Jump to content

Whiskiz

Members
  • Posts

    6
  • Joined

  • Last visited

Previous Fields

  • Favorite pizza topping
    Mishka11
  • Why do you want to join DarkMatters?
    Because Sacred 2 is a beast and so is any work done on it
  • All time best video game ever played
    Ultima Online
  • Real Name
    Josh
  • Country
    Australia

Whiskiz's Achievements

Polonium Wizard

Polonium Wizard (3/20)

3

Reputation

  1. I've seen that only cast speed affects CA full stop, then I've seen that both attack speed and cast speed affect weapon based combat arts (WBCA), and then I've seen that only attack speed affects WBCA and then cast speed for spell based combat arts only not sure why there's so many differing opinions the main consensus seems to be that attack speed from either a "weapon lore" or a hidden value from "tactics lore" (in place of the aspect lore which WBCA don't have) applies to the execution speed of WBCA - then from there attack speed from anywhere else is only for left click auto attacks, while cast speed is for all right click attacks/CA but then I've seen some people claim that attack speed affects WBCA, with cast speed for spell based CA - which makes more sense, alot more than building "cast speed" on a Shadow Warrior for increased "weapon based combat art" execution speed, so I'm back to square one for a real world example - does the flat attack speed bonus modification on killing spree, increase Shadow Warriors WBCA like Demonic Blow execution speed? (I'm playing a SW as a CA user only, no auto attacking so while attack speed sounds good for a Shadow Warrior in general, I guess it actually wouldn't be if most attack speed sources only apply to auto/basic attacks) anyone know definitively how it works, and of course does CM 1.60 change that at all? very much appreciated
  2. I just got Armour Lore ingame. On Wiki it shows that level 1 gives -0.4% to the regen penalty on armor. It sounds maybe a little underpowered but around what it would be for a level 1 skill. In game, after installing CM Patch, at level 1 it's -33.3%. A roughly 830% buff? Haha. Vanilla/Wiki mastered Armour Lore (level 75) is -36%. So Armour Lore -regen penalty is now at mastered value at level 1. level 2 Armour Lore ingame is -50%, which is just under level 140 on Wiki. I can't wait to see what level 75+ is ingame Is there a reason there is such a big discrepancy between online info and ingame? Did the person/people behind the CM Patch kill it by completely imbalancing it? Thats the only thing I can think of. Wiki etc shows last updated only 2 years ago around this time, so for such an old game it would still be accurate. Hopefully not, because the CM Patch seems to have done a ton right in the way of bug fixes, quest fixes all sorts of other random good TLC. If it is the CM Patch for whatever reason, is there any way to get the info on all the changes they did to skills and/or attributes? I can't seem to find those specific details when looking the CM Patch up. Because I wonder what else is this crazy. Because if it is the patch I kind of want to forego not having it and all the rest of the awesome work they did to the game. I feel like if I made it to and finished Platinum, Niobium etc that it was because I had skills with level 140 values at level 2, lol, not because of me or my build. Cheers.
  3. Newer player here, I was doing some High Elf theory crafting and wondered what a HE would be like taking both Lores of Fire AND Ice instead of Lore and Focus of one (and Experts Touch for the one Aspect of course.) Fire OR Ice: -Increased max level of Combat Arts through the Aspects Focus (Though won't this fall off at some stage especially late game and/or not be as effective early, and finally, wouldn't it be worth the trade when considering what you can do with Fire AND Ice?) -You have Extra CA Regeneration via the Aspects Focus (Isn't CA Regen later on very easy to come by, especially with the 3rd Aspects "Grand Invigoration"?) -You have Extra CA Regeneration via Experts Touch. Fire AND Ice: -You can throw out Fire AND Ice, one example being spamming both single target high damage skills from fire and ice in a combo on bosses (Incendiary Shower and Glacial Thorns) in almost the time it takes to cast 1 or the other, while possibly casting Nimbus every now and then to give extra damage, keep any adds cleared, to slow the boss and to provide a big attack value debuff if wanted/needed. -You get to use both Cascading Shroud and the fire demon buff (Once Concentrate is mastered way down the track to be able to use 3 buffs) -You can modify and so use either the fire or ice skin buff as needed, once you learn the areas and enemies damage types. Important mid to late game I'm guessing. -Surely not alot of enemies would have both high fire AND ice resistance so later on down the line you can work with enemies weaknesses much, much better especially bosses that have extreme resists in one or the other. -It gives you twice the variety of skills and double the size of build, variety being the spice of life and I must admit fairly lacking in Sacred builds unfortunately, especially in a game where you play through it at least 5 times, on different difficulties. At least. Still awesome though -You can use the strengths of both Aspects together for better effect (fires damage with ices utility) And most importantly: -You can have 2 combo's one for each Aspect to throw all offensive spells out, very quickly throwing out 6 big damage big skills, covering Area of Effect, Single Target and anything inbetween for trash and rares. Throw 6 big skills out, run around, throw another 6 big skills out, run around, another 6 big skills instead of say a Raging Nimbus every now and then with a Glacial Thorn spam for Ice Area of Effect or just trying to spam Blazing Tempest for Fire Area of Effect. Etc. The main factors I guess it'd come down to is: 1 - how much better being able to throw out the entirety of both Aspects at the same time is, as opposed to spamming the best single skill for the situation somewhat faster. 2 - If its better to be able to throw all that out or have alot more extra CA regen in the one aspect (from Focus and Expert Touch) and to have the potential for higher level Combat Arts via Focus. 3 - How important having (the potential for) higher max levels for Combat Arts is, from having an aspects Focus. Thoughts? Edit: The amount of CA regen you'd be losing from one Aspect is 33% from Experts Touch and 65% from dropping Focus + Mastery bonus amount but around 100% CA regen and higher max level Combat Arts for all of the above. For the potential to do all that and things like eat Glacial Thorns runes up to Incendiary Showers Regen Time and as mentioned above, basically shotgunning bosses with those in a combo in the time it would have taken to spam one of those each time (Guess that kind of makes up for the CA Regen loss)
  4. Thanks! Who doesn't love Dual Wielding though indeed haha. Especially because besides rolling a Shadow Warrior, how many other builds is going to basically be 100% "weapon damage combat arts" or even enough of the build for it to compensate for the extra slots/rolls/weapon variety and most importantly coolness factor of Dual Wielding It seems that post is more specifically about Dual Wielding Boneslicers and then as opposed to Dual Wielding other weapons rather than Dual Wielding v Two-Hand. Still some cool info and awesome theory crafting though, theory crafting ftw (Ultima Online theory crafting <3) I do kind of feel bad because I hit slower haha, but honestly, up to double damage just somewhat slower is still much better in theory and whether I notice it or not I try to keep that in mind, tell myself that I also only enjoy quicker attack speeds because just seeing quicker attacks and more numbers on the screen makes me feel like im getting more done Maybe if there's some sort of stagger mechanic and maybe there is, then quicker attacks even at less overall DPS would definitely have other advantages to compensate for raw damage done. Not to mention, though im not sure personally, that being basically anything other than a Shadow Warrior like what you have above, is probably not 100% weapon damage combat art based or even probably close enough to justify the extra raw damage over sockets/rolls/wep variety, so in your and most other cases it probably is better to Dual Wield. This whole concept is specifically for the use of the afore mentioned "weapon damage combat arts" a link to all these of which I posted in my first thread. I wonder at what point in a build, how many of these would need to be incorporated before a Two-hand becomes Superior to Dual Wielding, if at all taking into account the other benefits of Dual Wielding. For example, going off that link, the Inquisitor apparently has 5 of those WDCA's, the Shadow Warrior 4. Definitely big damages if you could make an entire build out of them, extra craziness if you could expert touch and either combo them from multiple aspects or be able to use most if not all from one aspect for added carnage.
  5. Just started playing this awesome game again (while also just having started 1 again - I can't make my mind up ) and made a Shadow Warrior and eventually decided on dual wielding, but then I looked at my combat art damage and long story short - combat art damage seems to only be based off one weapon even when dual wielding. So unless im missing something, if you are going to be using weapon combat arts (the SW classes majority of offensive skills being made up of them for a good example) then two-handed would be far superior to dual wielding, due to combat arts damage being based off a weapon with double the damage of a dual wielding weapon. (2H compared to a 1H) In theory. People say you attack quicker with dual wield so better DPS but two-handers generally have double the damage of a one-hander, so while you may be hitting, somewhat, quicker with two one-handers doing 50dmg each, its basically the same if not worse than hitting somewhat slower with a 100dmg two-hander. You would have to attack twice as quick just to break even, have +100% attack speed just from dual wielding which is definitely not the case. And unless this game has changed anything for this specific reason, 2H weapons can and do up to around double the damage of an equivalent 1H, roughly. The only benefit I can see to dual wielding over two-handed where weapon based combat art classes or builds come into play, is the more sockets and more weapon variety for better roll chances. Am I missing something here or am I spot on in this specific, special circumstance? (When using weapon based combat arts) Maybe 2H weapons in Sacred 2 specifically don't actually have double the damage of an equivalent 1H or I somehow have it wrong otherwise? Cheers. If I am right, here is a compiled list of combat arts that this would hold true for, interestingly: http://www.sacredwiki.org/index.php/Sacred_2:Weapon_Damage_Based_Combat_Arts P.S my auto attacks and combat art attacks were only roughly 10% slower in attack speed than when dual wielding, not nearly slower enough imo if weapon combat arts are only based off one weapon.
  6. Hey guys, decided to revisit the awesomeness that is Sacred 2, and found out about this even more awesome Community Patch. I just jumped into a random vanilla game to mess around and get a feel for it again, and I found the camera view is really weird. I have the camera behind my character so enemies are alot more visible, up ahead instead of say off screen to the side, but there is no strafe left and right keybindings? you know mmo style where you hold right mouse button to look around while using A and D to move/strafe left and right? Instead you can only run forward, run backward, and turn around, lol. Is this intended? If so, for balance reasons? If not, have you guys done any work on this by any chance or do you know somewhere that has? Really awkward playing an mmo styled game and where most skills are aimed and not (tab) targeted on top, but you can only run forward and backward and turn on the spot. Thanks in advance, great job on the CM patch either way, I never knew of it and so have never experienced any of it and am looking forward to it after reading a great deal. Awesome to see to this day it's still being worked on so I can't wait to seriously try it out
×
×
  • Create New...
Please Sign In or Sign Up