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FrostElfGuard

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Posts posted by FrostElfGuard

  1. I struggled with this same idea recently. I reinstalled S1.

    I had been playing S1 in it's heyday with X accounts (10 I think)--so I had tons of equipment, runes, and gold. I had buff suits, trade suits and all kinds of goodies.

     

    In my reinstall, I limited myself to what I could get out of the game itself. It was way more challenging. And way slower in terms of leveling. And not as satisfying as the other method.

     

    I suspect that people who have established niob accounts, trade networks, and such will use every advantage to the hilt. It gives the biggest rush to play to maximum capability.

     

    Heck, playing Sacred 2 online this last week, I got help from a certain player. He Niob smithed for me damage multipliers for my arm bracers and boots. 2 sockets: something like 70% damage increase. That is insane. My character was suddenly cutting through mobs like they were butter (and had been struggling before). He also gave me opponent cannot evade rings to socket (4 of them)... my "to hit" chance went from 56% to 134%. {Thank you Llama}

     

    So. I don't think we can't walk away from the boosts we can get.

     

    On the other hand, Ironman characters will only use what they forage or their own character can store and provide. They had Ironman in S1 too. It is a very big challenge, not one like to be taken by most players who have gotten over the original hump of amassing wealth (gold, items, bargaining suits, buff suits, sets, shopped for items).

  2. Further on General Terus: He'll have a high willpower+spell resistance... I would not be surprised if these attributes/skills oppose the effect of the potion. Could be a straight -% chance.

     

    General Terus might have been programmed to be completely unaffected by undead potions as he is a quest mini-boss.

     

    I agree with first statement.

     

    Second statement is definitely not true. I've killed him on the first go many times with active undead potion and/or the chance to banish undead modifier.

     

    Ah! The voice of experience! Thanks for elim-a-dating my ignorance. It's facts like this that really help players out like me.

     

    Thank you.

  3. EDIT: Well, I just tested it with a level 185 toon. Only weapon equipped was the dagger the HE starts with, Pyro lore at 9 for 3 mod points so it was a most basic test possible, no bonuses taken into account but here it is:

     

    Scenario 1: Greek fire => Globe => Fusillade

    Resulted in 2 fireballs with CA level 1: 288 dmg - 576 total, level 2: 286 dmg (decrease is wierd...) - 572 total, level 3: 294 dmg - 588 total

     

    Scenario 2: Greek fire => Fusillade => Fusillade

    Resulted in 3 fireballs with CA level 1: 166 dmg - 498 total, level 2: 165 dmg (decrease again...) - 495 total, level 3: 169 dmg - 507 total

     

    Scenario 3: Greek fire => Globe => Hot Pursuit

    Resulted in 1 fireballs with CA level 1: 415 dmg, level 2: 410 dmg (decrease is obviously part of the CA), level 3: 419 dmg

     

    So yeah, Globe is clearly what you want for max damage, and then only one extra fireball. Up to you to make a build no gogo :P

     

    One thing to keep in mind with Sacred (1 or 2) is that CAs at high levels might have surprises. Like Cascading Shroud at high CA (and character level, influenced by masteries and who knows what else)--which gives invisibility while casting (a la Shadow Veil)... A high level Fireball supported by mastery of Pyro Lore and Pyro Focus and Ancient Magic cast by a high level character might have surprises for us all.

     

    I volunteer to test out a char (reaping runes to bring the CA up to level) if I had a download of a level 200 char. :(

  4. Movie: $9.99 CDN (~ same as USD right now)

    Tuesdays some theatres: $6.99

     

    No drive-ins remain in business.

     

    Zip.ca (2 DVDs out at a time) internet/postal mail dvd rental service: $20.00 CDN /month, prepaid mail-back envelopes. I subscribe and so far am fairly happy with the variety of movies/tv shows available... but one day I'll run out of backlog of movies... and goodbye Zip.

     

    Cheap theatres: $4.00 to $2.00 (depends on coupons)... 2nd run movie theatre. Good value, but you have to wait. Concession is cheaper than regular theatres too (though still $$$ expensive compared to home/grocery store prices)

  5. Perhaps I can become unconfused here.

     

    When you master a skill... you get a skill bonus.

    When you add more levels (past mastery) in that skill, you get a 'renewed' value per skill level... such that there still is benefit from adding points to the skill.

     

    The reason someone might not want to add more skill points beyond mastery is

     

    a) +X all skills from armour gives you the boost

    b) completing more masteries is more important for the the big bump each one provides

     

    Once masteries are all made, then you're out of skill points.

     

    Is that how things are? Did I get unconfused? :sigh:

  6. From the wiki, Cascading Shroud's Silver mod is:

     

    Inconspicuous - Reduces the chance to be detected by opponents. (1% + 0.5% per CA level reduced chance)

     

     

    So, to get the Guardians to not notice you, you'd have to have 1%+99%= level 199 in Cascading Shroud... unless Mystic Stormite Lore boosts the numbers for Cascading Shroud somehow like Delphic Arcana Lore boosts the HP regen from Grand Invigoration.

     

    It's the hidden mechanics of the game that made me look at Cascading Shroud and dismiss it as something that just wouldn't provide defense most of the time.

     

    Kudos on you gogo for investigating the Ice Elf so thoroughly!

     

    I'm wondering what skills you push (beyond Mystic Stormite Lore and Focus) to mastery... and do you push skills up to a sweet spot to park them before pushing primary damage skills to mastery.

     

    I guess, at character level 75, what skills are mastered? At what character level is the next skill mastered, and what is it? Decisions like these make or break characters {I'm doing my own share of breaking these days with my staff Dryad}.

     

    Superlative work gogo, can't say enough to praise it!

  7. Makes me wonder if they meant to limit the Dryad's ability to hit multiple foes... or meant to spend time giving the Seraphim the same benefit the Dryad enjoys. Might be just as easy as an entry in a .txt file (spells.txt)

  8. In a way yes, but this is also being implemented by furian and I to get strong characters to niob as well. (so we are maximising here too) by investing our level 1-100 points into defense and damage skills instead of focus skills, we will be much much stronger characters when it really counts level 100 +.

     

    I agree that you guys are in the expert range of the players of the game...

    min-max (comes from Dungeons and Dragons paper version of the game) means you sculpt your characters to maximize advantages... and takes your 'min' lumps along the way. By figuring out your minimum level for skills (stopping at 21), you're setting a min.

     

    From my limited understanding of the graphs and ideas presented, level 21 gives you a roughly 30% bonus to regen... which is about 1/2 way to the max 74% available in a skill without mastery... since the skills are limited at just under 75% before the mastery factor. Sacred (1 & 2) gives bigger effect to the first n levels of skill--though the devs tweaked this with mastery in Sacred 2.

     

    I find it odd that so many min-max (expert) players are taking skills to mastery and no further. The benefits of mastery of 6 skills should be weighed against weighed against the benefit from mastering a few---and maxing the, say, for instance, damage producing skills (lores, ancient magic). Some year when I get up to niob I'll have to investigate it (unless someone else takes that torch).

  9. So now we're looking at the min part of min-max character development.

     

    I believe the devs programmed the game to be played by all skill levels of players. That goes from the very serious players like soldats down to the casual type players like myself. The serious players always seek to push the envelope, get the maximum benefit in targeted aspects of the game. The more casual players generally play the game through on bronze and are done.

     

    In order for the casual players to have a pleasant experience, the game has to build safeguards in so that players (to some extent) are protected from making too weak a character. Thus the design where character level affects how combat arts work, also the design where character attributes are automatically incremented as the character levels. It helps keep the min and max within a certain, playable, fun range of each other.

     

    Of course, the max-seeking players come up with ideas that take advantage of design flaws... which, in Sacred and Sacred2 were dealt with by the patching process.

     

    Short version: character level has been factored into many things in the game, right down to drop amounts and quality when opening barrels and chests in the game. (You can thank the Robbers of Braverock Castle for this!)

  10. I searched and did not find anything on the Seraphim and Staff Lore.

     

    She gets Staff Lore as a secondary choice (like the Dryad).

    She has a multi-target melee CA (Pelting Strikes) like the Dryad's Darting Assault (which can be modded for 360).

     

    Isn't Pelting Strikes 360 degree targeting out of the box?

     

    Does the unlimited range of a Staff also apply to the Seraphim?

     

    Anybody try this out?

     

    signed,

     

    Curious George aka Frost

  11. It does, but longer duration equals better XP gain, no?

    I guess, I was just expecting that "Huge bonuses to experience gain without investing any points into it at all." would be a bit more than +4% duration at level 1 (IIRC).

     

    But you're forgetting that Alchemy is the skill that wears a thousand hats! More crit (as you need it), more attack rating (as you need), etc... etc... leads to more xp faster. Plus you can lengthen your 50% bonus from mentor potions...

     

     

    Best skills:

    • Lore skills (choose whichever suits your character) \ these 2 groups allow us to play each character the way it was meant to.
    • Focus skills (choose whichever suits your character) /
    • Spell Resistance (if it does indeed prevent combat arts from going off (combat arts=damage multipliers))

     

     

     

    Worst skills

    • Divine Devotion (maxed out at 20% reduction to regen of Godspell)
    • Riding (don't want to be a k----niggit)
    • Pacifism (don't plan to PvP)

  12. A potion of undead death adds to the chance that an undead that can ressurect won't. It doesn't guarantee it... it just boosts the chance they won't rise again.

     

    Further on General Terus: He'll have a high willpower+spell resistance... I would not be surprised if these attributes/skills oppose the effect of the potion. Could be a straight -% chance.

     

    General Terus might have been programmed to be completely unaffected by undead potions as he is a quest mini-boss.

  13. I thought they made up Niobium. Like adamantine. Nope. It's a real metal.

     

    Discovered over a hundred years ago... which means I memorized it's name the atomic number when I learned the periodic table.

     

    Did anyone else not know it was a metal? If you did know, how many years ago did you study about it/learn that fact?

  14. I thought the crouching (full defensive by pressing Shift key) increased your defense... making it less likely you got hit.

     

    Come to think of it, there's a tooltip about this on the wiki. ;)

     

    If you press and hold the SHIFT key, your character will switch to a defensive stance which will reduce his chance to get hit. This will also slow your avatar's movement speed.

     

    This crouching animation has been with us since Sacred1... It was very apparent to me because my play style involved a slow killing speed... I spent a lot of time fighting opponents--my kill speed was low. It was much harder to hit the opponents when they went full defensive.

     

    I suspect this info was not apparent to most FDM players since their toons just look at the opponents and the opponents die right away (no waiting!). ;)

  15. Drops dry up as the game calculates what is a challenge to the character... that is: you need to face more challenging opponents or the game will dial down the drops.

     

    Plus: drops are random... which means dry spells from time to time.

     

    Another way to increase your drop rate of good items is to explore the map. % world discovered is a factor in good drops. This way, you can save the skill points for somewhere else... :twitch:

  16. Excellent article :twitch: and I love the splash screens, although there may be a fault with the 'Dryad with Blowpipe' as when I click on it it goes to photobucket not to the picture.

     

    Nice work Frosty

     

    ...and this is why we have proofreaders! ;) I fixed the error... now you can see the nasty Dryad and her nasty blowpipe! ;)

     

    ...and... I'm happy to be able to add something to the knowledge of Sacred2. :bounce:

  17. Well. It's posted. Please correct any errors you see, and feel free to add any missing tooltips.

    Or... change the categories and reorganize... I just kinda threw things together.

     

    Hope it helps people (particularly the bit about controlling minions... though I expect that is in the options in the game... just not highlighted)!

  18. I just found the appropriate tooltip harvested (screen capture, save as)

     

     

    You can give orders to your familiars and companions with CNTRL + mouse button, they will attack.

    With # (default) you can specify the radius in which they will attack on their own.

    With - you can specify if they attack as a group or individually.txt

     

    This might have been added with Ice & Blood expansion.

     

    I found when I repeated pressed the # (shift 3) key I got near, medium (which is quite large) and far (huge radius).

    The - (minus key) toggled between attacking as individuals or as a group.

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