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idbeholdME last won the day on June 26
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An easy character for a returning Sacred 2 player?
idbeholdME replied to Jacek's topic in Sacred 2 General Discussion
Loading tip says SB has an effect on it. Not visible in game. As for difficulty levels, it's mostly observation. I always notice a marked increase in rare drops. Or it could be that higher level enemies have an intrinsic bonus to drop rates. So say a level 1 enemy has a 0.5% chance to drop a yellow item, which can go up to say 1.5% on a level 150 enemy. Used example numbers, but you get the gist. One of the two is definitely happening. Generally, the further your character is along the enemy level/difficulty curve, the better the drops seem to get. -
An easy character for a returning Sacred 2 player?
idbeholdME replied to Jacek's topic in Sacred 2 General Discussion
It is not. You get the regular install version. GOG provides the version of Ice & Blood with the latest official patch. Nothing is pre-installed and you can freely choose what you go with, be it CM Patch, PFP, EE or anything else. Unless you are playing a triple aspect build, which is entirely possible. Not being able to use CAs instantly from various trees because using one triggers a mini cooldown on all your other trees too can be quite detrimental. But I doubt the OP is going to go a triple-aspect build Easily done in balance.txt. Open it and find this: ZRareExpectation15 = 2, ZRareExpectation14 = 6, ZRareExpectation13 = 14, ZRareExpectation12 = 16, ZRareExpectation11 = 24, ZRareExpectation10 = 34, ZRareExpectation09 = 46, ZRareExpectation08 = 58, ZRareExpectation07 = 72, ZRareExpectation06 = 88, ZRareExpectation05 = 106, ZRareExpectation04 = 124, ZRareExpectation03 = 144, ZRareExpectation02 = 166, ZRareExpectation01 = 456, ZRareExpectation00 = 1000, Those are the drop rates for various rarities. 15 is legendary, 14 is rarer sets and uniques, 13 is most sets and uniques. The numbers represent a % chance of the rarity dropping. The list goes sequentially. So it first checks "Did rarity 15 (0.2% chance) roll? If not, proceed to 14. Did rarity 14 (0.6% chance) roll? If not, proceed to 13" and so on. The 1000 for 00 is just a safeguard for when all previous rolls fail, the game gives you a trash (grey) item. You will pretty much stop seeing these as you get Chance to Find Valuables for Survival Bonus, Map Explored % and going up difficulties. However, there is a hardcoded limitation on legendary drops (rarity 15) - only enemies with dangerclass 9 or 10 can drop them. This pretty much includes only bosses. Anything below 15 however, is fair game from most enemies. Chance to Find Valuables increases these numbers. Don't go too overboard, because if you consistently succeed rolls for rarities 15 or 14, you will stop seeing blue or even yellow items completely and be flooded only with sets and uniques. And finally, as for a good starting char, can't go wrong with High Elf. Just pick Fire or Ice, support it with Delphic Arcania and you should be able to steamroll pretty much everything. Fire is more offensive and easy to use, Ice is more defensive and requires good positioning and spell placement/targetting to play to its full potential. High Elf also has the only CA in the game, that has absolutely no drawbacks in pumping to 200 runes as soon as possible, it being Grand Invigoration. Plus you get to look at a scantily clad and lean elven lady Bonus points for picking the Shadow campaign - the snark levels are through the roof -
The spawns can be tweaked for each sector of the map, but it has to be done manually, is quite time consuming and won't happen on the fly. I don't think there is a way to do what you describe. You'd have to clear an area in the game and once you quit, go the the sector definitions (denoted by coordinates) which correspond to the area you just cleared (an area can have dozens of them, the entire map is mechanically split into squares), adjust the spawns (completely remove them or reduce them) and only then resume the game. And you'd have to do this each time for every character and for every area while also juggling numerous spawn.txt files based on your progress through the game. The spawn delay in balance.txt just makes it so that enemies won't respawn in the same session, but they will of course be back when you quit and re-enter the game.
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Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
Oh, missed that one. That's what I get for responding on a phone. Especially quoting gets quite cumbersome on a phone on these forums. -
How is Sacred 2 Weapon Damage Calculated
idbeholdME replied to chattius's topic in Sacred 2 General Discussion
Sorry for the hiatus. RL got in the way. For Spell Resistance, I only tested enemy DoTs vs player skill. The moment I mastered it on a character, DoTs started to get reduced. As for enemy skill levels, I always based it off of enemies with Ancient Magic. Who seemingly start penetrating a huge chunk of damage mitigation long before 225 and assumed all enemy skill levels thus behave the same. Should be pretty easy to test with the small red dragons in the dragon caves that shoot homing fireballs and a character with very high fire mitigation. Those have Ancient Magic (not the green ones). The only other option besides a couple bosses is near the end of the game, with the Elite Temple Guardians that throw Fire Traps, no other regular enemies have it. Wounds used to work the same as other secondary damage effects in the vanilla Sacred 2 if I remember correctly. However, with Ice & Blood, Wounds can only happen if given either through a Combat Art mod, or by bonuses from gear. It can't happen simply by dealing physical damage anymore. Wiki used to say that it was the same as all others, but I went over the relevant sections a while back and added that Wound effects work differently. Indeed. This always bothered me. They were able to make normal attacks cycle weapons, but not Combat Arts. Which also causes visual confusion, because the animations do perform hits with both weapons visually. Meaning that my originally planned Damage Lore focused Inquisitor build was relegated to mostly a left-click build in order to apply poison and fire damage secondary effects regularly. Ended up working quite well, but a lot of power was lost due to CAs only using the main weapon. Always had to use a CA to apply the main weapon one and then left click to apply the off-hand effect, which was considerably weaker because of that. And as for the triple attack animation - the chance for it to happen increases as you put points into the relevant weapon lore skill. ----- As for the conversion stuff, never toyed around with non-weapon conversions much. Damage conversion gloves are quite rare in the first place and never really found a good use for them. Either way, some very interesting reading on the topic -
Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
I think that might be correct. A lot of the game's math uses 1000 as base and adds any bonuses to that base. Combine 1000 physical and 500 poison portions and out of that total, you get exactly one third poison damage. The game uses this method in places where it doesn't want you to reach 100% values, e.g. diminishing returns, like for cooldown reductions. The only real exception to this is damage mitigation, which always stacks additively up to and over 100% (for the purposes of interacting with Ancient Magic Mastery). I assume that if the conversion token value was 1000, it'd result in 50% conversion. 2000 would result in 66.6% conversion. 3000 in 75% conversion and so on. Wiki used to be full of this. Someone looked at the token, saw 500 and wrote absolute 50%, when in reality, it's 33% relative. Fixed that for most Shadow Warrior and Seraphim CAs when I was playing them. -
How is Sacred 2 Weapon Damage Calculated
idbeholdME replied to chattius's topic in Sacred 2 General Discussion
Still unconvinced by this, because enemies with Ancient Magic do get the mitigation penetration bonus from Mastery at high levels. The small red dragons with homing Fireballs and Elite Temple Guardians that throw fire traps are extremely deadly in late Niobium because of that, even if you have heavily stacked mitigation. So it either works diffeferently for different skills or once again, is a change caused by the PFP. -
How is Sacred 2 Weapon Damage Calculated
idbeholdME replied to chattius's topic in Sacred 2 General Discussion
Well, I am sure that's not the case in PFP. If my character has 40% damage mitigation against poison for example, it will make the DoT of the spitting spiders tick less times. As for Willpower, it only reduces actual spell damage (not DoTs), by increasing spell resistance and making it more likely you get the reduction from that. The exact functioning of the Spell Intensity vs Spell Resistance check is still a mystery. We only know that if it succeeds, it reduces the damage and if it fails, it does nothing. Most likely another hidden formula and it's a % chance, not simply comparing intensity vs resistance. Willpower however does reduce DoTs in the form of secondary damage effects. Easily testable on bosses, who have insane amounts of it. Even on characters with Damage Lore and like 400% extra duration, bosses get rid of the secondary damage effect very quickly and it only ticks 1 or 2 times. The graphs here seems to mostly check out from my observations when I was playing with Damage Lore. Ignore the sentence where it says only secondary damage effects from spells, it also applies to weapons and weapon CAs: https://www.sacredwiki.org/index.php/Sacred_2:Willpower Spell Resistance Mastery does cut the duration of all negative effects, including DoTs, Debuffs and basically anything negative with a duration. Having a 60% reduction from SR Mastery and 50% Damage mitigation will make all DoTs last only 20% of their original duration, at least in the PFP. This part, I tested extensively a while ago. As for enemies, there are only very, very few who could have mastered Spell Resistance and if you test on enemies < level 75, they won't have any skills mastered even if they have the skill itself, as skill values for monsters = monster level. But there could easily be some differences in behavior for various things between vanilla and PFP. While the PFP uses the original script files it also took several of the modified .dll files from the Community Patch, and those do contain some irreversible changes to some of the inner workings of the game. As the list of those had never been made, anything is possible. -
How is Sacred 2 Weapon Damage Calculated
idbeholdME replied to chattius's topic in Sacred 2 General Discussion
Just a note: A lot of things are hardcoded in the .dll files and can't be changed in the script files. Things like spell classes, what tokens can be applied to what or even the behavior of the tokens themselves. So it seems that the magic and poison DoTs were programmed differently than the other elements. Also regarding DoTs, they are unaffected by armor, can't crit or cause secondary effects and are not subject to the Spell Intensity/Spell Resistance check. They are affected by damage mitigation, which reduces the total duration, but not tick damage, besides the final one (50% reduction will cause 2 full damage ticks and one half tick). And as far as I can tell, Willpower has no effect on built-in spell DoTs, only actual secondary damage effects. -
How is Sacred 2 Weapon Damage Calculated
idbeholdME replied to chattius's topic in Sacred 2 General Discussion
If I remember correctly, this acts as a multiplier on all the values of the item (damage, bonuses). Meaning a tier 13 rare will have 29% higher values, than a same level tier 1 white item. -
How is Sacred 2 Weapon Damage Calculated
idbeholdME replied to chattius's topic in Sacred 2 General Discussion
7.5% for silver sockets, 15% for gold sockets. For All Skills, yes, you have to break through the next whole number for the bonus to increase, so 7.99 will still give you only 7 to All Skills. Always important to check the bonus value in silver vs gold sockets to maximize gains and not waste a gold slot for basically nothing. Regarding CtfV, I'd be interested in: 1) Why at Mastery, it's shown as 2 values. 2) I suspect the lower value is general CtfV, which works on everything while the (4 or 5, can't check at the moment) times higher value only works on lootable containers and not enemy kills. Because it they were both the general CtfV, it would improve loot quality from kills much more noticeably. There are also some notes regarding this skill in the script files, where it does say something specifically about lootable containers IIRC. Another thing that I've been wondering about: Chance to bypass armor. I always assumed it only worked on weapon attacks and CAs, but not spells. Never actually got around to testing it. Could probably be done by using an item with the stat (preferably unique) and massively increasing the value in blueprint.txt do that it's 100%+ while giving a specific enemy ludicrous amounts of armor and just testing it. -
Hello and Nice to meet you everybody :)
idbeholdME replied to xeyp's topic in DarkMatters: Introductions.
With Gladiator, those two are luckily taken care for by Heroic Courage and yes, the main layer of defense comes from the extremely high defense rating it provides. Enemies hitting me are actually chunking me quite badly, but the 35% chance of getting hit does a lot. The most dangerous enemies were actually Nuk-Nuk chieftains IIRC. They have an extremely quick ranged attack that can basically two shot me. Not enough to be unplayable, but a couple quick hits can quickly send me down if I don't quickly leech it back or just perma stun them with the jump. Also the fact that many enemies deal a majority of non-physical damage (like the screen shotted Hell Golem) and non-physical armor is extremely hard to get in reasonable numbers in Sacred 1. Whenever enemies use special attacks (some of which can be multi-hit, like 3 times in a row) every hit does like 12K or more damage to me. Defense works well enough against normal hits, that enemies do most of the time, but their CAs also get a massive built-in attack boos, like the player characters' do, so I have to always pay close attention either way. As for attack, Heroic Courage gives me 6000% extra Attack Rating and Hard Hit CA for example, another extra 1700%, so CA's hit most of the time. The 67% is for normal attacks. I honestly can't imagine playing a weapon character that does not have a built-in CA to boost the rating (like Heroic Courage). Seems it'd be impossible to reach reasonable hit chances for weapons in late Niobium without at least a couple thousand % bonus to it. For reference, these are the stats without Heroic Courage on: Not exactly sure what the mechanism for the death prevention is, but there definitely is one. A single instance of damage can't kill you outright and once you reach a certain health level, like 10% or so hitpoints (no idea what the exact value is), you won't die for like the next second or two no matter what. For example, let a late game Niobium dragon breathe on you and stand in the fire. Your health will basically instantly drop the the minimum level and only after a short bit, you will keel over dead. A single tic of damage chunks like 50% of my HP, so should die pretty much instantly. But I was pretty much always able to run out of it even if I made a mistake in my kiting. The effect also has a cooldown. Seems to be either a certain time period or having to heal to full HP for the effect to "recharge". Probably the former, I always just stood back for a bit whenever that happened. But it definitely can't be exploited by "juggling health" around the threshold constantly. But it is guaranteed, not a chance. I counted on it many times and it has never failed. Was also playing a fully unmodded game too. -
Hello and Nice to meet you everybody :)
idbeholdME replied to xeyp's topic in DarkMatters: Introductions.
Nope. The full Fallen Angel. Czech Republic and Slovakia to an extent used to be bastions of covermount games. I have tons of full games from gaming magazines, be it LEVEL or Score. From late nineties to mid 2010s. As for the other question, the main thing that stood out for me was the save system. Being able to save to numerous slots, at any place and loading in exactly where you saved instead of in some hub is super convenient. Also felt that there were a bit too many playable characters, which led to loot dillution. The balance also seemed honestly terrible in most aspects, especially in late Niobium. In the expansion area, I mostly had to spam the Gladiator jump because it stuns enemies. Armor seems basically useless compared to the damage enemies do, which they do so much of anyway that you are going to be playing around death safety feature (you can't be killed for a couple of seconds once you get the low health warning) all the time. Split was a pretty interesting mechanic, although can't say I miss it. Definitely intended as just a power-farming thing. Extremely disappointing final boss, a bit better in Underworld. I also found the main story quite uninteresting. Can't honestly remember much from it. I did pretty much everything possible on the Gladiator. He's at level 167, sitting in Niobium Valley of Tears, where I power-farmed since like level 150 before dropping the game. Might come back to it at some later point. I was just at the point of starting to close the gap with enemy levels (who were all in the 200+ range since forever). -
Hello and Nice to meet you everybody :)
idbeholdME replied to xeyp's topic in DarkMatters: Introductions.
Well, as for me, my first contact with the series was Sacred 2. A covermount version from a gaming magazine called LEVEL that came out in December 2011: https://archive.org/details/czlevel211dvd Only played it for a bit initially as a Shadow Warrior (stopped at around level 40 or so) but came back to the game in 2013 or 14 and it was then Sacred captured me. My main character was a Pyromancer High Elf. This was all with just Fallen Angel. Then another long break until like 2019-20. Now with the PFP, I have extensively played all characters besides the Dryad and Dragon Mage and have probably several thousand hours on the game. On the other hand, I only played Sacred 1 for the first time a couple years ago. Just ran a Gladiator into Niobium, finished it and... never really came back. Tried Seraphim for a bit but dropped her after a couple dozen hours and that was it. Not really feeling the urge to play S1 when Sacred 2 exists. -
How is Sacred 2 Weapon Damage Calculated
idbeholdME replied to chattius's topic in Sacred 2 General Discussion
That all depends on animation timings. Weapons, CAs and their combinations have different looking and fast animations. Daggers happen to be a very fast weapon most of the time and some CAs just use a regular weapon swing with some weapons which happens to be very fast. You can check everything in animation.txt. IIRC, the Hybrid CAs all use just a regular weapon swing and don't have custom animations. So the faster the weapon, the higher the theoretical maximum attacks per second (if regen time is shorter than animation length at capped attack speed, or using regen per hit).