

SLD
DarkMatters Sacred Specialist-
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SACRED 2 ONLINE MULTIPLAYER: HOW-TO, DISCUSSION & DEVELOPMENT
SLD replied to xrystal's topic in Sacred 2 General Discussion
Well if you, maybe ric and who knows who else want to use xrystals servers... @xrystal are the "supplied servers" from the first page here still active and if yes, has the EE version been updated to 3.2a? Otherwise there might be a problem for those. I don't know anything about this here and currently am locked to a game version with which I can't check. Man I hate being stuck on so much "Sacred 2 work" right now, otherwise I could use those servers to finally show gogo what real builds look like -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
So the actual behaviour stayed the same, just the number of projectiles, animation and animation speed where messed up by EE. Otherwise it remains the same behavior as pelting strikes, frenzied rampage and battle extension always had. -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
Yes, but in the end the lvl 10 weapon he showed will probably be stronger In EE? I would guess no. But the level at which you can get a third socket is probably quite high, or it would be super rare to get a low level one with 3. And so we are clear, the two weapons he showed have only one socket each, the other thing is the damage converter slot. -
An easy character for a returning Sacred 2 player?
SLD replied to Jacek's topic in Sacred 2 General Discussion
Time for another update. Farmed my way to level 78 now. Mastered tech lore and focus, armor lore and toughness. Keeping toughness and tech focus on char level beyond mastery. Raised divine protection and battle stance to 200 runes eaten. With the help from toughness mastery I managed to get past 97% phys mitigation - I'm getting close now I also killed gahanka, this time before I outleveled him. Edit: Made it to level 85. Tried to farm some side bosses for loot. Killed Thranak, Bloodclaw the Wild Boar, the priviledged Griffin, the Banshee and the Ice Lord. For the last two I had to swap to a %leech throwing star, but it worked quite well. Sadly didn't get any of the loot I wanted. Edit2: Level 86 now, tried the grunwald dragon for loot as well, needed my throwing star again. As loot just wouldn't come I decided to do the next part of the campaign. So Octagolamus till Carnach done, the Swamp is next... -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
I also usually only use what the character found itself. You do not need a smith for this build, just pick smithing as you did. Don't put points in smithing, keep gear with + smihing/all skills/general skills and use that gearset when smithing. I hate shopping as it keeps me away from playing the game. Shopping in EE can't really give you anything useful except: -a multi socketed low level weapon, for which I would make an extra char dedicated to shopping. (See my lessons on attribute damage for why you'd want that one) -lots of rare jewellery That Jewellery for socketing might be nice but in the end the things you really wanna socket will all be set/unique/legendary jewellery so it's kind of a midgame boost. In the end shopping will give you nothing but it might make the way there easier at the cost of a skill. I usually don't bother making a shopping character other than the mentioned low level one for the socketed low level equipment and maybe some starting gear stuff. Same here. Had that "phase" when the game came out. Now all I want is Powah! Nothing wrong with that, It brought us all here and got us started talking about it after all. It also brought up the odd on foot behaviour. I'm glad you made this guide and showed us all the juicy details I think there is a connection between those two lines No, you did show exactly what we needed to see. The on foot part in the first video and the mounted boss kills, as you didn't want to lock yourself in the long on foot animation all made perfect sense and gave me the material with which to describe what could be once scaled etc. I was very happy with the videos. I considered them a great help to this discussion. Yes, it is probably one of the best boss killing mechanics out there. And don't worry just because I already knew, Gogo for sure did not. what do you mean? You have a nice ranged shredder right here, the on foot part has never been seen in endgame before and the mounted part works well against single targets, so the basics are all there. We all want to see it with the second double hit mod of course but other than that... Just plan it right so you actually make it to endgame and we'll all be excited for the videos with the "real" fun happening If you want to get a build like this to niobium, nothing would make me happier than to see you succeed. -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
Oh, he's already preparing for me with the Butcher... But this time I'm not afraid the Yak-O-Lantern hides well behind that pumpkin and the butcher won't be interested in that walking veggie(I mean fruit). All he wants is fresh meat, so I'll be safe On with the Alchemy. It's not a build at all. It only allows eating some useless crap that you'll never have enough of without duping. So in EE Alchemy only really makes sense when cheating I just reread your guide and I finally understand. You tried to make him a single Aspect build, but still took concentration for double buff. That is quite a confusing choice. And theoretically for endgame, one could say you are actually right with that choice. Impressive When reaching full mitigation the life amount and phys mitigation from Grim Resilience would no longer matter, only the life regen would help somewhat against enemies with leech. You can however easily deal with them via your own life recovery on hit/potions, so actually grim resilience would no longer be necessary and only waste skillpoints and slow down regen times. Activating the first level of it however does protect against buff removal as it will always hit grim resilience before reflective emanation. So you actually did everything right with that choice. It does also explain your defensive struggle in the early game. So why was I reviewing the skills section of the guide again? Well from the first section we want MC Focus and Concentration, from the second Ranged weapons and Tactics Lore, from the third Armor Lore and Toughness leaving us with up to 4 green skills... So there is space to put basically everything into this build including alchemy. Ric chose EP,Smith,Combat Discipline and Spell Resist but left out toughness and kept a slot open. I would never advise to leave out toughness. I think you "E X P U N G E D" the wrong thing. The Download is in the download section for Sacred Gold so the automated thread created is titled: "Sacred 2 downloads - Gold [Title]" That was correct. When copying this title to youtube you picked up the "gold" because there is no seperation between the title and the name of the download section but there is a hyphen before the "Gold". Now the download has lost its gold, but the youtube video still has it. And both is wrong. I got confused on the youtube video because it just starts with "Gold", which is confusing as it is "bronze" affter all, while in the download thread it all made sense because the "Gold" refers to the "Sacred 2 downloads" before it just meaning it is for Sacred Gold/requires the addon. -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
So actually it could be almost 4 times as fast in the end. So you have no experience with the game whatsoever. Interesting. Besides the odd point of measuring how fast bronze bosses that are beneath your level can be killed... What the hell did you do to the poor SW, only eating 2 runes in Grim Resilience and then chugging potions? Having lots of attack rating (and not from items) and low amounts of other hitchance improving mods, which means you must have wasted lots of skillpoints on that. You could have probably been Immortal facetanking two at a time without potions... I accept the fact that you don't have %leech as a "not yet", because still only level 42. With proper scaling and gearing of that build the time to kill those guardians will shrink significantly. Why does the video title start with "Gold"? Kinda confusing. So it has never been about the pace of the game, wether Sacred 2 is faster or slower, but only about trying to recreate an emotion from times past. Honestly I doubt you could recreate that fireball fun in Sacred Underworld today either. Because it's been so long ago and our minds tend to forget all the downsides of such an experience and only remember the peak of that emotional fun. You were younger, you were happy about the social experience and you were riding through the desert shooting fireballs. It probably won't get much better than this, no matter how fast you can slaughter hordes of enemies that feeling of joy and community will always be a slight bit out of reach as it has been "improved" with time. You just can't recreate your first time on underleveled enemies in bronze... It does ok at killing the bosses. But it is on underleveled bronze bosses and honestly, if you take much longer to kill those bosses, your build sucks. As I said already, scaling with good gear and proper skills that character in EE could -shoot almost 4 times as fast -every shot would hit -every hit would chunk the boss for at least 10% Those bosses will die in less than a single second per boss. And before all this bronze bashing and misskilled or whatever stuff gets misinterpreted, I understand that: means the goals were different here. I just want to put all of this build stuff into perspective, as Gogo is drooling all over the place and makes this sound like you just unlocked never before seen levels of power, while in fact your videos just show an entry level use of an oddly reworked CA in EE. This is also not a build that hasn't been explored already, as once you sit on your hellhound it behaves like any other pelting strikes/frenzied rampage build with an energy weapon. Only on foot there is some odd and new behaviour in EE that I did not know before. So what you're doing to those bosses is exactly what every bfg sera and energy staff SW has been doing since the CM-Patch made those CAs shoot 4 projectiles in a burst(The original pelting strikes for example only shoots twice). So the ranged boss shredder is nothing new and that high amount of hits per time will scale greatly with %leech. It does btw also work exactly the same with throwing stars. Probably also with bows but I never found a reason to test bows specifically. My point is, that it is really not untried. The only new thing is the on foot firing behaviour. It is really old, was born with the CM-patch and noone ever wrote a guide for it. why sould it not? It follows the same mechanics every other attack based build in the game does. SW gets some of the greatest gear in the game both defensively and offensively and has the greatest buff defense of all classes. This build just mechanically combines the two guides I recently wrote, the BFG Sera and the Lightsaber SW. Take the SW CA and Skill choices, change the weapon lore for ranged and use the bfg sera ranged playstyle. So basically I just wrote a guide to this build in a oneliner The mentioned build guides are linked together here: https://darkmatters.org/forums/index.php?/topic/72710-an-easy-character-for-a-returning-sacred-2-player/page/3/#comment-7146227 This was also not about hijacking your build to link to mine, its about the mechanics explained over there that go into the details of scaling every attack build in Sacred 2. Especially the value of attribute damage, %leech and mitigation. You posted a guide and made us all aware of the odd shooting behaviour on foot. Noone before you did and noone before you knew. I'm glad you did that. But in the end the game mechanics at play here are not revolutionized and I hope the distinction is clear enough now. (Mostly clarified for Gogo I guess) Your build idea is cool and if I had time and an installation with EE right now, all I'd want is to scale that on foot style through the roof to see what it looks like at 450 cast speed Sadly I'm still stuck playtesting my bfg sera and after that I already have to playtest D2F testversion16 so I doubt I'll get to this anytime soon Could your build actually be the strongest build ever? Actually I think it might, but I'd have to do some testing with the on foot style. What happens with both double hit mods? What happens when you scale the combat art level? So many interesting questions still unanswered -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
And then compare Sacred Underworld's thornbush with Sacred 2's fireball. Suddenly Sacred 2 is much faster. So what was the mistake? Comparing the projectile speed of fireballs. Fireball is bad in both games but the Underworld fireball projectile gets faster with higher level, while the Sacred 2 one doesn't even fly in a straight line. On the other hand, the Underworld fireball only hits one target, while the Sacred 2 fireball can be modded for area damage. I would play with neither fireball because they are both crap. So now that we know comparing the projectile speed of two handpicked skills won't tell us much about the actual pace of the games, let us try another approach. How about we try to get the fastest killspeed in either game? Let's start with Sacred Underworld: Your suggested fireball gets problems with the damage cap. There is a thread on this forum where this cap was already thouroughly discussed, so I won't go into detail here, but even with the "secret damage" set on top this fireball will never do more than 500k damage per shot. If we want to improve on this we could for example take a bow woodelf, equip the ettol'Rahc-notwen bow set for armor reduction and use multi-hit. The Multi-hit CA with a bow woodelf would perform about as fast as the fireball from the video if not faster. Its damage would not be capped and can easiley surpass the mentioned 500k from the fireball. But on top of that it would shoot 5 arrows at once that can either all hit the same target if needed or, given enough targets, hit up to 5 targets per use of the combat art. So as a conclusion that bow woodelf build would already kill around five times as fast as the fireball mage, if there is enough to kill. Can we go faster? There is the option of multi-hitting with a piercing crossbow, that can hit more enemies per combat art, but would make the combat art significantly slower. That would be better with lots of enemies but absolutely worse against single targets. There are a few skill options to get real area damage like poison mist but the single ca execution is slower in return, so again the speed win would be situational at best. There would be the option to go fadalmar + icon set. If the enemies have no health at all, that would kill them super quick by running past them. In an overspawned cave such a passive offense can also help a lot. But in a reasonable scenario with no bug/glitch exploits, this build doesn't really do that much damage. Its benefits lie more in the fact that you don't need to scale it via gear and can therefore equip the stuff you want like xp bonus and split. Lastly there would of course be the kill enemy on sight item mod. That mod would be the utmost winner riding a horse through the map at maximum speed killing everything around you, but it supposedly can only kill enemies up to a maximum level of 100. I would consider this again as highly situational as the game goes all the way to character level 216... So for Sacred Underworld I would suggest the Bow woodelf with Multi-Hit the fastest, most versatile option here. The arrow projectiles may be slightly slower than fireballs at the end but the difference should be minimal and you get five of them at once. If you have an Idea for something that could be measurably faster in any way please let me know, for now I'd consider this the "contestant" from the Sacred Underworld side. Now let's look at Sacred 2: This is a lot more complicated as we have quite a few mods here. As all the Sacred 2 mods including the CM patch, PFP, EE; D2F and the addendum make the player characters faster and more powerful, the most fair approach would be to discard them all. Looking at only the Sacred 2 base game with Ice and Blood addon. I will exclude the original sacred 2 voodoo dryad bs as the viperish disease spreading further than the game's "active region", far further than you can see, would beat everything and was kinda "fixed" by the original devs already. The next thing to exclude would be the magic staff exploit allowing melee combat arts with staves do melee attacks with infinite range. Again the dryad clearing a multi screen sized 360 degree area with Darting Assault or the Inquisitor clearing an enormous offscreen sized cone with ruthless mutilation is just bug abuse, not a good representation of the game. There are many build options that basically run from enemy to enemy and slam them with a "Hard-HIt"-type combat art. The SW and HE can mod their CAs for area damage so they would be the best in this category. There are "attack"-type combat arts like frenzied rampage, their best use in the unmodded game is with dual wield. They aren't that fast in animation speed but they can acquire new targets that can be quite far away, even though the character is melee, sparing them the movement time. The SW can include both the area hard hit and the attack type CA in one build chosing which to use by situation and has also one of the fastest special mounts in the game, therefore the highest possible movement speed. I would consider this the fastest possible Melee build in the game. Now the question would be if there are non-melee builds that are faster. If you hoard a bunch of enemies you could kill an immense area full of enemies with a single cast of Blazing Tempest or Clustering Maelstrom etc. The Tempest also works well with fewer enemies so I'd consider that the better as in more versatile approach. But though the HE has some good spell options with Meteor or Glacial Thorns, she'd never get close to the boss killing speed of a %leech based melee/ranged build. So we have massive area killing potential with a downside on single target here. A dual wielding SW or Seraphim can get around 8% leech per hit and do some normal damage on top, so a bosskill in 12 hits or less is to be expected. Don't forget they can use double hits with their basic left click attack (from the weapon mastery) or CA's like frenzied rampage modded twice for double hit chance to get more hits in quickly. Now I covered what spellcasters do and that melee always leads back to a shadow warrior, let's see what ranged can get us. There is the Blowgun Dryad. Instant hit "projectiles" are great. The dryad has Darting assault do instantaneously hit around 5? enemies at a reasonable range, though the range is smaller with a blowgun compared to with a bow. She also has Ravaged Impact moddable for either area damage or a double shot. That btw has a shorter animation than a SW with spectral hand which would be the other ranged instant hit attack in the game. So in cases where there are many enemies the blowgun dryad would be faster than a melee SW because she doesn't have to run up to them, can kill multiple per darting assault and the animation for that is quite short. For movement the dryad's mount is slow so that is certainly a loss. For single target it gets complicated. Darting assault with a throwing star throws 5 stars but evenly spaced in a 360 degree radius. If you can somehow get stuck inside the boss' hitbox it might be possible to hit with all of them. As the Dryad can get to at least 8% leech again that should lead to 3 shots max per boss and definitely be the fastest way to kill a boss. If getting perfectly inside the boss (via movement skill etc) is not possible or I'm wrong about the expected interaction however, the dryad would just use the double hitting Ravaged Impact(that actually hits 3 times) in quick succession, again killing the boss in record speed. The other ranged weapon types like one and two handed energy weapons or bows generally have no advantages and without the mods have no better combat arts to use them with than the dryad's therefore no other ranged attack builds are really of any interest in the base game. There is this one outlier with the BFG Sera. She can do a lot of damage with her weapon, but she has no decent CAs to use in combination with that so she looses in clear speed and the bfg damage against bosses is outclassed or at least matched by %leech. With everything I have presented that could represent Sacred 2 in our speed contest (SW, Dryad,HE?) the most versatile in all speed categories would be the Dryad, though in reality with the game rarely presenting large enemy groups the SW is not much slower if at all. As the comparison with the chosen Champion for Sacred Underworld would be much easier with the Dryad, I chose the Dryad as representative for Sacred 2 in this contest. So here we have our champions Woodelf vs Dryad, Bow vs Blowgun/Throwing Star. And suddenly the games look surprisingly similar. Against groups both characters use a combat art that can hit 5 enemies at once. The execution speed is similar though I think The Dryad is faster at 150 attack speed than the Woodelf at 220, the respective maxima. Ultimately the blowgun not capable of missing with her inastant hit projectiles wins in speed and though the woodelf can shoot farther with her bow that can if wanted be mirrored by the dryad with a bow as well. That comparison would also be won by the dryad however as she can pierce with a bow allowing for even more hits. Against single targets the woodelf stcks with her combat art moves in close and slams all five shots into the same target, while the dryad switches to a throwing star for more %leech and shreds the boss with Ravaged impact only hitting 3 times per shot, but with significantly higher CA execution speed this time around. How fast the Bosses actually die is not quite fair to compare as in sacred underworld there are no %leech mods yet in return bosses there can be oneshot with some builds scaling with wounds increase damage dealt etc... Let's just say there is bs on both sides So we have determined that generally the builds look the same, what about the games? In Sacred 1 you'd have to click once for every execution of the woodelf's multi-hit, while the dryad in Sacred 2 can just hold her mouse buttons down for repeated CAs. That big quality of life feature clearly favors Sacred 2. The auto pickup in an area and also in MP games is another quality of life and speed win for Sacred 2. So is the option that everyone can sell stuff "to themselves" instead of only the dwarf in S1 and the option to reach the chest from everywhere with the Sacred 2 collectors edition chest imp that was granted to everyone with the Ice and blood expansion. The shared stash doesn't directly influence a single playthrough but it certainly improves muling between characters. So we see a lot of QoL features making the pace of the game faster in Sacred 2. What about movement? For our two contestant characters at maxed out runspeed I would actually say that the woodelf is faster than the dryad, though it is hard to tell as the gameworlds are so different. But if you compare the characters speed to it's size the woodelf wins by a long shot, however I think the space between enemies would also be significantly larger in Sacred 1. Remember as comparison you'd have to zoom out in Sacred 2, further than the normal game allows to "shrink" your character to the same size... Maybe I'm wrong here, sight is no longer one of my good abilities and I write all this from memory. How about mob density? Are there significantly more enemies in one of the games than the other? Well if I compare like running from one skeleton group to another in S1's desert to the same around thylysium in Sacred 2 I'd say sacred 2 has more enemies per time. If I compare one Orc cave with the other I'd say Sacred 2 has far longer load times than S1 If I compare the goblin lawn with kobolds I think the kobolds would win because they more often appear in groups, however their shamans can't summon extra enemies... If your running valley in S1 however I'd say that can have quite a lot of "groups", not sure what to compare it with in Sacred 2. But it's not like Sacred 2 doesn't have dense areas like the southern dryad island or the southeast corner of the swamp... I would say enemy density doesn't differ much and if I had to pick a winner there I'd go with Sacred 2 unless of course you count overspawning caves in Sacred 1. Are there any other metrics to compare? How fast you level up or how long the campaign takes is more a question of how much content do you get than how fast paced the game is. So I'd conclude: The build comparison is relatively even with Sacred 2 a little bit ahead. The QoL comparison, that especially reduces time away from combat, is a clear win for Sacred 2. The movespeed comparison is a win for Sacred Underworld. And the available enemies to kill aka as mob density is relatively even again if not a win for Sacred 2. That is why I'd never call Sacred 2 "slow" compared to Sacred Underworld. To me especially the QoL features make Sacred 2 feel a lot faster. I Think of picking up all the loot one by one in Sacred Underworld's multiplayer... That is soo slow. And I have originally banned all Sacred 2 mods in this comparison. The thread that I now have successfully derailed is a build guide for EE. EE triples the cap for movement, attack and cast speed in this game. It takes time and effort to reach that new cap, but it's worth it. At least for the attack/cast speed. The movespeed is sadly potentially bugged. Imagine shooting 3 times as fast than in Sacred Underworld. There is no contest anymore. And if you're wondering what "speed" in EE looks like that SW video I'd guess has less than half the cap. Maybe Ric could tell us the exact amount he had when recording that video to give a more accurate picture, I think it's not shown in the video. Was there something that I missed in my comparison, that would change the outcome significantly Gogo? I'd love to hear your thoughts on this one. -
Sacred Underworld - Interesting Items to Disarm
SLD replied to alfchaval's topic in Sacred Underworld
For normal loot this can potentially happen just by luck. It is also possible that some bug might make the chances of this happening a bit higher. If the split guy drops loot normally however, that should not be the same loot as the "other half" of him drops. Loot should be random as always. It's just that when you clone a cow with a bardiche you get another cow with a bardiche. Ah, the thornbush build. Some day you'll be ready for it -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
I was talking about Magic Staves. This build is using the two handed energy weapons. There is a huge difference. you also believe for some reason that sacred 2 is slower than sacred 1... -
Interesting. I would have never suspected those things went into the spell resist formula. @Maneus: it seems, Eru is even better than the nose
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An easy character for a returning Sacred 2 player?
SLD replied to Jacek's topic in Sacred 2 General Discussion
Yes it is without divine protection. No details here, but -toughness is at char level so a bit more than 8%... I got the shoulders and the chest armor from the sera leech set whatever it is called in english... Otherwise I got sockets: helm, shoulder, bracers, chest, wings, belt, pants and boots with 2 and gloves with 1 That is 17 sockets, filled with gold sera runes 3.5% phys mitigation each. 100% Physical is easy. The 100% against all other damage types are the hard ones to reach. I'm currently at around 21% there. The shadow warrior probably wouldn't go all ham on the rune socketing because he needs other things like the stuff for hitchance. But in return he gets a huge bonus from grim resilience. Also, there are many shadow warrior set pieces with phys mitigation. So he also has an easy way of reaching 100% phys mitigaton. The main difference is for how defense plays out between the shadow warrior and the seraphim is that the shadow warrior has regeneration and the seraphim has a shield with flat mitigation. So the seraphim does not take damage from lots of small hits that are below the energy shield mitigation value but whenever a hit is too large the damage remains kinda permanent because the shield can't regen in combat. Also damage over time effects(like the plants on dryad island) ignore flat mitigation so they always screw up the shield. The Shadow warrior does not really take damage as long as the damage he takes in a second is lower than his regen per second. But should a large hit or multiple small ones exceed that value in one second he can still recover that in the next second. Also, his regen works against dot effects. So comparing the two, the shadow warrior's system has a clear advantage, especially against damage over time. He's only at a disadvantage when a huuuge amount of small hits come in at the same time, which basically never happens in this game. -
Sacred Underworld - Interesting Items to Disarm
SLD replied to alfchaval's topic in Sacred Underworld
yes, and this time, rightfully so. NO! He splits the enemy and then disarms both. Thats why he gets 2 of everything those enemies got. You would also get loot from both the original and the split creature afaik. And the xp of course, which is what split is usually used for. But beyond that split does nothing. It splits enemies not items. ----> got it? -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
No, magic staves should have never gotten projectiles at all. This feature was always bugged, the staff weapons where designed as melee, only had melee animations and the ranged feature was never properly tested. They shoved it into the expansion anyway, which led to horrendous exploits, which the cm patch "fixed" by making staves always fire projectiles, but they still don't have animations for ranged usage and don't properly work with dual wield at all. -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
Just to clarify, normally he has an energy staff firing animation, meaning he points the stick at enemies and shots come out. No swinging at all. That is also like this in CM patch. in the cm patch its either 4 or 5 not sure. EE should change the double hit mods to give extra projectiles. So if any changes at all, EE should have more projectiles than CM-patch. Have lots of scripts but no clue what to look for. I don't understand why you might have changed the original proper fire animation for such a weapon to this insane crap. Also don't understand the massive behaviour change for the skill on top of that. In the CM patch it just worked like pelting strikes. And while the CM patch change from 2 to 4 shots was already imba as hell... The video's second group is at least eleven shots?! -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
yes I did take a look now. That is definitely messed up somehow. The animations look like he's swinging the weapon around?! That is not normal behaviour for shooting with an energy staff. There are also far more projectiles than there should be. That also explains the supposed "long animation". I definitely have never seen anything like that. I wonder if that is the way it should look like in EE, but I guess that would be something to ask @Flix. how many bosses per second do you want to kill? What makes the Shadow warrior a "tank" ? not exactly, but what is the difference to a melee one, other than that it hits faster? Well with his version of the CA, I'm not sure. But in general there is nothing holding you back. It is usally worse at killing lots of small targets than a melee version, but in return faster at killing a boss. The notion that a boss could be killed in less than a second was not an exaggeration. -
Ric's Ranged Shadow Warrior for Enhanced Edition Mod
SLD replied to ric7202's topic in Sacred 2 Guides - Shadow Warrior
I couldn't get it to show any video material on my pc, probably a problem on my end. And the youtube version doesn't help me either, as youtube won't allow the viewing of that private videos without an account. So I still don't know what it looks like. Ít gets scaled the exact same way as every other attack in the game? I'm not sure what to say here... it hits often and quickly so it's one of the highest single target dps options in the game. Stack %leech, cast speed and if you want more regular damage switch to a low level energy staff socketed with high damage rings. -
How is Sacred 2 Weapon Damage Calculated
SLD replied to chattius's topic in Sacred 2 General Discussion
Well the first part already helped "create" @Eru, so the nose is satisfied Of course, there is always time for more dancing with Mr. Gar'Colossus, wearing your sure hit of a hat and an irresistable dress that he'll have less chances of evading you. Find out if he learned some dance reflexes... If he still meets your expectations at that point I propose to accept hitchance as thoroughly explained and the two of you can get married... -
Wow, a new super hero appears, with unparalleled powers. Welcome! Eru definitely deserves the appearance of the power-cow Well Eru has told us now that it was a mistake, but also that it doesn't matter as long as you do not create a source for negative defense and/or attack ratings. That also settles all the questions about the dll. The whole discussion was of course absolutely worth it, as it made Eru appear out of lurking... The nose at work again
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I asked to see it in unfinished state, so I could potentially make you aware of more bugs that can still be fixed with or without Dimitrius, so that when he returns the "final" version would be as bugfree as it can be: Yes, but we still don't know if it is a repair of cm-patch damage or a random change with unforseeable results. Should we ever know, that path might make sense. I hope he does return so D2F can be properly finished. And when I get to testing version 16 I'll make sure I find all the remaining bugs so they can be fixed before the final release
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He has taken a look by now, showing that the hitchance formula from the base game properly applies attack and defense value calculations. He also kinda showed that attacker vs defender level seems to have no impact at all here. So I would guess dimitrius has misinterpreted this part, which also means we have no clue at all what his "fix" might cause. https://darkmatters.org/forums/index.php?/topic/18511-how-is-sacred-2-weapon-damage-calculated/page/8/#comment-7146338 @Flix Are you capable of checking that "+" versus "=" question in the files for the cm patch/ base game? Maybe the hitchance formula was accidentally "damaged" by the cm-patch resulting in dimitrius "fixing" it in the addendum, but it was working correctly in the base game (that maneus tested)? Otherwise maybe a few swings with a weapon and significant attack vs defense cases in D2F without the dll change could shed some light wether it is working and if it is, I'd strongly advise not putting that dll change into d2f as we then would know it doesn't do what dimitrius thought it would do, so we wouldn't know what it does at all...
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Sacred 2 - Is there a way to change Character avatars/ portraits?
SLD replied to Malekith's topic in Sacred 2 Modding
Logic dictates that the pointy ears of the many are more fascinating than those of a few or just one -
Sacred 2 - Is there a way to change Character avatars/ portraits?
SLD replied to Malekith's topic in Sacred 2 Modding
dude you just named your solution. The "portrait ovehaul" is a seperate optional mod for EE meaning they have their own folder with a pak/graphics29.zip containing a bunch of ".dds" files. You just answered your question