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If you mean weapon Mastery, then it doesn't give a classic chance for double hit but a chance to use a different animation that hits one additional time. When it proccs with Battle Extension (or on Mobiculum), you can get 3 hits in a single attack.
Well, I did it and he's far from a glass cannon. Spell Resistance is very good, but can be compensated for with gear.
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Some finds:
Eternal Fire has been modified through the .dll file (most likely through a change in the logic of the cSpellDrKrankheit spell class, as it also affects Viperish Disease) to now expect the "et_hits_persec" token in its definition, in order to deliver the flat fire damage it's been given. You can just use the persec value and through it, you can regulate how frequently and over how long a period the plague damage ticks. Without it, all damage is just dealt at the end of the duration because the game doesn't know how else to handle it without that token. Interestingly though, the value in that token affects two things:
1) The length of time the plague damage will tick.
2) The damage value of the ticks.
The lower the hits_persec value, the lower the tic damage but the longer the overall duration. It lasts basically forever with a value of 1, but ticks for 1 damage. Value of 800 seems to be the original 8 seconds, but causes EF to tick for much more damage every tick, multiple times above the value listed on the CA. The damage value of the fire plague can be changed to match the level 1 of the vanilla EF, but the problem arises the moment you level up the CA, because both the duration and damage go up. Some approximation to the original values could probably be found by fiddling with the duration, damage and hits_persec values, but to assure it remains consistent throughout the levelling process would be a very tough task.... :/
Example definition:
tokens = {
entry0 = {"et_duration_sec", 800, 8, 0, 8 },
entry1 = {"et_plague_const_fire", 1600, 800, 0, 42 },
entry2 = {"et_range_area", 200, 0, 0, 4 },
entry3 = {"et_plague_infect", 300, 2, 0, 42 },
entry4 = {"et_regThisCool", 0, 20, 0, 8 },
entry5 = {"et_range_area", 80, 1, 1, 4 },
entry6 = {"et_duration_sec", 300, 3, 2, 8 },
entry7 = {"et_plague_infect", 100, 1, 3, 42 },
entry8 = {"et_chance_fear", 300, 5, 4, 5 },
entry9 = {"et_plague_const_fire", 600, 300, 5, 42 },
entry10 = {"et_deathblow", 500, 0, 6, 5 },
entry11 = {"et_hits_persec", 800, 0, 0, 4 },
},
Causes a level 1 EF with damage value of 60 listed in the skill description to deal 8 ticks of damage, dealing 7*38 damage and 1*22 = 288 total damage (listed CA damage is 60).
Then lowering the damage value to entry1 = {"et_plague_const_fire", 295, 147, 0, 42 }, makes it deal 7*7 damage and 1*4 damage = 53 total damage (listed CA damage is 11).
One very notable thing about the above numbers - the value of the first 7 ticks (38 for example) + the value of the last tic (22) equals the listed CA damage. Same in the other example (7+4 = 11). The problem is in how it's distributed over the duration. The original behavior with only 2 quick ticks happening at the end of the duration is still there, the hits_persec just adds more of the same ticks before the final 2 happen.
Spreading behavior is maintained but when it spreads, it only deals the last two ticks and the spread EF is instantly removed. It only persists on the initial target. The problem is in how the damage is dealt/distributed. Also, no idea what would happen once the duration/damage went up or if the persec value would need to scale too. Maybe the same as duration? Would require further testing.
But I'm afraid the original behavior won't be restored without reverting whatever edit has been made to this particular spellClass. I'll probably drop any notion of playing around Eternal Fire, but wanted to try it at least once Might fiddle around with Dragon Strike instead.
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Well, with the Inquisitor, you want to be taking manageable amounts of damage if you want to squeeze full value out of Purifying Chastisement. But the simple fact of the matter is that Inquisitor is meant to be an offensive class.
I played a dual wield melee Inquisitor with Damage Lore without Life Leech %, focusing on Poison and Fire damage and it's doing very fine. I can hit most things just once and they die passively. He is the only character that can go above the attack speed cap, has probably the best debuffs. He has tools, but yes, it's not the character for you if you want to be stacking mitigation.
Mitigation stacking additively without diminishing returns is definitely questionable, but then you have stuff like Divine Protection, which can just make you invulnerable no matter what and can eventually be chain cast, or Viperish disease which deals ludicrous amounts of % max HP damage and you realize balance was not exactly the game's strong suit
As for the "free" double hit with TG, it only works for 2 of the 4 basic attack animations. So it translates to 50% chance of double hit. If you are in the Mobiculum however, then every hit will be a double hit.
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If the original behavior could somehow be restored, then balancing it further locally is an option.
But I had a thought. If the CA was working properly before Flix changed the CA back to vanilla, then simply adding a fire DOT to Eternal Fire, dealing 1 damage could be enough to make it work?
Seems that a change was done to the .dll to accomodate the change done to Eternal Fire in the CM Patch, which was also initially transferred to PFP.
Will try once I get home.
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Great. Really hope you can think of something that'd allow keeping the patched s2logic file.
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Inquisitor has Purifying Chastisement. Innure is the single most powerful damage mitigation mod in the game. You can get 23+% of all channel mitigation just from that and you can also get Toughness. Also has Reverse Polarity, which can be modded for all channel reflection. Dislodged Spirit completely neuters even the toughest bosses. Paralyzing Dread negates any enemy relying on fast, hard hitting normal attacks. He has the means and can be plenty survivable, nigh unkillable pretty easily if you want to.
So him not having both chest and shoulders with mitigation is pretty understandable.
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@Flix
FOUND IT!!!
It is caused by s2logic.dll. When I copied back the vanilla file, Eternal Fire started doing damage and behaving as it should. Deals 7 ticks of 7 damage and a final tick of 11 damage = 60 damage as per the tooltip and spreads properly.
https://www.dropbox.com/scl/fi/76c49lgpb61t1kfgxo7ry/Sacred-2-Ice-Blood-2023-11-07-00-38-32.mp4?rlkey=dld1hbvxctd4vk8o0yr2fjsjn&dl=0
Now the question is, how safe would it be to use the vanilla file with everything else from PFP? What sort of changes are included in this file compared to vanilla?
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It does affect the way it spreads. Just came back from further testing.
As only 2 damage ticks happen at the end of the duration, it will only spread once the duration runs, because it is the damage ticks that can cause the spread to happen. So for example, if you levelled the CA to 100, you'd have to:
A) Wait 16 seconds for the damage to be dealt in 2 quick ticks of damage on the initial enemy.
B) Only those 2 ticks of damage actually have a chance of spreading the damage. If it does spread to another enemy, it is instantly dealt the same 2 ticks of damage as the initial enemy from point A. These 2 ticks can then also further spread Eternal Fire. Meaning that after the duration runs out on the initial target (when literally nothing is happening), it can cause a chain reaction and very quickly annihilate large groups of enemies.
Here is a video with an example of how the spreading now works. I have it only on level 1, so only 30% chance, meaning it only spread a couple times, but it's enough to see the behavior:
https://www.dropbox.com/scl/fi/qysganmdzbt8hj5pmswqs/Sacred-2-Ice-Blood-2023-11-06-23-54-32.mp4?rlkey=0lxt8j5v2jivofa8uvqc46fih&dl=0
Cast on the initial target, nothing happens for 8 seconds, then the 2 ticks of damage happen (42 and 18), which spread, other enemies are dealt the 2 ticks instantly (42 and 18) and this can repeat as long as enemies are within radius and the chance keeps proccing.
Viperish disease suffers from the same behavior. Would really be interested in seeing how the CAs behave in a completely unmodded game. I'm starting to suspect one of the changed .dll files might be responsible for the broken behavior because everything normally readable (script files) is the same as vanilla.
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Also checked Viperish Disease, which mechanically seems to be pretty much the same as Eternal Fire and same problem. Only deals 2 damage ticks at the end of its duration.
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Thanks for confirming. I compared the spell definition from vanilla and PFP 1.4 and it's the same. No idea why it's behaving like this for me, but it makes the CA nigh on useless.
I am using the vanilla s2render.dll and PhysX, but I doubt that could be the cause here? Hasn't caused any mechanical issues with any CAs before for me.
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So, I've just been quickly giving a test run to all of the Dragon Mage's CAs to potentially play a build in the future and ran into a weird thing with Eternal Fire. After casting it, it does nothing and then deals all the damage towards the end of its duration. See the video:
https://www.dropbox.com/scl/fi/j0r0rcxwi8bcvjzuutkew/Sacred-2-Ice-Blood-2023-11-02-22-24-34.mp4?rlkey=18nbcmq865rvgmimq5fdndhgw&dl=0
From the description, I assumed that it'd tick every second, the listed damage spread over the duration, so many small ticks of damage. The current behavior is really turning me off from trying to play around this CA, mainly because the duration also goes up per level. Will I have to wait 16 seconds for the damage to be dealt once the CA is level 100? The reason I'm posting this is because in the video on the wiki for Eternal Fire, the CA seems to be doing ticking damage instantly after casting (the bandit dies after a couple seconds).
https://www.youtube.com/watch?v=_by0HGK8oNg
At level 1, it is supposed to be doing 60 damage over 8 seconds. But nothing is happening for the first 7 and then on the last second, it quickly deals 2 ticks of damage, 41 and 19 respectively. Even when I leveled it up and it was supposed to be doing 117 over 8.3 seconds, it just dealt 2 ticks of damage at the end of the duration for 80 and 37 damage respectively.
Has it always behaved this way?
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Yeah, the weapon level has a massive impact. But it is very counter-intuitive that you get more benefit from lower level weapons. Boosting the attribute scaling value in balance.txt either to Fallen Angel values or somewhere inbetween seems like the best solution.
But interesting find regarding the damage rings in weapons and that atttibutes affect them. I didn't put damage rings into weapons on my dual wielders, because it only increases the damage of the one weapon, not both. So it's still probably worth it putting them into other gear and not the weapons. But a valid point for 1 weapon builds (2 handed or 1+shield).
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Your observations seem correct. I only ever saw double full mitigation on chest armor. Can't check the blueprints, but it's safe to assume shoulders can't have both full mitigation bonuses.
Although, it is possible for jewelry to spawn with double + All Skills. So maybe it could potentially roll the same bonus twice? But I am not that knowledgeable about the internal workings of bonus spawning on items, so can't tell why that is possible on jewelry. Also got jewelry with double Stamina rolls or a couple other bonuses. Jewelry seems somewhat buggy in general. Many times, rare pieces drop with only a single bonus, including uniques. Other items seem to work normally though, so probably a quirk of just jewelry.
As for bargaining, from observation, I think it does increase the probability of that tier showing up more if you overkill it. You can maintain access to 12 until about level 120-130, then the requirements become too high. At the highest levels, 10 is the max you can get to. Luckily, +All Skills is in the rarity tier 10, so you can always shop for it.
The merchants do seem to use some sort of seed to generate items. I also shopped numerous time for near exact +All Skills jewelry. Once got 3 Amulets with +All Skills and basically the same + Stamina in a single session over many, many reloads.
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I think I actually got it!!!!
Started trying spellclasses from other characters' buffs and seems that when using the spellclass from High Elf's Incandescent Skin (cSpellHeFeuerhaut), all the previous functionalities of the buff remain functional AND the HP regen starts to take effect, even shows up on the bonuses overview properly. And yes, it is affected by Celestial Magic Lore.
The damage against Undead/T-Mutants works. The attack speed slow from Distract works. The Defense debuff from Blind works too. Can't spot any unwanted side effects. The Incandescent Skin class might be a universal buff that supports most tokens. It is used for several other things too like Paralyzing Dread or the enemy_aura_frostfog spell. Classes of other buffs seems mostly exclusive to that one spell.
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Only items I think, yes. Skills are applied independently and do exactly as stated. Focus at 80%, concentration at 50% and 20% from Combat Discipline Mastery will result in a 92% reduction. Then the rest is further reduced by bonuses from items as I described above. Armor modifier comes in last and multiplies the result. Same for buff penalties.
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Been going through the spells.txt definition of Cleansing Brilliance to add some details to the wiki and noticed an interesting thing:
According to the definition, it is supposed to also include a baseline HP regeneration bonus? Just tried in game and the buff does not give an HP regen bonus. Looked into the original Ice & Blood file, and the life regen is also present there. Has anyone ever investigated this? Has it been broken the entire time? The description of the CA does not mention this and haven't found a mention of it ever granting an HP regen bonus anywhere Any idea as to why this token doesn't seem to be working for Cleansing Brilliance?
If Celestial Magic Lore is also supposed to increase that value (which is very likely as Lores in general do increase HP regen on CAs), it could actually make it worthwhile to keep the buff on when not in an Undead/T-Mutant area.
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I'm playing with the PFP, but the statue prolongation was possible even in vanilla Sacred 2, IIRC. Use statue and then drink mentor potion before it expires. You should be getting +100% until the potion runs out and can be maintained indefinitely as long as the potion effect stays on. All the community patches/mods also fix a bug where sources of extra XP did not stack and only the highest would work (so extra XP mods on CAs were useless) if you had even a single piece of gear with extra XP). If you are wearing gear with extra XP, it's possible that is what's interfering.
If you are playing the game in vanilla, then it's not your PC at fault in regards to stability, but the game itself. The unpatched game is highly unstable and if you're using Elite Textures, will usually crash within minutes.
As for stacking mods, yes. It will show up with full value on the bonus screen, but sources of the same bonus that are in % stack multiplicatively. Same for reflect, block, detrimental effect reduction etc. Otherwise, it would be somewhat easy to get -100% regen to an aspect. Again, the only exception is melee block from Shield Mastery, which is why the skill is actually pretty relevant, when Mastered.
Most of the % bonuses work this way. With no bonus, it's 1000/1000 meaning no bonus. Any bonuses add to the 2nd number. All the percentages you see are in reality a flat number, that is added to the 2nd number in that formula. But the game always shows a % equal to if the base formula was still 1000/1000 and doesn't account for existing sources. Example:
You have a gear piece with 20% regen bonus to an aspect. That in reality means, the regen time now gets multiplied by 1000/1250, which is 0.8. Now you add another 20%. It changes the formula to 1000/1500, because the 20% still equals 250 for the 2nd number. So now you get 1000/1500. Which is not 0.6, but 0.66. A lot of the game's math is this simple formula at its core (regen times, % bonuses etc.) This means that a single very high bonus will be much more effective than many smaller ones. 60% for example makes the formula 1000/2500. But if you stack 3x20%, that makes it 1000/1000+(3x250), resulting in 42.86% reduction in regen time instead of 60% in case of a single bonus.
In your example, stacking a 90% with a 10% would result in this:
1000/10000 for the 90% bonus (equals 0.1). Then if you added 10% to that, you would get 1000/10111, which would move the 0.1 to 0.0989. So basically nothing.
Even when socketing the same bonus into an item that already has it, you will get a much lower gain. Socketing a 20% chance to evade into an item that already has 50% evade will not result in 70% chance to evade. That is actually a spot where the game shows you the correct math.
The purple potions, it's possible they're additive. Never tested that as I find the potion alone sufficient most of the time
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The reflected damage from enemies in general is quite low in Ice & Blood. Although I did nearly kill my character on the ice creatures in the Seraphim expansion area. Was hitting extremely hard with a polearm and was chunking myself repeatedly for like 15-20% of my HP. But reaching the amount of damage to one shot yourself seems impossible (maybe if you really neglect your HP pool).
In general, enemies with the rage buff can be quite dangerous, especially when near death. Pay extreme attention when fighting the Elite Harbinger of Death at the end of the Crypt quest chain in Blood Forest. Might be the hardest hitting enemy in the game.
Garganthropod has an extremely huge attribute debuff on one of his attacks that doubles in power every 10 levels. It's when he throws sand and pebbles at you. If you get hit by it, It reduces all your attributes by 80%+ on higher levels in Niobium. His tail attack also inflicts a severe poison DoT. If he hit you with the debuff and then immediately with the tail, it can do way more damage than you would expect due to your lowered HP pool because you lose almost all HP that Vitality provides.
As for very dangerous hidden mechanics - Small Red Dragons and Elite Ranged Temple Guardians have Ancient Magic at Mastery level. Meaning they massively reduce any damage mitigation you might have and can chunk you hard even if you have 100%+ damage mitigation.
Regarding block, all sources of it stack multiplicatively. Same for reflect. Meaning you will never reach 100%. The only reason block close combat is possible is because the bonus from Shield Mastery is the only source that stacks additively with the block chance you already have.
As for temporary buffs like Combat Alert or Dashing Alacrity, the only thing in the game that can cancel those is Expulse Magic. And only very few select enemies have it (mummy boss in Swamp and a mini-boss in Seraphim expansion area). Otherwise, only the permanent buffs are cancellable.
Turtles do indeed have a chance to reflect all weapon attacks. Safe to attack them with spells though. But again, the reflected damage is not that dangerous (I think it used to be much higher before Ice & Blood). But it might interfere if you rely on regen per hit and such. Some enemies also have an innate chance to reflect.
And lastly, built-in DoTs seem to be documented correctly here: https://www.sacredwiki.org/index.php/Sacred_2:Damage_over_Time
The first section lists CAs with built-in DoTs. The 2nd section is a mix of mods that provide either a built-in DoT or an increased chance for a regular DoT/secondary effect (those can happen even without picking the mod). Regular DoTs are subject to Willpower and Damage Lore (except Wound effects). If you want a list of CA mods that actually provide a built-in DoT, those would be:
Baneful Smite - Electrocute
Gust of Wind - Poison Mist
Clustering Maelstrom - Gash
Dislodged Spirit - Torture
Eruptive Desecration - Plague
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If you are talking about Opponent's Defense/Attack value -X%, then yes, it applies a debuff on the enemy when you hit them with a weapon. So a hit is necessary.
As for reflect reduction, it causes a relative decrease to the chance an enemy has. There are very few enemies in the game that can reflect attacks and it's mostly limited to melee. For example Elite turtles have a buff that reflects or all the Ice creatures in the Seraphim expansion area have a small chance. For example, if an enemy has 40% chance to reflect and you have opponent's chance to reflect melee damage -75%, then the enemy would be left with 10% chance to reflect. The usefulness of this bonus is mostly limited to PVP, because player characters can reach quite high chances of reflect. It is not really necessary when playing the game normally.
As for block, you have separate chances to block melee, ranged and spells, same as reflect. If you reach 100%, then yes, you become immunte to that type of attack. Shield Mastery gives only melee block, so you probably won't reach 100% in ranged and spells. Chance opponents cannot evade only lowers chance to evade, which is a speparate check. It has no effect on block. So even if an enemy had 100%, you'd still be able to block/reflect those attacks. Keep in mind there are some attacks that can't be blocked/reflected at all, mostly ground attacks, like Dragon Breath, traps and DoTs.
Regarding your Griffon question, yes. If you succesfully reflect/block the spell, it won't remove your buffs. Same for Elite Furies in Northland.
Garganthropod, I'm actually not sure but I don't think I've ever seen him reflect debuffs back on me, only damaging spells. The buff removal mods only remove permanent buffs, not temporary ones. Garg's reflect is temporary, so Annul or Dispel have no effect on it.
Enemy warding absorbtion - X% reduces the ratio which the enemy shield absorbs, effectively increasing the damage that goes to HP instead of shields. Useless in single player, only a couple bosses have shields and they're tiny compared to their HP pools so you will still always break the shield first.
And finally Banshee, she hits extremely fast and extremely hard in melee (several times a second). One of the more dangerous bosses to be honest. If you think she is bad, try Poison Lord in Niobium
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Probably @gogoblender or @Schot would be the ones to ask about the current state of the wiki domain.
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Missed the response because of no quote
Perfect answer, thanks.
EDIT:
Adding a list of creature IDs in PFP which seem to have been given a very high XP per kill bonus that does not seem present in the vanilla. All of these give highly abnormal XP rewards when killed, so I'd suggest removing the bonus or greatly lowering it.
2973 - Elite Red Panthers in Blood Forest
mgr.addCreatureBonus( 2973, {bonus = 26, intensity = 1600,})
1054 - Gargantura spiders in the Blood Forest
mgr.addCreatureBonus( 1054, {bonus = 26, intensity = 2000,})
2977 - Bog Demons
mgr.addCreatureBonus( 2977, {bonus = 26, intensity = 3000,})
2833 - Mutated Skeletons
mgr.addCreatureBonus( 2833, {bonus = 26, intensity = 500,})
There are what I can remember right now. Will update it later. IIRC, there are a couple more outliers like this.
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I think it was one of those "Diablo 2 did it, so we will as well" decisions. Most likely intended as a measure to prevent players from hitting the level cap too quickly in multiplayer. The default penalties are absolutely ridiculous, cutting the XP from kills by 90%+ at the highest levels. All it led to was people just speedrunning quests at levels 175+, because that's when the kill XP gets irrelevant, but quest XP is not affected by this penalty.
I personally play with these settings:
ExpLS100 = 1000
ExpLS125 = 1000
ExpLS150 = 997
ExpLS175 = 993
I don't mind a slight penalty for the last stretch, but the vanilla values are ridiculous. And the XP gained from enemies does scale with their levels which combined with survival bonus could lead to a situation where you'd level faster in the late game than the early game. My philosophy is that every next level should take slightly longer to get than the previous. As the bonus XP on gear also scales, I find that a slight penalty for the last 50 levels brings the curve into the exact spot I want it to be in.
But the beauty of the balance.txt file is that everyone can perfectly define how they want the game to be played. I think you could even give yourself an increasing XP bonus if you used numbers bigger than 1000 for those breakpoints, although I have not tested that, so use caution if you're going to try (backup saves).
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You can increase the levels so that the entire game scales to the max levels (252). That is the absolute highest the game supports. Any higher, and it will roll over back to 1.
The greatest obstacle in reaching level 200 is the experience penalty for kills past level 100. But it can easily be lowered/removed in balance.txt.
Although even then, getting to 200 will require a lot of grinding because the later levels require tens of millions of XP. By level 167 (946 million XP), you will only have gathered around 50% of the total XP needed for level 200 (1.89 billion). From 199 to 200 alone, you need 36 million XP, which is enough XP to take a character from level 1 to level 70. I usually shelve my characters permanently around level 170-175. I grinded all the way to 200 only once (with a greatly reduced XP penalty past 100) just to be able to say I did it, but that's about it.
So unless you vastly increase the XP from quests/kills, reaching 200 naturally just as you reach the end of Niobium is not really feasible. It also depends on many factors, how quickly you go through the campaign, how much you explore etc.
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Gold should probably be doable from level 1. It is not really that much harder than Silver, other than the min level, which you changed.
But there is a large jump in enemy scaling from Gold to Plat, stats-wise (attack, defense, damage, armor, speed etc.). I doubt that would be playable from level 1, or it would be a very painful experience.
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Yeah, I might try toying with the scaling value to make the attributes at least somewhat relevant. It was simply in balance.txt IIRC? Currently not at my PC so can't check but I think I remember seeing your post about this somewhere before.
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