield Lore - false
  7. 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
  8. Does it mean that expulse magic's modification (non-resistable magic damage to any undead creature) hurts Shadow Warrior?
  9. 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.
  10. It is too sad, that all theese items have a higher priority than Elite mounts.
  11. 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.
  12. Are Do 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)
  13. http://www.sacredwiki.org/index.php/Sacred_2:Secondary_Damage_Effects can anybody check my grammar? please
  14. 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 )
  15. 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 =)
  16. 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.
  17. 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!!!
  18. 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 },"
  19. 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).
  20. http://www.sacredwiki.org/index.php/Sacred_2:Debuff can anybody fix my grammar mistakes? please
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