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SLD

DarkMatters Sacred Specialist Modder
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Posts posted by SLD
 
 
  1. 15 minutes ago, ric7202 said:

    As for the actual maximum distance for those shots

    I wouldn't consider them shots, more like melee attacks with a gigantic range. That is at least how they behave.
     

    16 minutes ago, ric7202 said:

    f you say it's the "active area" then I'll take your word for it. I just wonder how big that is? Is it affected by anything one can boost, like visibility range? 

    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. 7 hours ago, BorgonVile said:

    I wonder if I should edit out the 1st post or make a new thread since the character has changed completely from what I started out with. What's the policy on that, anyone?

    Keep everything as is. The journey is of at least equal importance as its final destination.
     

    8 hours ago, BorgonVile said:

    I'm honestly tired of leveling on goblins but it is - at least - safe.

    That is a kobold not a goblin.
     

    8 hours ago, BorgonVile said:

    After 60 levels I finally feel about as safe as a lvl 1 character in vanilla.

    I expect you to get utterly destroyed the moment you start fighting harder stuff. Hopefully I'm wrong :cow:

    • Haha 1
    • Sad 1
  3. 16 hours ago, ric7202 said:

    Here she is lvl 5 in Bronze with Tactics, Dual Wield and Magic Staves skills taken. This is what I have been talking about @SLD

    No CM-patch, no mods. 

    16 hours ago, ric7202 said:

    And here she is doing the same thing, same gear, but with CM-patch 0.160

    I'm not sure what you wanted to show there. It doesn't settle the maximum range debate at all...

    16 hours ago, ric7202 said:

    Huge difference in how the staves work. 

    Yes. They made the projectile thing standard, to fix the exploit. We already know this.
     

    6 hours ago, BorgonVile said:

    And now I'm tempted to play a staff dual but on a Sorceress in DFallen.

    Did the sorceress get dual wield in v16? Otherwise that "build" ends there.

  4. 23 hours ago, chattius said:

    Volunteer firefighters get fewer and fewer because people are more flexible in jobs and change home more often

    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. :cow:

  5. 3 hours ago, chattius said:

    If you wonder why I am posting less: Got promoted, no longer Hauptbrandmeister (main master in fire firefighting) but Gemeindebrandinspektor ( same but for all fire departments in an area/city)

    6 from 7 volunteer fire departments wanted me as their chief. Now I have this on my shoulder

    Gemeindebrandinspektorin_Gemeindebrandin

    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!

  6. 23 hours ago, BorgonVile said:

    and it helps with crits, which - again - are 2x the damage here

    That double damage is quite a bit misleading as it doesn't work on attribute damage.
     

    23 hours ago, BorgonVile said:

    Lore helps the summons - nether armor bonus (gold mod) scales in ee. The minotaur scales twice (two armor mods) with tactics lore.

    So those skills only increase their armor. Doesn't sound very useful then. Especially compared to a Focus that allows higher levels.
     

    23 hours ago, BorgonVile said:

    Edit: This is the final build (skill-wise)

    1. Hafted Weapons       200 [1]
    2. Tactics Lore         75  [9]
    3. Astral Lore          75  [9]
    4. Concentration        75  [75]
    5. Armor Lore           75  [++]
    6. Toughness            75  [++]
    7. Constitution         200 [75]
    8. Combat Reflexes      75  [1]
    9. Spell Resistance     75  [1]
    0. Blacksmith           1   [1]

    With the final 2 skills added, it looks even more insane to me now.
    Please keep telling us how it works out :cow:

  7. 23 hours ago, ric7202 said:

    And I miss how Pelting worked with the Sera before the latest CM-patch

    What changed there?
     

    23 hours ago, ric7202 said:

    Ooohhh I have always wanted to go to South America. At least to the warm parts. It's ficking freezing here now in Sweden and I hate it. Brrrr. Can I come and live with you please? 

    Sorry my place was blown up by the bugs, which is also why I want to kill 'em all :)
     

    20 hours ago, Sethi22 said:

    So you can't shop for reg per hit in EE at all if I got it right, but you can still have it on sets and uniques?  Is that why you're stuggling with regtime?

    Kinda. You can still buy it on weapons. Not sure about anything else... but ric has already provided more details on that.

    • Like! 1
  8. 23 hours ago, ric7202 said:

    I'm glad to hear that phys mitigation isn't subjected to diminished returns or capped lvls. Wohoo :D 

    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)
     

    6 hours ago, ric7202 said:

    Sorry... just a ranting after I got too optimistic with a blade sera I had that died under the hooves of the Raging Boar.

    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. :cow:

    • Like! 1
  9. 15 hours ago, Sethi22 said:

    I know! I know! Mainly from Sera runes that give phys mitigation when socketed.

    13 hours ago, Sethi22 said:

    Yes, but it gets better. It's 3.5 on gold, and as far as I know, it goes up 1 with each difficulty level, so 5.5% in Niobium. (Sethi good pupil, Pumpkinhead sir?:))

    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.).
     

    10 hours ago, Sethi22 said:

    es, I think it mitigates all of that. Lifeleech was something it couldn't mitigate, if I remember my lessons correctly, but :cow: will come and tell you the whole story.

    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.

     

    10 hours ago, Sethi22 said:

    And while you're at it @SLD sir, you could also teach me how to quote properly from another topic... emmm... thread... post... Whatever!!!

    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.
     

    10 hours ago, ric7202 said:

    That's absolutely fab. That in combo with 50% evade and 30-40% reflection and other stuff makes him a really tough dude. I see now why SLD likes it so much.  

    No you don't see it yet. Once you add the other 50% mitigation you'll see it...
     

     

    10 hours ago, ric7202 said:

    Another question about chance to evade. Is there a cap to that?  Say I get 50% chance to evade from Combat Reflexes, then add 5 rings with 10% each which makes that 100%, but I guess it's not that easy. Diminishing returns perhaps? And even if I did get it up to 100%, I bet there is some kind of calculation formula that makes sure that the actual chance to evade never reaches 100% success. 

    10 hours ago, ric7202 said:

    Edit: So I did a bit of reading and some say that it's not additive. 50 + 30 = 60. 50+30+30=65 and so on. Best is to get it from 1 source. And they say the cap is 95% 

    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.

    • Thanks! 1
  10. 3 hours ago, Dax said:

    If a huge death-meteor from outer space would hit the place by accident and reduce it to ashes... no loss. Believe me.

    While the impact wouldn't destroy anything of value, beware that the "fallout" would probably make the entire city uninhabitable :)
     

    20 hours ago, chattius said:

    and it was an old keyboard pre windows keys.

    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?

  11. 22 hours ago, ric7202 said:

    The level of armor affects defence,

    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.

    • Like! 1
  12. 12 hours ago, ric7202 said:

    Partly correct I think. There is 1%LL with the low lvl Denderans Set, which means if the target has 1000 hp, it leeches 10 p. At 900 it leeches 9 p and so on. so the amount leeched goes down for each hit.

    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. 
     

    12 hours ago, ric7202 said:

    So, for most mobs at this lvl, a fixed LL is better, except for bosses. 

    That I can kinda agree with. When you're not fighting tanky things, ll% is not very useful.
     

    12 hours ago, ric7202 said:

    So until I get my hands on higher lvl of Denderans with more socks in

    The level doesn't matter here. You could get the same level denderans from silver, with the higher socket count.
     

    12 hours ago, ric7202 said:

    Regen-per-hit stat. Since that doesn't come on rings or amus anymore (that I know of) you'll be hard pressed to get regen times down otherwise.

    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.
     

    12 hours ago, ric7202 said:

    which opens up to a whole other dimension of nice things to boost your toon with, like double dmg below a % threshold (I got mine up to over 70%) or WIDD or +all CA or evade or reflect or whatever you feel you need atm. 

    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 :cow:

    • Like! 1
  13. 32 minutes ago, ric7202 said:

    It is true for all 3 types: Campaign, Free Play and Player vs Player. 

    To be clear: I choose LAN, Multiplayer, and then in the lobby I create one of the above games, and it always start in the catacomb with the Shadow Warrior. All other charachters start on the Island of many roads. 

    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? :)

  14. 46 minutes ago, ric7202 said:

    Well crepe it! I installed DvD version and all the patches and Ice & Blood and CM-patch both 0.150 and 0.160 and got neither of them to work. The game started allright, and I could access all my savegames, but whenever I tried to start a game, either single or LAN, I got Connection Error code 10 and was thrown back to the lobby. I tried all solutions found online, but to no avail.

    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...

     

    50 minutes ago, ric7202 said:

    So I give up and go back to Steam and will never get the answers I looked for.

    Well, you still have the dvd and never is a very long time...

    51 minutes ago, ric7202 said:

    But I know in my heart and head what I had and will cherish the memories, even if no one else believes it. 

    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... :connie_xmas-moose:

 

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