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SLD

DarkMatters Sacred Specialist Modder
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Everything posted by SLD
 
 
  1. I wouldn't consider them shots, more like melee attacks with a gigantic range. That is at least how they behave. I don't think that it can be affected in any way. It is the area around a player where the game tracks stuff like enemies and damage and such. I'm pretty sure it's hardcoded.
  2. Keep everything as is. The journey is of at least equal importance as its final destination. That is a kobold not a goblin. I expect you to get utterly destroyed the moment you start fighting harder stuff. Hopefully I'm wrong
  3. This is wrong. You can't directly see it unless socketed, but runes do have a level requirement. It is however relatively low. A niobium rune is a lvl 50 item and therefore it requires level 39 to equip an item socketed with one. Gold and plat runes also have level requirements. Only silver and bronze ones can be used at level 1. The converter converts 100% of the elemental portion so those socketed with converters only do physical and the converted damage type. The "colour" of the lightsaber will no longer matter for damage. kinda. The rarity of the item (the 15 internal rarity tiers from trash to legendary) do effect the stats "slightly". This should account for all the different damage values that same-level rings can have. The difficulty of the item is also relevant. So niobium rings at level 100 are better than ones from platinum etc. Otherwise I'm not absolutely sure, but I think it should scale linearly with level. again, rarity is a huge field. Rare (yellow) items of tier 8 and of tier 12 yield vastly different results. There is no way ingame to see the rarity tier. But in general found and bought items should follow the exact same rules so wether you got a lot of mf and find lucky high tier damage rings or you have a lot of bargaining and buy high tier damage rings shouldn't matter. However, there is the problem that bargaining at high character levels requires immense skill values to allow the vendor to sell the best (tier 12) equipment and with "immense" I mean absolutely unreachable. So at higher character levels the "best" items can only be found from loot, not bought. Well, that's why I don't suggest going for 4 swords... Sry, I would guess these values might differ from mod to mod. The only current info I have is that my ~lvl104 SW in EE uses platinum rings with ~25 damage bonus. But I remember having like a niobium Jotun's Maw of more than 70 damage in D2F that wasn't max level yet either... If you really want to go the scientific route, go to Maneus' thread. Read it. If I remember correctly, the information on how the mod values for item mods are calculated are in there somewhere. Equipped with that knowledge you go to the games script files, find the correct item mod for the added damage and look at its values. Then you should know exactly what to expect at what level etc. If that is too much work for you, don't worry, you're not alone As for the lazy answer, get Jotun's Maws. Many. High level and high difficulty ones. The most efficient way to do so is cheating of course If you want to find them the normal way you'll have to farm for a while... I haven't found anything better than jotun's Maw yet, but in some versions of the game other "set"-quality rings with added damage seem to exist. I remember seeing one with a lower than Jotun's but still high added magic damage roll. Weird, but in the end Jotun's always comes out on top. What to expect, I've already given you an idea from my D2F Jotun's. If you want to know what's possible in your game version, you'll have to find out on your own or calculate it the "hard" way "Perfect shape all of the time" is probably only possible with duping the best ring you have at a given level. You'll level faster than finding 8 perfect rings at least far beyond level 100... The science guy to talk to for the real details is Maneus. I am lazy and imprecise. raising armor lore would also increase the values from your kanka's chest. At least until you hit 250 armor lore. This linked mitigation mod will also go up when you are in higher difficulties. You don't need a higher difficulty item for that, so just by entering a platinum instead of a gold game you already have higher mitigation from linked mods. That fits my theory that it always hits the buffs in order. No not the order you cast them in, also not the order you put them in your buff bar, but the order that they appear in in your combat arts section. So Grim Resilience being the Buff from the first aspect always gets hit first. This is still just a theory, but I have not encountered any evidence against it yet. Edit: Maneus has provided the evidence against my theory, showing that the order is not necessarily as I described, but also confirmed that the order is fixed for every character. For the specific case it remains that Grim Resilience always gets removed before Reflective Emanation. So do I
  4. Reading your posts cetainly keeps it up
  5. I'm not sure what you wanted to show there. It doesn't settle the maximum range debate at all... Yes. They made the projectile thing standard, to fix the exploit. We already know this. Did the sorceress get dual wield in v16? Otherwise that "build" ends there.
  6. If being a volunteer firefighter was already ingrained in them at the time they move around, they would just volunteer to fight fire at the new location. I think the bigger problem here is that the concept itself is kinda dying with all other concepts of physical community. It's just like being part of a church. If you are part of a church here and move elsewhere, you're gonna be part of a church there. But who's still part of church today? The concept of knowing and connecting with others that are physically around you is losing in value. The idea of "everyone together" is lost in a world of "everyone for themselves". And the young genertaions who don't even know what they are missing out on, never get to know this as they aren't properly picked up at an age, where they could learn about the benefits of things like volunteer firefighting. I mean how many new volunteer firefighters are there, that don't have some family connection to this idea of "community service". I grew up in a small city of ~20k. From my own school experience, I remember that we learned that volunteer firefighters do exist, I learned what firefighters do in general, but I don't really remember any attempt at connecting kids with the idea that they themselves might want to join this some day or what benefits that might bring. I mean, don't get me wrong, it would probably have been lost on me, but if I never got "invited" to the idea others who might be more interested/capable would also have missed out on the opportunity. So if I'm a kid and I'm not approached with the idea in school, don't come from a home/family that brings the concept closer to me, I'm not gonna be interested to join up and all I'll ever remeber about fire fighters is that their trucks make a lot of noise and that water on burning oil goes boom. I think that's what reduces the volunteer numbers the most. That the ones who might be interested don't know enough about it. Of course there is also the problem with the idea of "why invest in a community that I'm gonna move out of soon" that you already brought up before. Oh no, now you made me ramble about egoism, the end of humanity, again Well, I'm glad there's at least you to save the world.
  7. I always thought it just hit the entire active zone. But we can agree on the range being "just very long"
  8. Another weight upon your shoulders? Well, if 6 of 7 fire departments wanted you as their chief, you must be more than qualifed. I'm sure you'll carry it with pride. Herzlichen Glückwunsch zu ihrer Beförderung, Gemeindebrandinspektor Chattius!
  9. ah, so the change you were talking about had nothing to do with pelting strikes. Just the addon melee staves with infinite range again...
  10. That double damage is quite a bit misleading as it doesn't work on attribute damage. So those skills only increase their armor. Doesn't sound very useful then. Especially compared to a Focus that allows higher levels. With the final 2 skills added, it looks even more insane to me now. Please keep telling us how it works out
  11. What changed there? Sorry my place was blown up by the bugs, which is also why I want to kill 'em all Kinda. You can still buy it on weapons. Not sure about anything else... but ric has already provided more details on that.
  12. Odd choice to take tactics lore, astral lore and especially hafted weapons, but no focus skills. Do the 2 summon skills have any mods that could be scaled with the lores at all? And what is hafted weapons for?
  13. "Let me tell you something: I'm from Buenos Aires and I say kill 'em all!"
  14. That is not limited to physical. All mitigation stats work that way. (Unless you are playing with addendum or d2f testversion 16, then it gets a cap) Does the raging boar have any non physical damage? I don't think so and if I'm right, you should know by now, how to become perfectly boarproof.
  15. No not 2 sources. You said you can get like 50% from 10 sera runes here: and I meant with another <10 sockets you can reach 100%. Usually other sources are used to help there. Sethi already listed quite a few. There are also some other set items that have phys mitigation directly on them etc. The point is just that reaching 100% phys mitigation takes out all those annoying physical damage sources entirely. And at least the physical 100% mitigation is quite a reachable goal. The 100% mitigation against all damage types is usually more an endgame dream. No, Grim resilience works the same in EE. Ric's build is just mainly using the second aspect and would technically not need the death warrior at all so he, if at all, only uses a low level grim resilience, as a higher one would wreck his regen times. Yeah, cool. One can even click on that arrow on the right side of that quote to visit its thread of origin
  16. It says on the runes 3.5% for gold and 4.4% for platinum. I think niobium ones are 5.5% again. These values might not be exact, the game seems to track it in more detail, so 10x 3.5% might actually end up being 35.3% or something.(Just random numbers here for the example. I don't know the exact values.). It mitigates physical damage no matter where it comes from. Attacks/Spells, HitDamage or DotDamage. It mitigates everything that's physical. For the other elements we got damage mitigation Fire/Ice/Poison/Magic. For leech damage we don't have a matching mitigation. I usually go to the other thread, select stuff I want to quote and put it in a quote on that topic(without posting that). Then I just select the entire quote box(by clicking on the top bar of it for example) and use "CTRL+C" to copy it. now I open the thread where I want to post it and "CTRL+V" it in. You can just do this from one browser tab to another etc. I don't know if there is a more elegant way. btw. I've already linked to my guides in this thread twice, once on page 1 and once on page 2. If he doesn't want to read them there is not much more I can do. No you don't see it yet. Once you add the other 50% mitigation you'll see it... Not sure where you've done your research again... For the hitchance calculations I wrote this dumbed down version: https://darkmatters.org/forums/index.php?/topic/72710-an-easy-character-for-a-returning-sacred-2-player/page/3/#comment-7146267 It's source is linked in it as well. I think that was before we knew about combat reflexes. Now we do know, combat reflexes is it's own multiplier on that.
  17. While the impact wouldn't destroy anything of value, beware that the "fallout" would probably make the entire city uninhabitable Impressive, that that thing still works. Every modern keyboard would already be broken. But what kind of machine is it hooked up to? After all the connector hasn't been in use for more than a decade either, right?
  18. On those pieces that do give defence, yes, level does affect that. What you probably meant is the armor value, that one also increases with the item's level. But most items only give physical armor anyway. Again something that helps in your approach and not so much in mine, as I usually quickly move to physical mitigation which makes that armour value obsolete. At the beginnig I also aim for high armor values, so a higher level item would help there a lot, especially in the chest armour, shoulder and helmet slots, which ususually have higher values.
  19. No. The %leech is always based on the maximum life so it would be 10 at 1000/1000 and still 10 at 900/1000. The only exceptions to that rule are dimitrius' addendum and the new d2f testversion 16, which base it on current health. That I can kinda agree with. When you're not fighting tanky things, ll% is not very useful. The level doesn't matter here. You could get the same level denderans from silver, with the higher socket count. I think you're right about it no longer being as easily accessible in EE. The ring of hearscales has quite a low value but technically is a ring which still has this mod though. I have no clue how you survive with that stuff in your sockets, or how you manage to hit anything. But your videos show that your approach, at least in the early difficulties, seems more effective than mine. I always look at the planned end result, not the way to get there and that gives me a less complicated geraring process, but also a less effective character along the way. I'm so curious to see what my version of this build would feel like, but sadly I managed to get myself stuck on this dumb blacksmith project, that still has to level ~36 levels to reach niobium... And I'm so not motivated to play the needed 20+ hrs of pure level grind... But I planned to offer the smith as a download so I can't just leave him "unfinished". Maybe I'll get through all this someday
  20. I wouldn't consider anything beyond the tooltip overflow "safe". After all you wouldn't be able to notice if some of your life was missing...
  21. The nose did it again I thought the set bonus was %leech which can't be outweighed by anything shopped...
  22. I had a hunch that it might be that way for SP characters so I tested that in game. Turns out, that no matter what I do I cannot reproduce your freak behaviour... In Multiplayer everything spawns on the Island, SW or not. In SP fresh characters spawn at the start of their campaigns. I have played almost all current mods (EE, D2F, Addendum, just CMPatch) and certainly had at least one SW (or Barb in D2F) in all of them. I always played multiplayer and I never had a character spawn elsewhere than the MP island. So whatever you have done must differ from what I have played... The only differences I know of between our game versions is 1. Steam, which should not matter at all and 2. I think you play with the "free for all quests" module. Can you turn that one off and try again? It's the only idea I have here and it kinda would make sense to spawn at the campaign quests then, but it would not make sense that it only affects SWs... Why does all the weird stuff always happen to you? Did you anger someone who always played caster dryads?
  23. That sounds weird indeed. To clarify, we are talking about "campaign" games, right?
  24. 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...
  25. 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
 

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