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chattius

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Posts posted by chattius

  1. The english teacher (a brit from birmingham) of my daughter said that american can not speak a single language, since they can't even speak a proper english.

     

    There was a mathematician from Hungary, think it was one of the Varga's, who said:

    The reason that so many good mathematicians per million are from finland. hungary and a lesser degree from germany is, that the languages of these counties have a more complex grammar teaching logic to babies and kids without having them notice it.

     

    So I know the reason that I am not a famous mathematician. I grew up at a place in germany which had a non german dialect: Manisch. So I still use many of the words from this language.

     

    I never had english at school, started with latin and language history. We moved a lot, from french border where english could only be done as a second foreign language, to central germany where english was only possible as a first, ... So I always came to a school who said 'You can't' when I asked which modern (not dead as latin) language I could sign in as a newbie in english.

     

    But english was easy, having latin and language history. Grimm's law and mathematics helped:

    understanding sound shifts like b->f/v, t->s, c/k ->h....

     

    german Rabe -> english raven, german Weib -> english wife, haben->have, lieben->love, ...

     

    I could guess a lot of words when reading english, to some degree this works even for swedish and norwegian. But don't ask me to speak something. Speaking needs training and feedback :)

  2. We used edge enhancing around text, black and white recalculating and printed it black and white on 16 A4 sheets with a linux program. I had bought an old used blackboard at a sell out at a school years back and we pinned it on it. Being cheap and black and white it has already a lot of writings with colour felt markers on it to highlite starting places of boss quests and all such stuff.

  3. If you do a combination (shadow step, expulse magic, cobalt strike, magic coup) you may wonder if the expulse may scare the group away so that the follow up combat arts don't fire their explosions into a tight group.

     

    There are 2 factors preventing this:

    Teleport can stun and (not fully proved yet):

    scaring monsters away works only if you are visible.

     

    I noticed that the beasts start running as soon as my invisibility has gone. So if you are no longer protected by invisibility, most of the beasts are running away and can't hit you.

     

    Since we are an evil elf it doesn't bother as much that at early levels the invisibility may have went off before the combination is finished. We just use our gun to shoot their backs.

  4. Damage Received = Damage Dealt * (Damage Dealt / Armor)

    Well it is a bit shifted so that at armour=0 a division by zero is prevented. I have a function of the damage to armour formula somewhere.

     

    Damage function

     

    I did it in a thread in the GSF. Schaden= damage, Rüstung= armour

     

    To understand the graph:

    We had always the same beast bashing on us. Last kill showed that it had a damage of 224. Then we varied our armour. At around 1750 armour it was dealing 224 damage. I defined this as Fix-Point-Armour (FPA). The amount of armour which is needed to receive the same damage than the enemy is actually dealing. FPA varies with damage, difficulty, level..... But I wanted the formula easy so I invented FPA. I than did calculations with the new term FPA for a fix level, a fix diffulty and a fix damage to reduce the number of variables.

    The result is the function you see in the link. If an enemy is dealing 224 damage in niob, it shows how much damage you receive at your armour class. At 0 armour it is 744. Less than a division by zero, but more than a factor of 3. In silver the damage multiplier at zero is close to 1.5.

    The full discussion you find in Dobri's thread how to become a demi-god.

     

    Because the Graph of the function accelerates quickly the closer you are to zero I always have an artamark star socketed in niob. To prevent that an enemy hits me with a damagetype I have no armour in. Close to zero a single artamark can reduce the damage by half or more if it is boosted by some +x% armour from barkskin.

     

    Hope it was not to mathematically.

  5. I live in Hesse, the state mid in germany. It has a nice coat of arms, a striped lion. At roman times legionairs who returned to Rome nicknamed the tribe in my area as chatti = Cats, because in difference to wild storming other germanic tribes they used hit and run tactics, hiding in the forests. With time the word Chatti was transformed by Grimm's Law to Hesse.

     

    Grimm's law is not a political law, but a discovery the Brother Grimm (the ones with the faerytales) did when they researched the german language. They were working on the first german dictionary and traveled the lands to search for ancient, nearly forgotten, words. They interrogated old women who never traveled far away from their birthplace. They also wrote down the stories these women were telling. Centuries later the dictionary is nearly forgotten, but everyone remembers the faerytales.

     

    So following Grimm's law the t was shifted to a s and the _ch_ to a h. So we hessians still feel a bit like cats. Decades back my sister named Katja was frustrated when she found out that her name Katja was already taken by someone else in the IRC. So I made a joke and said she should write her name as Chattia, a mix of to chat and the ancient name of the state she is from. She did so and I thought that Chattius might be a good nick for myself.

     

    I did the coat of arms of Hesse as my avatar for some years, a lion is a sort of cat too. Then a moderator of a math forum wrote me that only the government of Hesse is allowed to use this coat of arms. Outch

     

    So when joining the Sacred2-World I had no avatar. I didn't know that darkmatters has nice people who do avatar's for others so I did my own avatar quite quickly. I just took the coat of arms of my birth town. Even the town is located in Hesse it carries the german eagle. The main court for whole germany was located in the town for centuries because it had a central place. So it was made a free german (the eagle) town, not belonging to any state, protected by the emporor (the crown). The silver cross marks it as a town which was allowed to make coins/money.

     

    And now my avatar is an eagle, even I am a cat at heart, stupid politics :)

     

     

    Who else has a good story about his/her avatar/nick ?

  6. I work for a quite small company. Because we work with explosives we are not located near a village. Not big enough to have an own cafeteria we use to get some lunch from a farmer's wife who appears with an Unimog for 15 minutes to sell stuff and then travels to the next stop.

     

    The best she is doing is Handkäse. The english wikipedia is a bit wrong. Because every one knows (everyone in my district) that the original Handkaese is made in our region and not around Frankfurt. We call the Frankfurt variant 'Mainzer Käse'.

    In autumn she sells baked chestnuts, an eatable variant which grows a lot here. She serves the chestnuts with Federweißer. Federweisser is a sort of wine. The fermantation has just started when it is sold. Because at fermentation gas is build the bottles have to be sold open, only covered by something that avoids dirt but let the gas go out. I know several people who didn't know that and bought it and transported it with the bottle laying :) Because of the work with explosives our big boss allows only half a glass at lunch, even it is only 4% alcohol.

    Because Federweisser is hard to transport, I do not know if it is sold at other places of the world, or even known.

     

    Photos:

    I fear I am a dinosaur, I still use the old cameras I got from my grandpa which are not digital but analog. Doing the black and white pictures on my own in the cellar of the barn. But I know no digital camera I can afford which is able to match my 1:0.95/50mm and 1:1.4/35mm optics with an Ilford Delta 3200. Able to do photo's in a dark room with just a person smoking a cigarette without using a flash, amazing. I think it will take several years for digital camera's to catch up with the old analog camera's if speaking about low light photos.

    And doing portraits, the 0.95 allows to focus just on the silhuette of a face if you do a portrait from the side.

  7. Spell resistance was always frustrating for me:

    In old patches only the mastery was working. In ice and blood its effect might be fixed, but it isn't displayed. It's the same tooltipp display as in the bugged patches. I solved the problem for myself by having shield lore and socketing x% spellresistance to boost the base spell resistance from willpower and goldenglade. Even if spell resistance might work now, it is just giving x% and no base.

  8. When playing our Kungfu Dryads we had long discussions which shield to use. We had no weapons so all weaponslots had just shields of different sorts:

     

    Main danger melee:

    A yellow with 2 sockets and block chance melee scalable with shield lore. More than 80% block chance in niob if shield lore is mastered.

    Main danger ranged:

    Same but block chance ranged.

    Melee and Ranged enemies:

    A shield with base defense scalable with shield lore. It will later have 1000+ base defense. Together with speed lore, shield lore and barkskin it gets really high defense numbers.

    Unknown enemies:

    Stalworth for high resists

     

    Shield most often used: One with 6/9 physical; fire, ice and magic each 1/9 armour; scalable block chance (melee); fixed 13% block chance (Combat Art); 2 silver sockets

     

    Don't undervalue rare shields. Playing Kungfu's taught me 2 things: How to optimize melee damage and how useful a yellow shield can be.

     

    Hmm, perhaps we should add a shield guide into the guide section, or at least start a thread about shields and shield lore. Melee elves, staff-lore dryads, weaponless dryads and shadow warriors, caster characters, ... all they take a shield and should have shield lore.+

  9. There is a class which can join the challenge, at least if you play the AddOn:

     

    1. I want high DPS (Seraphim's Battle Stance is amazing), Dual Wield, melee oriented.

    Mutilation with dual wield AND staff lore. Staff right, a nice weapon with specials like x% life leech left hand.

    2. I want decent solo surv.

    Reversed Polarity, Soul Reaver

    3. I want badass look.

    Outstanding Look

  10. Lady in Black

    I had no good name for this character. It is a bit like Schot's Bolting Terror, but without the ice aspect. But at level 51 she was wielding a energy pistol which had its german name close to the tiny pistol Will Smith is using in 'Men in Black'. She was wearing the full adornments of the ancestors which is black.

     

    So we had the name. Now we come to the most important part of each new character: a fitting music. Even I am old enough to remember the orginal version of 'Lady in Black' from Uriah Heep I decided to listen to the version of Gregorian, a german experimental group with changing members. They adapted several modern songs into Gregorian Chant. I had the luck to hear them years back at a concert at Hamburg, it was amazing. I didn't found a good video of their version quickly, so I just took one:

     

    This is not a guide for a beginner.

    It is more an example that you can play away from mainstream and still have a funny to play and robust character.

     

     

    Why was this character started?

    I am re-writing horse combat arts, so that my kids can play on a horse without the frustrating bugged regeneration times. Horse-Combat Art's are spells and the character was made to test them. So we had to take riding, ancient magic and combat discipline to boost the horse damage. On a horse we will not have any buff's, so all the protection has to come from skills: armour, shield lore, constitution and even alchemy. So we were at 7 skills already. Alchemy trophies would be a buff replacement so we had to increase their duration if needed. We would need hand selected stuff late levels, so we played with just 9 skills as long as possible and left the 10th skill open for bargaining. We have a trader chain till level 135 so we didn't need it early on.

    So we are at 8 skills for the horse combat and all we had to fight bosses indoors would be a shield to hide behind and alchemy boosted shurikens to do damage. This would not be enough. But there were only 2 skills left, and we had no concentration yet. So the idea was to play without concentration and play pure arcane. The idea was: an enemy can't hit what he cannot see. So now the character idea was done.

     

    The Skills

    02 armour lore

    03 arcane lore

    05 arcane focus

    08 combat discipline

    12 shield lore

    18 ancient magic

    25 riding

    35 alchemy

    50 constitution

    65 open for bargaining at high levels

    Why a melee elf doesn't need a weapon lore is discussed in the link.

     

    The playstyle

    Phase 1: The beginning

    As long we have shadow step not fully modified, we read runes into blazing tempest and frostblaze till they reach their malus. We use a bow and whichever combat art is recharged. This will keep us alive till we have modified shadow step.

    Attributes: We will put every attribute point into vitality. At Level 75 we start to put them into intelligence.

     

    Phase 2: Hording for Shadow Step

    Shadow Step and its modifiers

    Phase Shift: We want to stay invisible all the time late game. If we are invisible enemies with rooting spells won't see us. In mid game we use alchemies trophies to have a block chance versus rooting.

    Vanish: If we are invisible we will not be hit and don't need just physical invulnerability.

    Explosion: If we are invisible we will have time to quaff a heal potion, which is boosted in effect because of alchemy. So no need for modifying to mend.

    Shadow step will always do an explosion in difference to magic coup and cobalt strike, which need higher Combat Art-levels to reach 100% explosion chance. Shadow step has a cooldown which gets less with higher Combat Art-level. So it's no mistake to read runes into shadow step till its malus and above. We will do a combination of shadow step and frostblaze. Survivors will be targeted with blazing tempest. As soon we have a shield with block chance melee scaling with shield lore we will swap to a one hand ranged weapon.

    We do every skill point in arcane lore, arcane focus and shield lore (in this order) till we reach mastery. Skills which are needed to unlock another skill will receive 5 points. We will read every spare rune into grand invigoration but we will have unmodified crystal skin early on as the one and only buff.

     

    Phase 3: Blink and shoot with Magic Coup

    Magic Coup and its modifiers

    Heavy Damage: The main damage will be done with weapons. The explosions of shadow step and cobalt strike are mainly to weaken the targets so that magic coup can deal double damage with deathblow. So we can optimize for weapon damage and get our hit chance from trophies and jewelry.

    Life Leech: There is Regeneration per Hit (RpH). So no need to modify for steal mana. Life leech is unresisted damage and will heal us.

    Stray damage: Our goal is to have a combination with 3 combat arts doing Area of Effect.

     

    We will now use a combination of shadow step, cobalt strike ( read runes till it matches the regeneration of shadow step) and magic coup. Magic coup should have a regeneration which allows spamming. So keep its regeneration time below your RpH plus animation time. Use magic coup while the combination is recharging versus survivors of the horded group. Using some jewelry which lowers the enemy chance to evade will be needed.

     

    Phase 4: Lightning from nowhere

    Cobalt strike and its modifiers

    Heavy damage: We have collected a group, there is no need to have a chain lightning to distant enemies

    Chain reaction: we have only attacks which do magical damage. So there is a high chance that a target is allready weakened.

    Explosion: We want the whole group weakened so that magic coup can do a death blow effect with its explosion.

     

    Our attack combination remains the same, but we do a second with just cobalt strike and magic coup. It will be used while the first one is recharging. We put remaining skill points into combat discipline.

     

    Phase 5: Vade retro Satanas!

    Expulse Magic and its modifiers:

    Expansion: We fight with combinations and we want a bigger radius if the AI decides to run for magic coup. We want to stay inside the circle.

    Pentagram: Our combination is good enough to fight undeads already.

    Protection: we use this when we fight bosses with nasty Combat Art's and enemies which can see through invisibility.

     

    As long we won't have mastered combat discipline (around level 85) we will cast it manually. Later we will use it in a 4 Combat Art combination. The playing is still the same, gather a group and ignite the combination.

     

    Phase 6: It's magic, if it's ancient magic

    There is a spell missing, why we don't modify it? The reason is that we don't need to modify it this early. Ancient magic is way more important than modifying grand invigoration at this time. This is an arcane build, no need for bronce modifier. This is an invisible build with alchemy healing and RpH regenerating, no need for silver modifier. To get the gold modifier we would need 198 +/- modifier points if I remember right. Arcane lore will stay at 75 and so we would need 125 in focus to boost Combat Art-levels. So we can't modify it before level 125. And what we will get? Run speed for a horse character? Or decreasing debuffs which we can reach with expulse magic too. The 50 points into arcane focus will be done after having some more skill mastered, starting with ancient magic to fight magic immunes.

     

    How to stay alive

    Building up a good defense is a complex theory. For the elf half of the defense comes from her spells. I created a check list for my kids what they have too look for when designing a character and in which order the hit and damage calculation seems to be done. I put this stuff in an extra article: The 9 lines of defense

     

    The equipment

    There was a funny thread somewhere claiming that a good psychologist may guess the age and the country of a player by looking at the character and how it is played in a mud (old text based multi user dungeon game). So I am obviously german and starting my army time before re-union. Being outnumbered the tactic was to be able to withstand damage, deal out some damage and doing a delaying retreat. So guess what the most important piece of equipment is in this build?

    No not the 120mm Leopard gun, it is a shield.

     

    The shield

    The character has Shield_Lore. Also shield lore is nice, the main reason for me to take shield lore is not mentioned in the wiki yet. It are the modifiers on shields which can be unlocked with shield lore: block chance melee, block chance ranged and defense value. Such an unlocked modifier can start with 24.8% block chance for just one point in shield lore. The higher shield lore is the more block chance the shield gets. A Level 2 shield may have more than 80% block chance with high shield lore in niob.

    So we look for a nice yellow shield with scaling block chance melee. There are some really nice ones:

    My favourite is a shield which has 300 physical armour and 50 each in fire, ice and magic. It has 2 silver sockets and a fix 13.3% chance to block combat arts. But the best is: it has a 80.4% chance to block melee.

    Now add the mastery effect of shield lore which is around 37% at 200 shield lore. Even the block chances are not directly added but dampened, they will sum up to something close to 100%.

    Be consequent if you take shield lore as an elf, take a yellow shield with scaling block chance. And because shield lore is so important in this build it will be mastered as one of the first 3 masteries.

    What about Kira's Protection. You need a lot of luck to find one. We germans have a saying: 'Pech im Spiel, Glück in der Liebe'- 'no luck in gambling means lucky in love'. I am married, we have 5 Kids, so guess how many Kira's I found yet :P

     

    The disadvantage of a shield is that it never reaches 100% block chance --- and Murphy is a cruel god. So the next item I always use is an defensive one too:

     

    Artamark's Star

    Why to use the Artamark's Star I have explained in the link.

  11. As we all know heal potions have a cooldown around 5 seconds. As we all read in the AddOn discussion: alchemy boosted heal potions were made better. But has anyone tested out what was changed? Testing heal potions and alchemy is a bit challenging since the effect normally shows only if you are very close to death. And honestly I never tested alchemy and heal potions before the AddOn in depth.

     

    The cooldown:

    If you quaff a heal potion less then 5 seconds after your last one, it will have a reduced effect.

     

    The difficulty level effect on health potions

    Even a strong health potion will only heal 60% of your health in niob difficulty---if you don't have alchemy.

     

    High Alchemy will even let a small health potion do a 100% heal in niob (This was even so before the AddON). So if your health is down at 10% you don't have to quaff 2 potions. And remember: the second potion will even have a reduced effect because of the cooldown.

     

    And now the tricky part: if allready the small potions do 100% heals, is it possible than the strong ones do 100+% heal? This may be of no interest for a single potion, because you can not heal more than 100% anyway. But what if we quaff it while being in the cooldown and the potion would have its effect boosted by alchemy to reach a theoretical 200%?

     

    Will the cooldown make a potion which could have a more than 200% theoretical heal limit to 100% and then reduce its effect?

    Or

    Will it reduce the the 200% to say 130% and then apply it?

    Or

    Will alchemy affect the cooldown directly?

     

    If it is the second, we could have 100% health potions even in the cooldown thanks to alchemy. It's hard to do real tests, but I never watched a less than 100% heal when having alchemy mastered and boosted to 200+ with equipment.

     

    And remember, health potions are only a small aspect from what alchemy affects and I never read from anyone, except myself, that one reason for taking alchemy was better heal potions. There are also heal trophies which seem to be not affected by the cooldown, mentors lasting for minutes, pink's to ban undeads from standing up again, ...

  12. One possibility to fight these reflectors were: take away nature lore and take damage lore. Just reduce the direct damage (which can be reflected) and add damage over time which can't be reflected. We hit this far away that the enemies should be dead before they arrive .Has to be tested of cause. Or try an inquisitor:

     

    Staff-Mutilation

     

    Comparing a staff-dryad and a staff-inquisitor:

     

    Angle of Attack:

    Dryad can do full screen, inquisitor only half

     

    Damage boosters:

    Temporary Acute Mind with intelligence compared to inquisitor with purifying chastisement buff and x% damage

     

    Enemy spells, combat art block

    dryad temporary dust devil, inquisitor reverse polarity buff

     

    legendary hunting

    inquisitor can have double loot with eruptive desecration modified for greed

     

    x% lifeleech

    dryad detheya set, inquisitor kaldur in left hand

     

    reflectors:

    both can use alchemy to allow ranged weapons versus melee reflectors

    The inquisitor has better access to stuff which reduces enemy reflect chance

    Question:how is reducing enemy reflect chance working? if an enemy has 50% chance to reflect and you have a 60% reduce reflect chance glove/helm. Will it be substracted so the enemy won't reflect at all, or will it be multiplied, so it reflect by 50%*(100-60)/100 = 20%.

  13. Too bad that the name bolting terror is already used. We are currently playing a pure arcane elf to test out modified horse-Combat Art's. I modified them a bit to be useful but not overpowered. So for the balancing we created a pure arcane elven rider. I think I will name the build 'Lady in Black'.

    Wearing the black arcane set and wielding the tiny energy gun from 'Men in Black.

  14. Nice write up. You really don't need much for a seraphim. Perhaps add an artamark amulet to the musthave. Reflexes to avoid criticals are not foolproof. At bad luck you will receive a critical and forgot (there are dinosaurs playing which have headaches because of their teenage daughters) to adjust your relicts for the next boss. But being hit with no armour to the received damagetype will multiply it. It is not only that you receive full damage, you will receive multiplied damage (factor 3+ in niobium).

    I like the defensive setup the best. It has even a second possibility to damage bosses:

    Schwertfeuer, sword-firearchangel's wrath modified for double shots. If fired with 150% cast speed at point blanc range they deal out damage quickly too.

     

    An often overlooked aspect at alchemy:

    PC and consoles: heal potions. They do 100% heals with high alchemy even in niob. So less risc of running into the 5 second potion cooldown.

    PC: If you are in the cooldown you hopefully have an emergence trophy heal on a hotkey

     

    I once tried to kill all bosses wearing nothing. The last boss at the machine in gold got me. All I had were relicts, blockchance scaling with shield lore, a lifeleech shuriken, alchemy and arcane spells. (playing an elf)

  15. Debuffing with expulse magic seems to be tested versus the spell resistance (willpower) of the target. So arcane lore helps with it. Arcane lore isn't boosting combat art block on expulse.

     

    Shadow step explosion is a nice. My newest elf was modifying shadow step to gold before any other combat art. Shadow step has a cooldown, so it doesn't matter if you read it beyond the malus. In difference to cobalt strike and magic coup it has a 100% chance to do an explosion. So the tactics were to collect a big mob around you by running a spirale and then to teleport outside the mob, killing everything close to you (about 3-4 metre circle). Since silver was for invisibility, the enemies won't see you for a while. This gives you enough time to quaff a potion if necessary.

     

    I took invisibility because physical protection is useless against enemies with no physical attacks. As soon I decided for invisibility I decided for explosion too, out of the above reason.

     

    All my new characters had shield lore to mastery as 3rd or 4th skill. The new elf had it as 3rd. I think I will do a write-up of the new elf in a new thread. It is a family elf to test the horse-modifier-patch I am currently working on. I promised my daughters for nearly one and a half year that I will try to make the horses useful :P

  16. Greed is nice. In a netherworld-focus-only-build you will probably bring the focus just to mastery. With 75 modification points you just need the bronze modification and can save a lot of modification points. So you can get dislodged spirit till silver for attribute reducing which is useful in boss fights too. Soul reaver and paralyzing thread can be fully modified this way. Greed is a very useful thing, esspecially if you don't have to care about regeneration times. Since it is done after a fight even booster slots for just greed can make sense.

     

    I see you play console so you can't play our character in the AddON. He cleans only half the screen with a staff mutilation, but in difference to the dryad he can wear gloves which reduce reflection. Our got dual wield and staff lore. So even mutilation uses only the right hand, the x% life leech from the kaldur's in the left hand are carried to the staff attack.

     

    But I still have very mixed feelings towards staff characters with circle-attacks.

  17. Staff lore and Acute Mind are different between console and PC with AddON:

     

    At AddON:

    A single staff with staff lore is enough to empty the whole screen. There is no need for dual staves. But be aware of reflectors. Pre-AddOn dual-wielding was done for quick normal attacks and for the hit chance. There was no staff lore for dryads pre-AddOn.

     

    Staff lore in the AddOn is like:

     

    magic coup , other 'hard hits'

    It is only a single target hit, so a staff bash in melee distance will be done.

     

    darting assault , ruthless mutilation

    The target will be hit with a staff melee attack, then every enemy in staff shooting range which is in the attack angle will be hit, without running to them or shooting projectiles.

     

    pelting strikes

    The target will be hit with a staff melee attack. As long as there are attacks left a staff bash animation will be done and a target which is in staff shooting range will be hit: without running to it or shooting a projectile.

  18. I am trying to do my own horse-Combat Art's now. I hope to do it the way that every horse-type will get 3 individual horse-Combat Art's.

     

    For example the flame horse:

    The jump could do damage like propelled levitation, but not as much. But enough to pre-damage mobs to use normal weapon-hits with deathblow to finish up.

    The rear-up could shoot like archangel's wrath.

     

    The unicorn:

    A rooting jump like forest flight

    A rear-up with an effect like tangled vines

     

    I hope to speed up the balancing by staying a little below in damage to existing comparable combat arts. It is still better than having only normal weapon attacks on horse-back.

  19. A melee highelf probably has reg per hit- so no need for modifiers to shorten reg-times.

    A weapon lore only usage is to unlock modifiers on weapons and hit chance for a magic coup build.

    Without a weapon lore you can't unlock speed lore,....hmmm.

     

    I wouldn't take a weapon lore at all: so not sword lore and no speed lore.

    I would take bargaining to buy the hit chance and damage x-x stuff. I made good experience with having both skins modified.

  20. Sad to hear this :)

     

    You can do nothing against life leech damage except trying to not be hit. My daughters use close teaming with their Kungfu's. Whenever a daemon mage champ is spotted they do overlapping dustdevils with Combat Art-blocking. Effect seems to stack. I don't know if the silver mod on acute mind reduces weakening, but since they don't need intelligence they took the non-intelligence modifiers. Golden Glade gives willpower. Alchemy gives 100% heal potions. Relicts to counter the non Life leech damage.

     

    But sadly at Combat Art-Block there can still be Murphy.

  21. If you want to know how Blind Guardian are real life: Links from a thread in the german GSF:

     

     

    I think the Orcs and Trolls made a better audience than the one in the first video. Audience in second video is better, but video quality a bit worse. Some improvised stuff (solo part) in the second video.

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