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.
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
It's also worth noting, (although I guess this was obvious for most of you, but not for me) that runes don't have a level requirement, so you can socket niobium Sera runes with their 5.5% phys mitigation even on bronze, if you have a character there already. It took me quite some time to realize this...
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.
On 11/22/2024 at 2:54 PM, Sethi22 said:
So I farmed a two socketed lightsaber for every damage type, and filled them with the matching damage converters
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.
On 11/22/2024 at 2:54 PM, Sethi22 said:
So 1.: Has Bargaining got anything to do with the damage roll on the rings? I thought no, so only the rarity of the item is affected, but I'm really not sure at this point, I'm confused
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.
On 11/22/2024 at 2:54 PM, Sethi22 said:
So is this because the big guy has bargaining and the small one does not? Or is it because the damage on the rings goes up quicker on higher levels maybe? Removing my bargaining suit didn't change the results, so I guess it's more connected to levels somehow...
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.
On 11/22/2024 at 2:54 PM, Sethi22 said:
Originally I thought that this is not the case, and only rarity is affected here as well, but I'm really not sure now. I simply cannot shop for rings with the same damage numbers on them as the ones I can find as loot (And finding 8 of them every few levels is a bit unrealistic...)
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.
On 11/22/2024 at 2:54 PM, Sethi22 said:
(And finding 8 of them every few levels is a bit unrealistic...)
Well, that's why I don't suggest going for 4 swords...
On 11/22/2024 at 2:54 PM, Sethi22 said:
3.: At the part where you wrote about how attribute damage works, you gave fictional numbers 10-100 about the base damage on these rings. I would like to know more about the real numbers. What's your highest level char, and what are the damage numbers on those rings he finds or buys?
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...
On 11/22/2024 at 2:54 PM, Sethi22 said:
u woke up the scientist in me sir, although he was buried deep down, now I'm even looking at numbers and calculating stuff! Look at me! So basically the 3 questions are really 1: I want to know EVERYTHING about these flat damage rings: how to get them in the most efficient way with the best rolls, what affects these rolls and what to expect on higher levels?
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
On 11/22/2024 at 2:54 PM, Sethi22 said:
I want all of my lightsabers to be in PERFECT shape all of the time, meaning socketed with the best damage rings I can get at that level.
"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...
On 11/22/2024 at 2:54 PM, Sethi22 said:
But I want to know how all this works for real now!
The science guy to talk to for the real details is Maneus.
I am lazy and imprecise.
On 11/22/2024 at 2:54 PM, Sethi22 said:
The rest seems much harder, apart from getting toughness to char level and keeping it there, there's not much I can do at the moment... Hopefully I'll find stuff with other types of mitigation on them...
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.
On 11/22/2024 at 2:54 PM, Sethi22 said:
(ps: Oh! And about the debuffing thing with the Griffin: I just fought him on platinum, and the first time he debuffed me, it was my grim resilience he took away first, which was the first buff. So it's not always the last one! Usually yes, but not always!)
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.
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.
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
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!
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.
A little screenshot for anyone curious about my current stats.
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?
What other 50% mitigation? Can you get 100% phys mitigation from 2 sources? Or are you referring to the Sera runes with mitigation on them.
No not 2 sources. You said you can get like 50% from 10 sera runes here:
16 hours ago, ric7202 said:
Very good! 10 sockets is not unreasonable to spend for 55% phys mitigation I guess.
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.
30 minutes ago, Sethi22 said:
In the original game, Grim Resilience with the Safeguard gold mod gives you quite a bit of mitigation as well, but I guess it's replaced here by something else?)
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.
37 minutes ago, Sethi22 said:
Wow it worked! Now I can quote from other threads too!
Yeah, cool. One can even click on that arrow on the right side of that quote to visit its thread of origin
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 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%
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?
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.
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
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?
@Flix Just a quick question. Is there any particular reason as to why the Shadow Warrior starts multiplayer games in the Shadowy Catacombs instead of the usual Island Of Many Roads everyone else starts on?
That sounds weird indeed. To clarify, we are talking about "campaign" games, right?
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...
I almost feel I have to revert to the DVD-install just to check that I haven't gone completely bonkers (more than usual anyway )
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...
2 hours ago, ric7202 said:
I distinctly remember that I easily got 6 or more shots even at low levels levels (under 20). And RI DID fire at two targets simoultanelusly, that was what the whole build was centered around. Unless there was only 1 target within range, then he got both shots of course.
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
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
in Sacred 2 Guides - Shadow Warrior
Posted
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.