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mibbs

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Everything posted by mibbs

  1. 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)
  2. 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.
  3. 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.txt In 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.
  4. may be helpful http://www.sacredwiki.org/index.php/Sacred_2:HolosBrothers_Guide_to_Buff_Suits,_How_to_achieve_max_buff_benefits_without_the_regen_penalty
  5. 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
  6. I know about spells txt, surehit parameter, but there are not any CA, which are used by creatures and use surehit. Temple Guardian double-hit CA can be used by them?
  7. Hi all, sorry for my english Playing the game many years, I notice the strange melee Combat Art which is used by some human-like creatures (highelf-assassins, orc champions for example) Some enemies in the game use double hit attack, which ALWAYS inflicts 120% damage of initial value. This attack ignores defense value (any, though millions), ignores the chance to evade %. However, it can be reflected or blocked (TWO strikes, both strikes are always reflected/blocked) They use it every n seconds, as though it had to be recharged, with about 8 sec reg time at silver / 3 sec at niobium. 200 level character , about 30 000 of DefVal, defence stance (holding `shift`) - I see *miss-miss-miss-succesful double hit-miss-miss-miss-succesful double hit* What is it?
  8. high levels higs levels high levels ... 95% of players don't reach even platinum 5 % remaining people know all about game and don't need any guides yet. However, I will write any new tips with highest interest, because, it seems, this game will never cease to amaze me.
  9. Why so serious claudius? Wrong, it works. Poison split of spiders in swamps is DoT and Detrimental magical effect simultaneously. Damage mitigation, Spell resistanse mastery, "DME -x%" modifiers, , Toughness mastery help with it.
  10. wow, I can not understand your messages as well as Flix's... english is not your official language, isn't it? don't pay attention to bonus list, there are too many different bonuses, which is never showed.
  11. I payed attention to Sacred 2 mechanics too long, and I can say: every "spell resistance +%" bonus (from equipment, relics or SR skill) WORKS, really. I can say even more: There are something like "border", when spell resisntance works differently Look, against simple mobs you may have about 12*moblvl total spell resistance (willpower+modifiers from equipment and SR skill) to be fully immune to full spell damage. against champions - 16*championlvl against bosses - 20*bosslvl Look again: - Great survival bonus - more powerfull enemies - you want more total SR - In multiplayer game: balance.txt configuration file sais "MP_intensity = {1000,1100,1210,1330,1460}; MP_combatvalue = {1000,1100,1210,1330,1460}" As you can see, you want about 1,46*1,46 = 2 times more spell resistanse, when there are 5 ppl on server. Bosses always have incredible high value of spell intensity, so even with extremely high values of SpellResistanse stat character is not immune to Spell Intensity/Spell Resistance check failure.
  12. As you can read in sacred wiki, GR directly increases willpower. Great willpower - less duration of Detrimental magical effects, and enemies always lose their spell intensity\spell resistance check - you take only 70% of damage. http://www.sacredwiki.org/index.php/Sacred_2:Willpower http://www.sacredwiki.org/index.php/Sacred_2:Spell_Resistance
  13. Когда дадите полетать на драконе, товарищи?
  14. http://www.sacredwiki.org/index.php/Sacred_2:Magic_Staffs/es
  15. I have 2 pieces of mutation set for my 55 level HE. it never drops from enemies, I have mutation set from quest reward
  16. Ice Elf does not need any points in Delphic Arcania lore. Hp regen even 500+ hp/sec is usefulness against really serious enemies. HE's Expulse magic doesn't need Delphic Arcania lore, because even without it my character successfully avoid all of magic-type attacks, staying in EM circle. I can say to fully avoid magic type CAs character must have 6 banishing potential/charlvl, this number character has even without Delphic Arcania lore. hehehehe... http://www.sacredwiki.org/index.php/Sacred_2:The_most_powerful_protective_CA_in_Sacred_2._How_"Expulse_magic"_works What about shield lore skill, "chance to block close combat" on shields scales on this skill, chance to block granted shield lore mastery stacks with other melee block bonuses, that can made a character fully immune to close combat (and stun from melee atacks)
  17. Kira's shield can be dropped on gold\platinum\niobium only and with extremely low chance.What about skills, spell resistance is a better choise however, because at 75 hard point it GREATLY reduces all DOT \ detrimental magig effects (which is too powerful started from platinum difficulty, 5 times as compared with silver)
  18. Эм, offensive модификаторы на поножах?
  19. спасибо про информацию о A.Beam, понятия не имел, что оно создает ОБЛАСТЬ вблизи луча, наносящую урон! Я молод и глуп, впредь я воздержусь от удаления чего-либо без предварительной консультации. Ах, да. Строенный фаербол тоже почти как ледяные колючки - несколько снарядов в конусе ! Вот такие пироги
  20. Сильвер, я отлично знаю принцип работы Пламенеющей Бури - я играл пиросоркой. Меня удивил момент с фокусировкой пламени - прямой урон вырастал (!), причем вырастал как-то иначе, нежели при фокусировке GoW или GlacialThorns: не было множества цифр урон в столбик - просто увеличивалась цифра урона, одна цифра урона (в три раза)! Именно поэтому я все не решался отнести Бурю к одной из разновидностей так называемых направленных атак (угол атаки в этом типе CA обычно задается как cone_adapt в spells.txt). Но сегодня вы разрушили мои сомнения, ваше мнение будет учтено...я удалю бурю со страницы "Аrea of Еffect" Ну давайте порассуждаем логически: На странице с АОЕ широко представлены боевые умения, общая черта которых - создание некоей зоны эффета (АОЕ) в заданном радиусе от центра, которым может выступать как сам персонаж, так и выбранная персонажем область. Однако есть умения, у которых в качестве зоны эффекта (АОЕ)выступает конус - это: умение инквизитора Levin Array, умение стража храма Furious Emblazer, умение дракомага Gust of Wind, умение высшей эльфийки Glacial Thorns и Blazing Tempest. Несмотря на разную механику всех этих боевых умений, я предлагаю все их отнести к АОЕ, так как при всей их непохожести на остальные АОЕ они сохраняют их основное свойство - создают зону, в которой что-то происходит. -------------------------------- Silver, I know how Blazing Tempest works - I played piro elf. I was surprised a moment to focus flame - direct damage grew (!), moreover grew otherwise than by focusing GoW or GlacialThorns: there were NOT many digits of damage in a column - just increased the number of one digit damage (three times)! But today you destroyed my doubts, your opinion will be taken into account...I will delete the "Blazing tempest" from "Area of Effect" page Well, let us think logically: On the page with Area of Effect widely represented CAs, a common feature is the creation of a zone of effect (Area of Effect) in radius from the centre. However, there are skills you have as an area of effect (Area of Effect)is the cone is: Inquisitor's Levin Array, Temple guardian's Furious Emblazer, Dragon mage's Gust of Wind, High elf's Glacial Thorns and Blazing Tempest. Despite the different mechanics all these combat arts, I offer all to relate them to Area of Effect, because, for all their diversity from other Area of Effect they retain their main characteristic is to create a zone in which something happens.
  21. Не любое Area of effect CA - мульти-хит И не любой мульти-хит - АОЕ Вообще принципиальное различие здесь в том, что АОЕ создает зону с определенным эффектом, в то время как мульти-хит просто бьет более одной цели за одну активацию боевого умения. И так как есть четкое определение Мульти-хита и АОЕ, каждое из боевых умений может быть отнесено в ту или иную группу (а иногда и в обе сразу). Архимедов луч и Порыв ветра не создают зону с эффектом, соответственно не могут быть занесены в АОЕ ___________________ Not any Area of effect CA - multi-hit And not any multi-hit - Area of Effect In General, the fundamental difference here is that Area of Effect creates a zone with a certain effect, while the multi-hit just beats more than one target per one activation of combat art. There is a clear definition Multi-hit and Area of Effect, each of combat arts can be attributed to this or that group (and sometimes both). Archimedes Beam and Gust of Wind NOT create a zone of effect, accordingly, may not be listed in the Area of Effect. Сильвер, GoW имеет ту жу механику. что и Glacial Thorns - посылается фиксированное количество летящих снярядов в узком конусе перед персонажем. То, что эти сняряды имеют 100% шанс пробить цель, не делает GoW достойным быть причисленным к группе АОЕ (тогда сюда можно отнести и Glacial Thorns, которые тоже при модификации могут лететь сквозь противников)
  22. Chest plate with multi-elemental armor and high damage mitigation (which is not depended on armor lore with CM installed) looks overpowered. However, it looks amazing... and it is impossible for Dry to accumulate high amount of DM
  23. please, help! I need a correctly translated this phrase: "Some Combat arts often mistakenly takes for Damage over time. These Combat arts as Damage over time have fixed duration, fixed damage and fixed frequency of attacks. Unlike Damage over time these Combat arts can be blocked\reflected, armor protects against them, each damage has a chance to cause\inflict the appropriate detrimental magic effect. "damage over time:*** -x%" modifier and recovery elixirs don't protect against damage, caused\inflicted by these CAs."
  24. Вы написали здесь очень много, мои мысли начинают путаться. Вашей самой большой ошибкой было то, что на одной странице вы объединили два вида урона, которые никак не связаны друг с другом. Вики-проект в первую очередь должен содержать такую информацию, чтобы не вводить людей в заблуждение, именно поэтому эта страница про ДОТы подверглась критике и была существенно мной отредактирована. Не имеет значения, как вы относитесь к ДОТам: этот вид урона имеет свою особую механику, и свою особую страницу на вики, в которую каким-то образом попал ПРЯМОЙ урон. Если вам так хочется, не составит труда на этой же странице упомянуть "Псевдо-DOT", его отличия по сравнению с обычным периодическим уроном (поглощается броней, может быть заблокирован/отражен, может вызывать Вредосный Магический Эффект), упомянуть боевые умения, которые часто ошибочно принимают за ДОТ. Насчет огненного шара, метеоров, гнева архангела - вот каким боком тут это вообще? Это просто несколько снярядов одного боевого умения (как например у Ледяных Колючек более 50 снарядов, и их сюда припишем?) ______________________________ You wrote here a lot, my thoughts begin to flounder. Your biggest mistake was that on one page you combined two types of damage which are not connected with each other. Wiki project should contain verified information, not to lead people astray. That's why this page is about Magic DOTs was criticized and was significantly edited by me. No matter how you think about DOT: this type of damage has its own mechanics, and his own special page on the wiki, which somehow got the info about DIRECT damage. If you so desire, will not be difficult on this page to talk about "Pseudo-DOT", its difference compared with simple Damage Over Time (Pseudo-DOT absorbed by armor, can be blocked and reflected, can cause Detrimental Magic Effects). We can mention CAs, which are often mistaken for the DOT. About Fireball, Meteor Shower, Archangel's wrath that's how sideways here it at all? It's just a few projectiles of a single Combat Art (such as Glacial Thorns more than 50 projectiles, and here let us assign?)
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