

SLD
DarkMatters Sacred Specialist-
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How is Sacred 2 Weapon Damage Calculated
SLD replied to chattius's topic in Sacred 2 General Discussion
Yes, of course. That's why I said, that I don't know what the actual problem was, that led to the cap at 200. Somehow exceeding what a level 200 character could wear must have caused extra problems. It originally went up to 255 and was capped there to not overflow, so that was not the problem. Yes, the formula for that one is known. (20%+1) off. That's how I got to it being supposed to take level 203.(255-[51+1]) It does sometimes not match exactly so I suspect rounding, but I never bothered to test this in detail. The formula was originally very easy to find as in Sacred 1 they had both Item level and required level shown on the item and the formula there was (20%+2) off, so almost identical. -
How is Sacred 2 Weapon Damage Calculated
SLD replied to chattius's topic in Sacred 2 General Discussion
That cap was added to the game to prevent problems with the items level not just exceeding what your character can currently carry but also what a character ever could carry. I think it previously was capped at 255 which is probably the highest possible item level, but level 255 items would usually require a level 203 character to be equipped. What problems that actually caused, I don't know. Now I was wondering what possible use could this have. You can't make a mod where the characters can reach these kind of levels and normal monster spawns seem to be capped at level 240, items at 255... I got it! It's for the "pokemon mod" where every character and monster is immune to damage and they all use summoning combat arts to let their summoned creatures fight each other. In this mod the full summon level range of 65535 could be used. With some kind of mechanic that killed the summoner when all of his creatures are defeated this mod could actually be a thing. Now all we need is for someone to make this mod. At least you already laid the important scientific groundwork of figuring out the maximum summoned creature level The size of that nose never disappoints -
Ok, so you have a real character and wanted to know how many points you spent on her. Start a new lvl 1 woodelf. You don't have to save her. Just get her starting attributes at level 1. At level 119 you would have leveled up 118 times. The base attributes are increased by 10% each level. So after 118 level ups you should have 1180% bonus. So now you multiply your level 1 woodelf's starting attributes each by 12.8 to get the value a lvl 119 woodelf should have. Points spent are not increased per level so the exact difference should be a relatively accurate information on how many points you spent. "Relatively accurate" because I don't know how the rounding works for the 10% each level will obviously not always add up to a whole number. Well If you don't know where the 2 extra "non quest" attribute and skill points are coming from we can now exclude the campaignas a source. That only leaves a possible "bonus" for reaching level 216 as neither of us has achieved that yet. It is also quite possible that the numbers floating around the web are just wrong. With the average quality of information on Sacred and Sacred 2 that wouldn't surprise me at all. So as a conclusion, we can just treat these 2 points as non existent as noone knows how to get them, so even if they did exist, we would still never get them
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I have no clue about hero editor, but I can say for sure "edited to level 119" does not mean "I have level up 118 times". It just means "I changed a charcter with an editor that is probably powerful enough to create all kinds of garbage character stats that do not represent anything that would normally be the result of actual gameplay". Interestingly, trying to calculate the amount of skill points you would get I come up with 821 and the 215 times 1 attribute point would result in 215 points there. So for some reason both number you mention are 2 higher. I know you don't start with any points so the only explanation would be if some campaign effect would yield you 2 each and be only applicable once per character. If there is such a thing @Sethi22 would know, so we ask him. Otherwise I agree with you that 215 level ups should only result in 215 attribute points and 821 skill points(1x1+9x2+18x3+187x4).
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That one is completely new to me. But I admit, as it can only happen on temple guardians, I don't have much experience with that class. I always thought the in combat regen would be permanent without any interruption, just like life regen. I never understood why one would even try using spell resistance at all. It can at best win you the spell intensity/resist check lowering the damage by 30%. Taking 21k instead of 30k damage does not seem like a reasonable way of making a character tougher, especially when it only works against spells and it took a skill + investment into it. OP mitigation is in nomal game balance only OP at the end. The first 50% aren't OP at all the last percent definitely is Having things like flat mitigation don't help at all in this game. If you however could get flat mitigation in amounts that would help against the above mentioned 30k damage hit, then flat mitigation would be even more OP than the %-based one. And the armor formula is known, If you are unhappy with the effects of armour investment vs endgame boss damage, well you are the modder so ultimately you choose the available amounts of armour and damage on both sides. By design, with hits of 5% damage, you would need around 20 in quick succession to die. Against small hits like those the chance based defenses like block and reflect are acceptable alternatives. I think the trollrock is one of those "slightly" telegraphed attacks, that you can, with the use of "immense skill", avoid getting hit by entirely. Sry, but this one just deserved some "trolling"
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How is Sacred 2 Weapon Damage Calculated
SLD replied to chattius's topic in Sacred 2 General Discussion
Well, look at the size of that nose -
How is Sacred 2 Weapon Damage Calculated
SLD replied to chattius's topic in Sacred 2 General Discussion
It turns out that the formula is not capped when it comes to calculating the TargetCreatureLevel. No way! I helped again -
How is Sacred 2 Weapon Damage Calculated
SLD replied to chattius's topic in Sacred 2 General Discussion
The only really odd idea that I could come up with for this one is that survival bonus isn't a % value, but a giant amount of time. But that would be so absurd to base the formula on that, that I highly doubt I'm helping here Are we sure the bonus is based on the enemy level and not the character level or a combination of both... Im sorry I can only guess some bs here... I must admit I have not put in the work to understand any of the creature level testing you did above. The best I can come up with to help with solving this, is giving a specific creature a sufficient max level and then look at the results of 2 or 3 different minlvls slammed with (25,33,50,66,75,100)% SB and a second set with a doubled UBspawn_fact. Maybe do the same test with different character levels as well. A lot of game starts, but in the end we got a nice table of results to do our guesswork on. Please don't let my dumb ideas insult you intelligence. -
How is Sacred 2 Weapon Damage Calculated
SLD replied to chattius's topic in Sacred 2 General Discussion
I think these exceptions are a result of the summoning combat art just creating creatures at the level that is set in the combat art. So the demons just got a combat art level that usually results in a summon of a slight bit above their level and the elite version got some extra levels on the combat art. In both cases the skeletons are just indirectly influenced via the zone and sb effects as the demons level is the basis for the combat art level. Rest for a bit. The smoke coming out of your ears is not a good sign -
You want reliable not chance based damage reduction that is not op like mitigation and can be "explained" somehow? How about armor bonuses. You can "train" your resistance against fire or poison(certain toxins) and the Inquisitor would surely be one to dabble in such self improvements Armor would also never become as op as mitigation. If you want some explicable damage mods on such a buff, it would make sense that once you learned more about these elements, you could also learn how to use them more effectively. Fire and poison would also have the benefit that there's no overlap with the other aspects, as the middle one is magic/phys and the underworld is more a cold thing than a burning hell here. Not sure how the skills work, so this is probably impossible, but damage lore has the ability to scale the damage of the burning and poison dot effects. This modifier would thematically fit the Buff I just imagined pretty nicely and finally create a build option to actually use burning/poisoning for damage as even with damage lore it is not worth using in the base game. I doubt it's possible to just put that skill modifier on a buff but if it is possible, it would fit here. While brainstorming other reliable defense mechanisms I had another dumb idea. It might be possible to add the "flat mitigation" of an energy shield to a character without really adding an energy shield. With a shield size of at least 1 and an absorbtion rate of 0% all damage would go to life but the flat mitigation should still apply... There's also that Inquisitor buff mod that lets others take damage for you. On some kind of minion summoning buff that might work though I have no clue why you'd be running around with a bunch of bodyguards And then there's pool like life and energy shield. Otherwise I'm running out of options for reliable defense against enemy hits. There just aren't many mechanics in the game for that. Maybe there was some helpful inspiration among my dreaming
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How is Sacred 2 Weapon Damage Calculated
SLD replied to chattius's topic in Sacred 2 General Discussion
Wow, that comes as a surprise. Thanks for looking into that anyway. From the table it looks somewhat like 10 +0.69 per further level, rounded down. So we kinda do have a formula now. The high elf could be around 12% less for both the base and the scaling again rounded down. Nice to know, that High Elves are especially bad at fist fighting -
How is Sacred 2 Weapon Damage Calculated
SLD replied to chattius's topic in Sacred 2 General Discussion
I just read something about a fist fighting character which made me wonder, how much base damage the fists do. So I came over to this thread thinking it's definitely in here somewhere. After searching every page for "unarmed"/"fist" and opening some of the related spoilers etc. I couldn't find anything on this. I found the info that Fists do have a base damage and that their "weapon level" for attribute bonus calculations is equal to the character level. But even the first tests already get to the base fist damage by subtracting the attribute bonus, meaning without an actual character to look up the attribute bonus and combined damage, there is no way of determining the fist base damage yet. Did I miss something? Otherwise it would be another thing to investigate. We know higher level characters also have higher fist damage, wether that is a direct or indirect(attributes) result. I suspect, that some of the global stuff that also goes into determining how weapons scale with level might have an effect. And as always, this is just inspiration, I don't really need this info, don't currently plan on making such a character build or anything, so there's absolutely no urgency/priority on figuring this out. Its just a thing I stumbled upon and was surprised the answer wasn't in here already. -
There have been sporadic incidents of wait time and one instance of a super long waiting that however did not stick around. So there are no persistant issues, but I do encounter some issues every now and then. It has however, as before, never resulted in any larger problem, I have never really lost connecting or lost a post I was working on etc...
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How evil of you to then leave so many misleading clues
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Modifying Combat Arts and understanding Flags - spells.txt
SLD replied to chattius's topic in Sacred 2 Modding
"Dryad: A faulty modifier of "Envenom"-Mod in "Ravaged Impact" has been corrected. (It caused Weapons to only distribute poison damage.)" What exactly was changed there? As far as I know at most phys and poison damage would remain. The modifer change from "500, 10,... " to 500, 2,..." was the thing I was referring to, which just leads to a horribly low scaling of that mod... -
An easy character for a returning Sacred 2 player?
SLD replied to Jacek's topic in Sacred 2 General Discussion
Now you know why I never did things like Save/load in Sacred Underworld. That kind of cheating is just too inefficient -
If by the "mod thing" you're referring to the generic mod enabler, that one isn't needed for anything. It just copies stuff in and keeps a backup of things that would otherwise would have been overwritten. It also remembers the order of mods applied, so that the correct backups can be restored when partially going back on multiple mods etc. The download should provide you with some kind of folder named somewhat like "Purist Fixpack 1.4" and inside is an exact mirror of the folder structure from the sacred 2 folder. So what's in "pak" here goes into sacred 2/pak etc. Obviously only the changed files are in here so don't delete everything else The mod enabler is supposed to help stupid people... and also make it less tedious for players to switch between different mods. I can try summoning @Flix but I have a really bad success rate with it... "required" to have the full effects of the pfp are only the things in the folder I named above. The Christmas thing is an optional change and the disc version fix should only apply to people who installed an actual disc version, think old original releases physical copy of the game.
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Modifying Combat Arts and understanding Flags - spells.txt
SLD replied to chattius's topic in Sacred 2 Modding
The two number sets relevant are exactly identical and different from the base game. I highly doubt coincidence with an attrWdam_fact of 400 and the phys to poison conversion mod on the dryad's "hard hit" whatever its name may be... The addendum renames the aspects, changing both the aspect name on the right side of the screenshot and the name of the corresponding focus -
He's using a deamon and flying demon is at least on the skillbar. I think it is also the "selected" skill but my colorblindness won't allow certainty. Other than that his map shows his flight path, so it should be easy enough for you to reproduce... that is if you hadn't deleted your deamoness of course
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What's the weather like over there?
SLD replied to tomi's topic in The Daily Grind: Real life right here!
Town of 20000 people don't know anyone with cows or farmland, helping others is quite rare here, but so are cases of "need". Thanks for telling me what the world looks like where you live. Quite a different life experience. But real cows do dance like this , right? -
Modifying Combat Arts and understanding Flags - spells.txt
SLD replied to chattius's topic in Sacred 2 Modding
For once I have to disagree. Maneus does so much "work to help out Sacred Fans" but this is not among those things. He just showed that his "actual work" can be applied to this case and now that he downloaded pfp EE and who knows what, he just got the numbers he needed to put into his formulas to figure this out. It does "help" absolutely noone on earth to know what game version Iskoeby has chosen to play... Also, I have noticed that Iskoeby didn't actually "play" EE at all. In EE it is not possible to play a character to a point where you are past level 50 but only have 5 skill points... Can I join the detectives club now? Ok fine, I'll praise maneus' detective skills as well: Maneus, you're a better detective than me. Because I actually had to fire up the game client to find out, why it had to be EE and could not have been the Addendum. -
On the addendum download post is a link for "trimmed elite textures" on a google drive. That file however is more than 3 gb in size and I don't know if its somehow addendum specific. I highly doubt it though.
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What's the weather like over there?
SLD replied to tomi's topic in The Daily Grind: Real life right here!
Well there are two kinds of people. There are those like you, who help others where they can and are also grateful when receiving help. They recognize that both involved share in the risk, are aware of it and accept the consequences should something go wrong. Then there are those who would never help anyone, still happily exploit help wherever they can get it and should something go wrong, they try to dodge all the blame and responsibility. Thank you for being part of the first group. I'm sorry you had to encounter the second.