19 Years of Wyntertyde in Ancaria
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xeyp last won the day on August 16 2024
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Heya, sorry for being late too, life is just hectic right now Thank you for the wishes, the community has definitely made me feel very welcome Hope your holidays are merry and full of cheer
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I was glad to be corrected by @SLD, gives me all the more reason to look forward to booting Sacred 2, when I get to it somewhere next year. (Irl got real busy). Hope you're all well. For the other stuff keep me in the loop gogo, would love to know what the community is doing P.s. @SLD love the jumping pumpkin-o-cow.
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@SLD if y'all are talking about hardcore leave me out, I want none if it. That being said I find no difference in building for leveling or end-goal, unless it's a very specific one. Only difference is when you pick something. Due to the Atk/def system Sacred as a series (I.e. 1&2) has a bit of a dumbing down of defense mechanics - complexity is lost due to the inherent superiority of stacking def over any other type of defense layer. Why mitigate, when you can avoid entirely, add to that a small amount of life leech and you're immortal. All of your other resources can be spent on damage, classes that have multipliers for defense (buffs etc) have an inherent advantage, though one must carefully balance flat and % increases. Now I'm mostly talking about my experience w/ S1, but I don't remember that system being any different in Sacred 2. So if the goal is to survive and do damage, I don't see how it varies between a 'leveling' and an 'end game' build whatever that is - just find any way to increase your def and dump the rest in Atk and dmg, please correct me if I'm wrong @SLD and @gogoblender . The real fun is with self imposed challenges like doing a certain flavour of build where you can't use everything else it will break the fantasy of the class etc. and Sacred is kind enough to allow a lot of these builds to make it into the high difficulties, some better than others of course.
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That seems like a fun game and a fun topic to follow, I'm unfortunately on a pretty tight schedule this week as well ;( (otherwise I'd be rushing towards Niob w/ the Glad)
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Mis-spoke I meant Weapon Lore (and all +% Fire Damage sources. Gotta test it out to be sure, but I have to get the daemon to lvl 50 since I plan to pick the Weapon Spec. skill(or Dual Wield) last. Hmm, I know of the sword it's used in my Trade ratio thread. I know of the Battle Mage sceptre as well. Do you have screens you can share of the 4 socketed shield and other 4 socketed 1h weapons, or at least a screenshot of the Base type they 'spawn' on? It would be really useful to have a thread with all of these documented, for people who want to min-max the hell out of their damage.
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Modern vids have a way better compression(encoding) algorithm than gifs do, even when lowering the quality and resolution drastically - so you may find yourself turning a 1080p vid into a much smaller(res wise) Gif and it being 20-50% larger at half the FPS at that. Haha, yeah @Sethi22 but the @ thing is sometimes a little finnicky so you might want to write '@' then press space wait for the little 'auto-fill' window to pop up, then backspace and write whoever you wish to summon. The wall itself is pretty good, I think it might be useful for quite a while if not until endgame itself. Despite the cap, you can most likely crit with it as well, but most importantly it applies and re-applies damage continuously while active and even when the monsters leave they still have a continuous burn effect. In regards to its bounce there are two techniques I like to use. "Click on feet", which makes a little flame dot/circle of fire almost instantly (great for quickly putting it under a boss) or click one 'pace' away (this one needs a little getting used to the range) so that there is no bounce, but upon first touching the ground it explodes into a wall. Additionally, using Fire Daemon, you convert all Phys to Fire, so you're not locked to a single 'hard to farm' sword or any other collection of fire-damage only weapons. So you can choose a nice Claw/double hitting weapon + Shield combo to get even more out of your parry and can even have a second slot for dual claws - dragons for example are very vulnerable when doing dragon breath - so you bait it out, jump under them, drop a fire wall, switch to dual claws and shred them like craazy and finish with Dread and a switch to Shield and Claw at the end of the dragon breath. Don't know how her damage will scale into Niob, but I've not seen anything quite as strong at level 20. EDIT: As it stands with the double-hit even a single claw out-damages a 2h swing, albeit in two swings(if we don't socket extra damage), that is however not taking into account the speed difference between the two weapons and of course we don't have to even mention the apparent advantage of 6 sockets versus 4 sockets in terms of damage, so far on my glad I've not once picked 2h over 1h+Shield because of how the damage influence the two additional sockets have - so therefore with the double hit and the extra sockets you're getting claws that are close to (if not) matching a 2h swing on hit, but you get 2 hits per animation and a lot more of those animations per minute.
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How about what I'm running on my 'grown out of a test rig' Daemon, which is Fire Daemon (convert 100% of Phys Damage to Fire) + Infernal Power(scales the pure fire damage much better) + Call of Death? That way you also get a somewhat useful flame wall, albeit still being capped despite scaling from Wep Damage, but it does apply a burn dot so it's not that bad I think. You think that might work? (not to mention the daemon has the highest base strength and that scales fire damage and weapon bonus as well)
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I only read them, imagine how much work they put in - reporting and documenting, hunting down bugs and trying to find fixes on a codebase that they're not written themselves and as far as I understand don't have the source code to. It's the least I could've done to get a better context and appreciation for what was done and has gone into this project, especially if I try to have at least a somewhat informed opinion when writing a 'Start here' thread for Sacred 2 for anyone new/ returning to the game who wishes to navigate through and choose one or several of the major available (and quite mandatory considering the amount of fixed and recovered content) "mods" for this game.
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@SLD I can go to the Wiki all I like and read everything if I want to, but until I put at least a hundred hours in-game to form a mental model of combinations of skills, equipment modifiers, their accessibility (how they drop etc.) I won't be able to look into a lot of combinations - like how I overlook the increased attack speed cap combined with the regen on hit modifiers. Not to mention I'd need to spend a ton more time in-game a possibly have to learn how to mod the game myself to be able to answer why X and Y thing were done how they were done, instead I believe it makes a lot more sense to ask the people who made and implemented such changes. Not to mention, that I assume, there could be a lot of things under the hood that might've influenced certain choices or etc. Additionally, I think having a less informed opinion is my personal strength in this specific discussion, because I don't assume things and really have a beginners' point of view, which would guarantee I ask questions which might sound obvious to a veteran, but will stump a newcomer or a player that hasn't played in ages.
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Ahh, the smell of fresh, lengthy discussion the the morn... I mean afternoon! And I got a film recommendation from it too! haha This is the type of information and nuance I wanted to capture. I believe that a lot more people that have a vanilla preference would be more okay with this style of item 'invention'. The other being the 'fan fic' type where it doesn't make sense in any way and breaks all pre-existing patterns or in larger volume tries to re-invent the game. I'll let Mr.Flix go over these changes when he gets the time to respond as I'm really curious about the rationale behind them. I really hope it's that simple!
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Aye, aye - please continue posting your findings here so we can have a nice fat resource for players who want to 'abuse' this behavior and make some dual-wield claws builds. p.s. I bought some equipment for my lvl 20 Daemon in Silver and noticed the following: - If the first hit is able to kill the enemy, the second one doesn't show up. I think it's obvious, but nothing really should be overlooked as such in this case of unusual behavior.
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Thank you, are you expecting any more bug reports or have you 'hung up the gloves'? Let me rephrase, I believe I will be diving in PFP head-first very soon, when that happens should I report any bugs I encounter here?