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SLD

DarkMatters Sacred Specialist Modder
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SLD last won the day on October 26

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  1. Hmm, googling that problem immediately led me back to another topic on darkmatters. For everyone there the problem more or less mysteriously vanished I also use an old release version, so that shouldn't be a problem... Well, you still have the dvd and never is a very long time... What exactly would RI with "shooting 2 separate targets" instead of "same target twice" be worth? Where is the benefit of that? Is there anything I'm missing here? It is the one thing I don't believe, but I also don't think it would help much...
  2. Somehow I believe you have gone completely bonkers, but it ain't the first time in this thread and last time you did prove me wrong... The numbers from scripts/shared/spells.txt under "dr_hu_angriffsserie" are easily changeable. Not sure wether there are any current mods that do so, but this one at least can be explained. RI on the other hand, should never act like that. The basis of all this goes back to sacred 1. Basically almost all characters there had the CAs "hard hit", "multi-hit" and "attack". All three with distinct melee and ranged behaviour. Sacred 2 basically went the same route and while the CA names don't give much of a clue here, at least the "hard hit" ones are easily noticeable by the CA's picture. They all look like a fist. The "hard hit" ones are "Demonic Blow", "Callous Execution", "Dedicated Blow", "Soul Hammer", "Magic Coup" and "Ravaged Impact". They all work exactly the same. While RI is the only one that can be modded for an extra projectile, it still works like all the others do when they have more than one hit to deliver (in case of dual wield). They all switch target only if the first target is already dead or unavailable(e.g if it moved out of range). These rules don't end with "hard hit"s. The attack type combat arts launch a series of melee attacks against the same target or fire multiple ranged projectiles, again at the same target. Target switching only in case of kill/ unavailability. The attack type ones are "Frenzied Rampage", "Pelting Strikes" and "Battle Extension". And then there are the "multi-hit" ones. In melee they strike absolutely everything in their area of effect. With ranged weapons they shoot at multiple targets simultaneously up to a maximum number, targets again aquired in a specific area, usually a larger one. The multi-hit skills are "Scything Sweep", "Ruthless Mutilation" and "Darting Assault". I am not quite sure, what the "multi-hit" skills do whith a ranged projectile weapon, when there are fewer targets than possible projectiles. As far as I know they just shoot all of the extra projectiles evenly spaced in a cone, but that one might be wrong. It is however true for the "darting assault" rework in D2F, the Amazon's "Multiple Shot". In cases of a non projectile ranged weapon, meaning a blowgun, "multi-hit"s only fire one shot per target available up to the maximum number of shots. Leftover shots are ignored. So the rules are pretty much set in stone here. As far as I know, noone has ever changed these behaviours measurably. And those CAs where certainly designed after their Sacred 1 counterparts. They are meant to fall into these three categories. Now while we're at it, there are more weapon based CAs in Sacred 2. But I don't think there are more weapon based CA "behaviours". We got "Mortifying Pillory", which I have never really used. I believe it follows "Hard-Hit" rules. We got "Spectral Hand", which is obviously a "hard-hit". Then there's "Assailing Somersault", also a "hard-hit". And lastly there's "Archangel's Wrath", a weird one that uses everything at range, but also a "Hard-hit". Now that I think about the categories, mechanically there might actually be only two different ones, as we know "hard-hit" CAs perform exactly like "attack" ones, should they have more than one hit to deliver. One other thing to note is, that in cases of auto targeting/homing projectiles like they can be modded on archangel's wrath can seek out different targets. So I assume the same goes for RI modded with "Trail". That may look like different behabviour, but it's actually part of the "homing" mechanic not the CA that these homing projectiles come from. To get back to this thread, even the weird behaviour of the wet poodle's frenzied rampage on foot does still behave according to the rules. It fires often and slowly over a long period of time and acquires new targets only when the current one is dead or unavailable. It seems weird at first, but mechanically it's still the same, at least as far as I understand it. I still did not get to testing that one myself. I hope I dumped all the relevant information from my mind about what I expect and why I don't have a problem with your Darting Assault stories, but I do have a hard time believing the Ravaged Impact ones. I'm certainly interested in hearing or seeing more about anything that contradicts my expectations. For the darting assault projectile number in your "DvD install", the values from spells.txt would be enough to calculate the exact projectile count at a given CAlvl. I think Maneus has done that over in his Sacred 2 weapon damage calculation thread. Should be somewhere page 4 or later in his thread... For the Ravaged Impact behaviour, I only believe it when I see it Maybe there is more I don't know about this game. Your wet poodle discovery already made me want to play this thing, maybe you can find more weird stuff that I subsequently will have to play
  3. I always expected it to shoot twice, or buggedly thrice, at the same target. It should only ever switch targets, if the first one dies. All my experience in any mod with this skill has been like this. The only thing that I think might change this behaviour is the homing mod. If you doubleshoot while having that one it might home in on 2 different targets instead... 3 +1 matches the numbers from the wiki and at least at low levels I expect them to be accurate. The wiki is at best at CM patch level, so your number from EE is not a nerf, just unchanged. The scaling at higher levels is a different question. I don't have any experience there. I just checked, both in EE and cm patch the CA gets: entry1 = {"et_missile_count", 900, 45, 0, 8 }, and entry5 = {"et_missile_count", 300, 11, 1, 8 }, So projectile number should be exactly identical.
  4. Cheating is always a solution... So in the Diablo 2 Fallen mod the "barbarian" class, which is basically a reworked shadow warrior can use its jump skill with infinite distance. So all you got to do is turn the camera low and aim faaaaaar away and you'll just jump out of the active game zone. For example. you could jump from the dryad island harbour over to the turtle island with the poison lord... The game will lag a bit and then the camera will catch up and everything is fine again. The jump doesn't take extra time for the extra distance, so it's definitely the fastest possible movement in the game that doesn't involve some kind of portal. But as jumping is neither walking nor running I don't see it at all connected to this speed cap discussion... It is certainly waaay faster then the speed cap discussed here.
  5. Defense is the stat that is compared to the enemies attack rating, to determine their chance to hit you with an attack. It has no effect on the actual damage you take when you do get hit. exactly that. There is one debatable thing about the spell resistance skill, it's mastery bonus. That one might be useful under certain circumstances. I have never really tried incorporating that one into a build though and it would certainly not be taken to reduce damage, more like a utility thing... I also just checked, in EE with challenge mode winning the spell resist check still lowers the damage of that spell by 30%. Yes. The spell resistance from willpower is a base value for the same thing that the spell resistance skill increases by a %. This spell resistance is somehow compared to the attackers "spell intensity"(provided by their Intelligence etc.) whenever you are hit by a spell to determine wether the 30% damage reduction happens or not. Actually, I think he struggles because he's playing EE with challenge mode My Blacksmith at level 101 struggles his way through platin right now...
  6. If by "slots" you mean the number of sockets, there is only one thing effecting socket numbers on set items and that is the difficulty they are from. More precisely, there are a few sets that have less sockets on them when acquired in bronze. Those are afaik the vanilla game ones that start at lvl 15, but it might be more, or less. At least for the SW denderan, armantin and lucreti are all crap in bronze. That is one of the reasons why I would never play bronze. The banner has no mod that reduces damage. I don't think there are kobolds with fireballs. Afaik the shamans have some kind of poison spell, but what really made these guys significantly more dangerous is that the cm patch made their staves shoot projectiles. They have a high firing rate and do quite some damage in the early game. When they choose to shoot at least, which they luckily don't do most of the time. Spell resistance can only ever win you the "spell resist check". When you do that you take 70% instead of full damage in the base game. Might be a bit better in EE, I don't know. But the point is, you are usually not guaranteed to win that and when you do it's still not really worth it. Against Spells that do "hit" damage, like a meteor shower or the spell projectile from a kobold, you can have armor of the correct armor type and mitigation of the correct damage type. Against Spells that do "damage over time" like the ppoison plant versions or the spitting spiders, mitigation works the same, armor does nothing, but here you can also use "-% damage over time" mods on gear. All of those defensive options are better than spell resistance, as they are reliable. They always work, though I know that depending on the game version, it might not be as easy to get enough of them at early points in the game. I know that EE challenge mode is challenging as I'm currently playing my blacksmith under those rules, I will see what "the wet poodle" can do when my blacksmith is ready. But that will be far in the future as I at least want to reach niobium with the smith first. I don't have low level set items flying around after all, so the poodle will still have a harder time than your characters... There are still the options of stamina and dexterity. I would go with one of those. should you do that, remember that you promised: the wet poodle is mine
  7. Nah, I would never take spell resistance or vitality The level of the set items doesn't effect the set bonus at all. Only character level and difficulty.
  8. Phew! You almost destroyed my secret build plans there. So I will reveal them now. While I'm stuck on my blacksmith project, all I really wanted to build in EE was "The Wet Poodle". You came awfully close to ruining that plan Sadly I still can't get started on him, as the blacksmith just barely reached platinum yet...
  9. The first post already links to the entire step by step playthrough. And this is the download thread for the character so anyone wanting to look at details, she's ready to be downloaded. I also made a video overview of the gear and stats that you already uploaded. "Windows 10 sollte keinen Einfluss auf deine Meteore haben. Ich weiß leider nicht was da bei dir schief läuft." would be my answer to that. Did you read all three PMs I sent you? So far you only uploaded the second half, did not rename the playlist to make it match the new content, did mess up the order again and did not include the last video. I'm sure we're gonna get there someday Not at the moment. I am working on my Blacksmith, but I don't see any use in making videos of him. I'm pretty sure that is not gonna happen.
  10. Wow, that's like an entire herd... Let me visualize that for a moment: That looks like an ammammamazing party! Ammammamoo looks really happy there, next to her grand-Sun Gogo
  11. Ah ok, I did not consider the possibility of removing the cap Now it all makes sense
  12. Does it have to be Dimitriy? I've seen Eru show some magical superpowers at revealing the inner workings of the game, maybe he could help you?
  13. I am not sure what you meant with this. Is this supposed to confirm or contradict the rest of your post? My confusion comes from not understanding what "it takes ~2 seconds to cross the screen at trackdist 2000." means. Would that be "slow"(confirm) or "fast"(contradict)?
  14. If you plan on using the weapon with spectral hand and no other way, I would not pick hafted weapons at all. But if you don't have any better idea what to pick and end up with a bunch of +allskills, which I usually don't have, than you can of course pick anything. Yes and those questions and the resulting answers are what lurkers read, so they can appear smarter than you. Look at it this way: You are a pioneer! You create new questions and answers where none have been before.
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