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chattius

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Everything posted by chattius

  1. EXAMPLES To show the possibilities staff lore allows in the AddOn I will insert a few newer threads: Massive Area of Effect Dryad with bargaining Massive Area of Effect Inquisitor with bargaining A seraphim will follow soon There are threads now based on staff lore characters in the AddOn. So I added them into this thread to know what we are speaking about.
  2. We had a funny conversation yesterday, discussing the last 2 skills. The character is softcore, so a death is not that harsh: no constitution. It will be a necromancer with minions binding the enemies far away but still in staff range. The character will have enough souls while leveling to keep a high defense up. The character should be able to level quickly but be funny to play the same moment. So netherworld lore to allow a more unique playstyle was taken. And then we surprisingly both said two-weapon combat. I felt like a fool when my daughter said: dad, it is a shopper. we need the sockets. I had planed two-weapon combat to allow x% life leech staff shooting with a kaldur in the offhand, or to try out direct damage, or to socket 3 damage x-x rings, or to free skill points, because with two-weapon skill staff lore can stay at 1 for just the shooting. But my daughter remembered me that the character was a shopper first and fun with testing only secondary. Good that both reasons speak for two-weapon combat. The character does not the full all around attacks like the dryad and the staff shots are not as powerful as the one from the dryad. But there are several ways to do a lot of damage quickly: Fighter-Style Use just instantly recharged mutilations. Necro-Style aggravate all in front of you with mutilation so the enemies run into the kill zone of your minions and doubleganger Collector-Style Collect a horde, bundle them close together with maelstrom and do a mutilation into the tight group. Not modified yet: several Combat Art's like corpse explosion, the temporary buffs, ... So while leveling there will be more stuff to experiement with.
  3. That is what I hope for. Like some set bonus in sacred1, the snowflakes if I remember right. Should be tested if it is working for spells too.
  4. Dragon mage: If you have access to good equipment like Kaldurs you could use a kaldur and a shield with shield lore to replace polearm on the sohei dragon mage build. Dryad: Our kungfu dryads proved to be quite stabile fighting bosses. 2 Artamarks socketed, Shield with shield mastery, detheya and dual hits from ravaged impact. Dustdevil as a Combat Art-blocker helps, also vines modified for best defense and not damage. Also having disease to bring down hitpoints. Not too bad for a fun build Shadow Warrior: The x-lifeleech from the set should probably be a x% too. The community patch for the AddOn will probably fix this. Fist Weapons: They are unlocked in the community patch. They count as two-handed weapon, but have no weapon skill to boost their attack speed or do doublehits. The Modifiers on fist weapon were decided to be unlocked with sword lore. Fist weapons can have x% life leech too. They are a bit lower in damage than other two-handed ones, but they do double-attacks with demonic blow and probably the other hard hits.
  5. X-Mas island, ice immunes. Inquisitor with mutilation and doublewield Put a weapon with nearly all ice damage in right hand Left hand first empty and then a direct damage weapon. Mutilation will do almost none damage in the first case. (unmodified mutilation) Wield the left hand weapon with direct damage If there is now damage comparable to the x% direct damage it should be proven. Could be tested with PvP and 100% damage mitigation seraphim. Or other nearly immunes: attack poison lord with poison weapon right... If you test it on low armour enemies then: 100 weapon damage, 10% direct damage and +200% damage from tactics will result in (100*1.1)*3 if it is directly multiplied 100*3 + (100*3)*.1 if it is added Both numbers would be the same. So test should be done on immunes or high resists.
  6. camera.cameraShake = 0 Should turn of this earth shaking effect at critical hits with 2hand blunt weapons.
  7. In the AddON: A staff is not really ranged and not really hand to hand. Mutilation while wielding a staff and having staff lore will try to get a melee hit with a staff bash. But for all other hits in its execution it will be melee hits (no limit to 3 projectiles), but with the range of a staff shot. A dryad with staff and darting assault will run to an enemy bash it, but while rotating it will instantly hit every enemy which is less than like 2 screen away. The inquisitor with mutilate will do no full rotation, but will do a bash first and hits everything in its attack angle, just like the dryad, but a smaller angle. A seraphim with pelting strikes will bash the first target and will do bash animations on other targets which are in shooting range, but won't run to them. But Pelting strike has a limited number of attacks.
  8. After noticing that there are already many people testing the staff-dryad shopper we decided to try another type of staff shopper. It is currently level 68, no questing done. The character will level outdoors, so constitution is perhaps not needed playing from the mount. Since we play LAN, bargaining will be kept open for a long time. So that we have a skill to play with, starting from a savefile. Only 7(8) skills are taken(planed) so far: staff inquisition focus armour netherworld focus concentration combat discipline supremacy focus (bargaining) So the 2 open skills would allow to put a focus towards an aspect, or for defense. The yet untested ideas we have: Inquisition: Tactic lore and constitution would be the most logical ones. Using the Maelstrom to bundle mobs. Maelstrom would be just to bundle, not for much damage. So no need for ancient magic and the lore. So all the mobs will be in the attack cone of mutlilation. Mutilation has a VERY long range because of staff lore. Astute Supremacy: Supremacy lore and Ancient Magic. Play the classical caster and use staff/mutilation and its range to recharge with reg per hit. Netherworld: Netherworld lore and Ancient Magic. Idea would be to bundle a mob, do dislodged spirit on a target, maelstrom and mutilation. If the spirit is modified for wildfire the predamaged target may die and explode. Staff is used again for recharging quickly on a lot of targets. Anyone with Inqui experience? What 2 skills would you use?
  9. It seems that only the right weapon is used. But what about weapon modifiers of the left weapon. If I wield one of the few single hand weapons with x% life leech in the left, will it affect the right weapon? If the left weapon has open wounds, will it be carried to the right? Armour piercing, reduce armour, ....
  10. If you play console or AddOn you have regeneration per hit. So if you play a weapon based or a hybrid, high stamina wouldn't be needed. If you play AddON: Golden Glade: It heals for a fixed amount. So if you have more hitpoints, the % of life from your maximul life you get with a heal tick gets less. This is no problem for most attacks. But x% life leech is always based on your maximal life. So a 35% life leech from a demon champion in niob will need more time to be recovered, which increases the chance that more life leech attacks will hit while you are no at full health. I don't say that more hitpoints are a mistake, I just want to show up a potential risc at a certain attack type. To counter x% life leech attacks you can: modify dust devil to block spells take alchemy, so that a heal potion in niob heals for 100%, and you may have less heal delay because you are not spamming heal potions this much socket spell reflect, spell block in a wapon slot and swap to it if you think you may run into life leech attacks ... Remember that block and reflect are only chances and that Murphy is the most evil god in whole universe
  11. And armour lore allows you to wear stuff way above your level. You need voodoo lore only if you want to cast totems. But then you have no ancient magic. I would take nature focus and voodoo focus. Voodoo for headhunting is just too much fun to leave it away. Try to get some modifications for buffs early. Ranged skill and so on give no modification points. Hunter focus ranged lore nature focus concentration tactics reflexes armour ...
  12. I had to ask my living music lexica, who plays at a local metal band named Cloudburst. He said early Blind Guardian did very fast metal. Blind Guardian did several concerts on tours together with Iced Earth. Demons&Wizards is Schaffer from Iced Earth and Hansi, the Singer, from Blind Guardian.
  13. Normally builds without armour lore start to get frustrating if you are not dying. The survival bonus will cause the enemies to be way higher in level. So depending on how much time you spend playing it may happen that you can use an armour piece only weeks laters. So you are behind in what you could wear, which reduces offense and defense by having a lower bonus from your gear.
  14. I doubt that a computer program will ever be able to calculate a best character even if all the formula's are known. There are times when formulas can explain something you hadn't searched for: I tried to understand how armour reduces damage. I got a rough formula with till too many variables. But the formula showed that having no armour the damage on you can be pushed by more than 300% in niob. Without the formula I would have thought if you have no armour, that you receive all the damage. And the big junks of damage and one hit kills on me were due to extreme critical hits. But in fact you receive more damage than the enemy is actually dealing if you have no armour. Watch the function graph close close to 0 armour. So now I know that I should socket at least one artamark and to switch to correct relicts when entering a new area with different main damage type. I didn't end up with a formula which shows the exact solution if you enter the the monster level, your level, armour, weapon, difficulty, survival bonus, ..... I was only able to do a function for certain enemies, at fixed level, difficulty and damage. But the damage boosting was something which I didn't exspected and I would have still flamed Murphy, bad luck , and extreme criticals. So what I remembered from a weekend full of maths: don't run around with no armour in niob. So simble, so short and so true. When I look at my characters they are mainly changed in just one or 2 areas from the last character. A new character is build on my last one and I keep solutions which worked. So even the characters look quite different, they normally share a lot. I can now often say that a character is playable or not by just looking at the skills. Something I couldn't do a year back. And when people ask me why I think the character is playable I would have to explain it for hours. But it is just a few seconds for the belly feeling to know it.
  15. Westerwald area, Hessen, Germany Australia, hmmm. Dependant on how old you are, the australian band 'Dead can dance' did a smiliar style when they did their medieval music. But I haven't heard anything new from them for years. Corvus Corvax is trying to play medieval music, with medieval instruments in a medival style with a great life act. In Extremo used to play medieval music, with medieval instruments, with a great life act but more towards heavy/death metal Tanzwut, named after Dancing mania, is a split up from Corvus Corvax using a few modern instruments and giving up some original medieval style. The dancing mania was thought to drive out the plaque and demons, so the themes of the songs are darker. Michael Rother played with Kraftwerk and other bands. They kinda did what is now called Techno in the early 1970's.
  16. Mainly music from bands we knew from midage festivals with knight tournaments, historical market places and in evening their were often life acts from bands like: In Extremo, Corvus Corax, Tanzwut, .... Well we used to listen them before we had 5 kids and the bands becoming too popular to play on the quite small midage festivals. Their life performance was really spectacular, but now the prices exploded and we can no longer just use a tent to visit a concert. Having to find babysitters and all this. My oldest used to listen 'Krieger des Lichts (warriors of the light)' from 'Silbermond' when playing her seraphim. In PvP we play 'The Knife' from Genesis in our LAN-PvP Parties. When I play alone it is mainly some instrumental music. I play mainly while the kids are asleep and waiting for my wife to return from her shift at hospital: Michael Rother's Katzenmusik (Cat music) for example. Anyone knowing him at all ?
  17. Tested a bit with the community patch, using a weird staff-dryad with alchemy, damage lore and riding. Found no special dryad gear so far. But we found a two-handed fist weapon with x% life leech. Our old pre-patch weaponless shadow warrior did double boxing hits with explosions while performing demonics blows. Scalable attack/defense wasn't unlocked because it was based on sword lore which the old character doesn't have. But at least you can do x% lifeleech fist hits now, given that the Shadow Warrior had no set with the modifier.
  18. Thanks for the picture. So I haven't to upload them from work. DA should be modified for open wounds. The damage bonus from intelligence seems not to be affected by a damage converter in the staff. So there will be a high part of physical damage. I really have to do some research in which order bonus damage from different sources and the 3 different damage converters are applied. Jewelry with armour piercing or reducing physical armour might be useful. Does anyone know what will happen if the angle of attack will be greater than 360 degrees? Will targets in the overlapping area be hit twice? We restarted this character from begin after community patch was put in. We hope to be able to merge staff-dryad and patch testing. The new staff dryad looks really weird skill-wise and if someone had asked me a year ago if I think this dryad is playable--- I would have said no. Alchemy, riding, bargaining, shields, armour, nature lore/focus, hunter focus, staves, damage lore --- no tactics, no constitution, no concentration, .... The new character is obviously a test character. The idea was to add stuff to the test character which couldn't be added via socketing: damage lore, alchemy, riding. We will play around a bit with horse combat arts again. P.s.: I am still curious how you will design a level stormer.
  19. Or one developer knew, but dryad had no staff lore when he coded staff shooting. And then another added staff lore to the dryad without thinking about the now changed staff lore. What made me wonder is that it took so long to be mentioned. Well GSF and ISF don't want exploitable bugs posted, but still... Maybe it was just the same as with reg per hit. It was working on consoles all the time. But every PC-guide was not mentioning it, so noone tried it out on consoles. Anyhow, this build could be called the Lone Ranger, nothing around for most of the time. So you start thinking if adding riding might be a good idea to speed up finding new enemies and better the rate. So for a joke(?): Instead of damage lore take riding. Gogo said that a bargainer should have riding.
  20. How to become a demi-god. It is a thread about damage mitigation and how armour affects damage. For defense/attack: 1 dexterity is one base_defense_point. But attack values is not that easy. Normally I would say: If a character uses an energy shield: do willpower Don't do stamina if you play: an elf, a fighter or a hybrid. I don't play console, but I know that regeneration per hit will be working The damage boost to weapon attacks depend on the weapon type. Strength for example will have a bigger effect on two-handed swords than on strength-based polearms. Using a dexterity based weapon and a buff which has x% defense makes dexterity a valid option for ranged dryads. I normaly start with first 50 levels all vitality.
  21. Let's do the time warp again... I guess I will do a good old rocky horror picture show at sunday and serve Eddy for lunch. Well not Eddie, but Meatloaf. I remember a recipe from my grandparents which was popular in the afterwar years in germany: Falscher Hase = false/faked hare When I was like 8 my grandparents took us kids on walking tours, showing us all the herbs and mushrooms they had to collect after school in the 1945-1947 years when all was destroyed and 2 years of bad weather ruined the harvests. I still look for wild horseradish in autumn and dig for it, and for bear garlic in late spring. So I think it is a good idea to do a sunday morning walk, collecting some herbs for the meatloaf for lunch.
  22. If you just use them for the scorpion, then there is not much changing. But for a Voodoo-Totem dryad, ...... It would have been so nice if you could swap them with keystrokes. Personally I prefer the blue insectoid head, people are not used to it
  23. From an old 2008 thread in GSF and not sure if these options are still in game. They were in in testphase to cut down graphics details on low end machines. I have not tested the ones below myself. Stumpled above the thread when scanning for optionscustom entries in forum. But if you ever hated all that rats hidden in high gras it might be useful. http://forum.sacred-game.com/showthread.php?t=51038 -- Gras ein-/ausschalten (0=aus, 1=ein) -- switch gras on=1,0=off render.d_minis = 0 -- Wassereffekte (0=aus, 1=ein) -- watereffects off render.d_water = 0 -- Bäume (0=aus, 1=ein) --trees on = 1 render.d_trees = 1 -- Umgebung, Charaktere und andere Figuren (0=aus, 1=ein) --turn others figures (npc) off=0 render.d_statics = 1 -- alle Spielfiguren (auch der eigene Charakter) (0=aus, 1=ein) -- turn all creatures, players, even yourself off=0 (for landscape pictures?) render.d_creatures = 1 -- z.B. Fußspuren (0=aus, 1=ein) --footsteps off = 0 render.d_decals = 0 -- Qualität der Texturen (Voreingestellt: 5; 1=Niedrigstes?) --testure quality, 1 = lowest, 5 default render.textureQuality = 1 -- Bildschirmauflösung --screen resolution video.width = 1024 video.height = 768 -- ? (Default: 5) video.quality = 5
  24. From GSF:http://forum.sacred-game.com/showthread.php?t=71463 -- sound.volume_group02 = 0 -- schaltet die Kampfmusik ab -- options.bigHeadMode = 1 -- aktiviert übergroße Köpfe im Spiel, "0" schaltet sie wieder aus sound = { volume_group02 = 0 -- schaltet die Kampfmusik ab } options = { bigHeadMode = 1 -- aktiviert übergroße Köpfe im Spiel, "0" schaltet sie wieder aus } The first deactivates battle music. the second activates Bubbleheads
  25. Think I will add a bit more tho this thread next months: To have this calculator working for weapon Combat Art's and not only normal attacks, we will have to know of the hidden weapon Combat Art modifiers. Then this hidden modifiers will have to be added via rings. Several Combat Art's have a base attack value which scales with level. So now with RpH we can reach high levels and with this a high base attack value. I got a difference of up to 70% between normal attacks and magic coup hit chance. At niob and high alchemy a 1000% attack value push from a trophy and having a high base attack value from a Combat Art is often enough to reach 100% CtH versus a boss.
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