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chattius

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Posts posted by chattius

  1. The dryad and the shadow warrior do double attacks if you have no weapon. They do double attack eve nif you are weaponless but use a shield. So I think that they do same weaponless animations with double attacks as long you have no weapon which has a lore. But not sure, can't test without the fist weapons.

    So my idea was to make the two-handed variants acting as shields if all other fails.

    The inquisitor is doing a single karate punch, no double attack. I don't know which classes were planed for fist weapons. Obviously the Shadowwarrior and the Dryad, since they have the animations. I will test other classes when I have the time.

     

    I hadn't chosen dual-wield yet, because the hard hits were double attacks without the skill.

  2. You may have read about our spidergirls, weaponless kungfu dyads. Last weeks I was trying same with a shadow warrior. He has a 'hard hit' attack too which could be modified for explosions. Even he was not kicking like the dryad, more boxing, he did 2 attacks per hard hit(demonic blow) and both could cause explosions.

    A serafim failed, no hard hit which could do explosions and to kill groups with single weaponless hits is taking too much time.

     

    So suddenly I said to myself: Hell, you were playing melee elves for almost a year and you never thought about weaponless. I wasn't exspecting much since the elf has no two-weapon combat. I didn't want to waste time in creating a new character so I took my old drow (I made her eveil and dark skinned, which is possible in the AddOn) and was testing it out:

     

    It is no martial arts kicking like the dryad, or boxing as the Shadow Warrior. It is more ladylike: A clap with the right palm to the face and then the hand swings back to give another hit on the other cheek with the backside of the hand. Both hits can cause mana steal and explosions. The funny thing is: I always considered manasteal as useless because you can reach hardly 60% regeneration time win. But it are two hits, so 45% steal is enough to reach 90% and the remaining 10% are mainly animation time:

     

    SPAMMING HIGH LEVEL MAGIC COUPS

     

    I plan to create a new elf, optimized for weaponless combat: alchemy, damage lore, speed lore.... I need no spells or weapon skill. There is none for weaponless. But I have to hit because the first modifier of magic coup can't be sure hit but has to be damage since we play weapon less. The damage modifier is not a x% damage or a base damage but a multiplier of 1.2 to the base damage befor x% damage is applied.

     

    In the german version she mumbles something like 'Flegel' while she is doing the animation. A Flegel is something like a boy who doesn't behave like a gentleman. If you are zoomed in, I am always half zoomed in because of my bad eyes, you see her turning red. Ever saw a drow blushing, it is a funny look.

     

     

    APRIL APRIL

    Anca at GSF used to do really good 1st of april jokes.Like the killer rabbit as a special mount last year for the then yet to come AddOn.

  3. If fist weapons are two-handed and you will give them sword type, then you will have 1 and not 2 attacks. If you make them a shield the code handles it as weaponless combat. (see spidergirl Kungfu Dryads, or the shadow warrior with a shield and no weapon)

    But before we discuss any further they first have to be unlocked :)

     

    Perhaps they do unarmed animations already if they have no weapon type.

  4. Edit: 30.August.2010

    Schot placed a copy of spells.txt. So if you don't have your game at your current machine you can still read.

    I did a list how english combat arts are named in spells.txt. So it is hopefully easier to start understanding spells.txt.

     

    Original Post from now on

    We discussed which Combat Art's had base weapon damage and we had one question open. The modifiers seem to have flags in their script.

     

    entry7 = {"et_weapondamage_poison", 28, 14, 5, 9 },

     

    28,14

    2.8 +1.4*level poison damage

     

    5

    because it is modifier 5 from 6

     

    9

    Not sure what the nine is, probably some flags.

     

    If it are flags than 1 could mean that it is used in damage calculation and 0 that it is a modifier which affects duration ,cooldown,... but it is not needed in damage calculation. I am no coder, so there are other people probably better fitted in decrypting it.

     

    Flags:

    1- If 1 then the modifier is used in damage calculation at a hit(?)

    2

    4 - mergeable with same modifiers from equip?

    8 - done first at execution of combat art (before item stuff?)

    16

    32- 'lasting' effect on target, buff, temporary buff? Can be positive as reflect, or negative as damage over time ticks

    64

    128- base damage for spells?

     

    The flags are just guesses right now.

     

     

    Example: Spider spitting?

     

    mgr.defineSpell( "enemy_poison_fountain", {
    eiStateName = "cSpellCast",
    fxTypeCast = "",
    fxTypeSpell = "FX_GIFTFONTAINE_C",
    duration = 0.000000,
    animType = "ANIM_TYPE_MAGICA",
    animTypeApproach = "",
    animTypeRide = "",
    animTypeSpecial = "",
    causesSpellDamage = 1,
    tokens = {
    	entry0 = {"et_dotdamage_poison", 760, 380, 0, 42 },
    	entry1 = {"et_spelldamage_physical", 280, 140, 0, 133 },
    },
    fightDistance = 300.000000,
    aspect = "EA_ENEMY_ANY",
    cooldown = 0.000000,
    soundProfile = 0,
    cost_level = 500,
    cost_base = 300,
    focus_skill_name = "skill__enemy_focus",
    lore_skill_name = "skill__enemy_lore",
    spellClass = "cSpellSpider_SpitPoison",
    spellcontroltype = "eCAtype_a_missile_attack",
    sorting_rank = 0,
    })

     

    So a spider would spit poison as a spell. The spell has 2 components:

     

    entry0 = {"et_dotdamage_poison", 760, 380, 0, 42 },

    entry1 = {"et_spelldamage_physical", 280, 140, 0, 133 },

     

    entry0 = {"et_dotdamage_poison", 760, 380, 0, 42 },

    which is 76+38*level poison damage overtime. It is not a modifier, so third is 0. 42 would stand for 32+8+2. 32 would mean it puts an effect on. 8 means it is done at execution of the spell and the 2 I don't know yet. Flag 1 is not set so damage calculation is not used= armour won't have effect?

     

    entry1 = {"et_spelldamage_physical", 280, 140, 0, 133 },

    28+14*level physical damage. 0= No modifier. 133=128+4+1 for spell damage, 4 because it can be boosted by aura's equipment on the spider(?), and 1 because damage calculation is done?

    • Like! 1
  5. @essjayehm:

    FR won't have just base weapon damage. The damage multiplier and 32%+8%*level damage is already in because of the combat art. If the above discussion is true.

     

    @Llama8:

    I am not sure how much of a base elemental damage from a modifier will actually hit a target if fighting weaponless. Small damage junks are probably absorbed by armour. So one should wear a damage type modifying glove? So the poison part of the hit is big enough to pass?

     

    Mortifying_Pillory

    *Mortify - Reduces the target's defense value. (90 + 10 per Combat Art level decrease)

    *Decay - Adds more poison damage. (6 + 2 per Combat Art level poison damage (+damage modifiers))

    Decay is probably better

     

    Ruthless Mutilation

    *Smolder - Adds fire damage to each successful hit. (3 + 1.5 per Combat Art level fire damage (+damage modifiers))

    * Frenzy - Chance for double hits on each affected opponent. (9.9% + 0.1% per Combat Art level chance)

    At Combat Art level 100: 153 more base weapon damage compared to 20% doublehits. Will 153 more weapondamage result in more than 20% damage?

     

    Demonic Blow

    *Frailty - Temporarily reduces the opponent's armor class. (50% + 0.1% per Combat Art level decrease)

    *Poisoning - Adds poison damage (damage over time). (4% + 1% per Combat Art level)

    Poison damage should be 4+1*level? Will have to look up.

    entry5 = {"et_debuff_reduce_armor", 500, 10, 3, 9 },

     

    entry6 = {"et_weapondamage_poison", 40, 10, 4, 9 },

    Wiki is wrong, it is either 50+1per level or 50% +1% per level? Is reduce armour every damage type. If it is % then Combat Art levels above 50 should result in negative armour? Not sure which modifier is best out of this reasons.

     

    Frenzied Rampage

    *Envenom - Adds poison damage to Frenzied Rampage. (2.8% + 1.4% per Combat Art level)

    *Vampire - Chance for the Shadow Warrior to leech from the target and add them to his own hitpoints. (2 + 1 per Combat Art level) - This works exactly the same as Life Leeched +X and is modified by Tactics Lore, but not by +% Damage.

    Envenom seems to be fix not %. Probably Vampire is better because it is not resisted and heals.

     

    Spectral Hand

    *Chill - The spectral hand inflicts additional ice damage. (4% + 1% per Combat Art level)

    *Intent - Increases the chance to land critical hits. (19.8% + 0.2% per Combat Art level chance)

    Chill is probably 4+1*level. 104 Base damage against 40% critical. With a cold damagetype modifier and enemy not resisting cold, chill is probably better.

     

    The whole stuff get's complicated with armour piercing, direct damage and such.

     

    On another topic:

    Do you think that the idea that 4th variable is a flag could be true?

  6. Well don't forget that some Combat Art's have x% damage per level, and 12+ sockets with niob whet from blacksmith.

     

    I think FR is attacke in spells.txt:

     

    mgr.defineSpell( "sk_tc_attacke", {
    
    .....
    tokens = {
    	entry0 = {"et_mult_weapondamage", 899, 1, 0, 9 },
    	entry1 = {"et_baseAW", 200, 250, 0, 5 },
    	entry2 = {"et_damage_any_rel", 320, 80, 0, 5 },
    	entry3 = {"et_chance_doublehit", 200, 0, 1, 5 },
    	entry4 = {"et_chance_bleeding", 98, 2, 2, 5 },
    	entry5 = {"et_chance_doublehit", 200, 0, 3, 5 },
    	entry6 = {"et_chance_criticalhit", 99, 1, 4, 5 },
    	entry7 = {"et_weapondamage_poison", 28, 14, 5, 9 },
    	entry8 = {"et_life_leech", 20, 10, 6, 9 },
    },
    .....
    })

     

    3+4 are the 2 bronze modifier, 5+6 silver, 7+8 gold

     

    entry2 is a x% damage which scales with level. Rel = relative?

    entry1 is base attack value ( thats why I gave up on a weapon skill for magic coup on my elves, I just boosted the base with alchemy at bosses)

    entry0 ? Could it be a multiplier to base damage applied before any x% damage raise?

     

    Sorry I just started to play with spells.txt and this when I noticed that noone is working on horse Combat Art's. I normally prefer to find out stuff myself. So I am not that much into this to absolutly know what each line is doing:

     

    entry7 = {"et_weapondamage_poison", 28, 14, 5, 9 },

     

    28,14

    2.8 +1.4*level poison damage

     

    5

    because it is modifier 5 from 6

     

    9

    Not sure what the nine is, probably some flags.

     

    If it are flags than 1 could mean that it is used in damage calculation and 0 that it is a modifier which affects duration ,cooldown,... but it is not needed in damage calculation. I am no coder, so there are other people probably better fitted in decrypting it.

     

    Flags:

    1- If 1 then the modifier is used in damage calculation at a hit(?)

    2

    4 - mergeable with same modifiers from equip?

    8 - done first at execution of combat art (before item stuff?)

    16

    32- 'lasting' effect on target, buff, temporary buff? Can be positive as reflect, or negative as damage over time ticks

    64

    128- base damage for spells?

     

    The flags are just guesses right now, based on 4 combat arts :)

     

    Flag xx1xxxx0 would mean that a damage over time entry would not use the hit calculation and therefor can't be resisted by armour/mitigation?

     

    Okay that was my first half an hour to understand flags. And I even don't know if it are flags. I always thought being forced to code in parallel fortran was complicated when I did maths at university after 8 years of army.

  7. The last post there:

     

    Spiel einfach weiter.

    Just play on. -yes that is what I would do too

     

    Der Schaden sinkt die paar Level dann steigt er wieder sprunghaft an.

    The loss drops the few level then it rises again dramatically.

     

    This translation is weird, I would translate it as:

    The damage will drop for a few level, then it will jump high again dramatically.

     

    Avoid reading 200 runes as for all Combat Art in AddON. It is supposed that there is a formula which gives a malus if the companion is way higher then your character level.

  8. I think it was CA_level 4, no tactics, combat discipline, items,...

     

    Tactics, combat discipline, combat art, x% damage on equip, inqui buff... is raising the percentual damage.

    Base damage is weapon, damage x-x, attribute belonging to the weapon, Combat Art-modifier(?)

     

    If you play niob you probably have a percentual increase of around 2000. Let's take a knife with 200 base damage and 50 damage from dexterity.

    very simplified calculation:

    damage is: (200+50)*(1+2000/100)

     

    Let's say you have one empty socket and can either socket +40% damage or damage 30-30.

    (200+50)*(1+2040/100) or (200+50+30)*(1+2000/100)

     

    5350 to 5880 damage. The damage x-x wins.

     

    There are rings like damage 46-46/+27.7% damage. They are really nice.

     

    For my melee elf I had a rough formula.

    If you can buy damage 1x-1x use one ring, damage 2x-2x two base damage rings, If you can get damage 3x-3x rings wear 3 and so on

    I was using 10 sockets for damage, rest was for defense and hit chance. And I compared damage x-x rings to a whet blacksmith art of a niob smith.

  9. I can connect again:

     

    host forum.sacred2.com

    forum.sacred2.com has address 81.3.59.110

     

    host forum.sacred-game.com

    forum.sacred-game.com has address 81.3.59.207

     

    www.sacred2.de

    Do not click on english, but join the german forum on the right side.

    At next page ypou will see a US/UK flag reading: Zum internationalem Forum. Press it.

     

    I think the link when chosing english language on main page is not fixed yet.

  10. It not only happened at a weekend but also at begin of easter breaks. So perhaps the one who is allowed to sign the money scheck is in vacances. And then it depends how fast the money is at the registration company. So if FECAL MATTER! happens and even if they pay today, I learned that it can be 4 days for international bank transfer. So if they do it today and 4 days, friday is no working day , monday too because of easter, it could be down till mid next week. And this even if they reacted immediatly.

  11. I did the easy ones first: weaponless/shield with a doubleattack exploding hardhit. The Dryad was easiest of them and had better animations so oi tried her first. When finding out that a kungfu Dryad can really be played I tried to adapt the playstyle to another class. Closest was the the Shadow warrior.

    My Kungfu Shadow Warrior is a compromise: I lack time to play so I did a Shadow Warrior which had all skills needed to play Kungfu, but who was also able to modify all 15 Combat Art's each with 3 modifiers.

     

    For the Temple Guardian: I always hated the time it took to have the arm transformed. Would you play him just with normal attacks?

  12. We life in a third world state named Hessen, germany. When the telephone monopole was broken by european law the law that demanded that every village had to be handled equally was also cut away. So the few people here would have to pay all the cable and digging on themself, no big companies around.

    And with 4800 baud at home we play only LAN, with no LAG luckily. But I have to admit it is very very spammy sometimes at small but many rats, goblins:whole screen full of damage numbers, life leech, life leeech and RpH lines.

     

    How can you loose 2 levels? No save in 3 hours?

     

    p.s.: Well third world if it is internet access to the countryside. Even radio or mobile phone stuff is not working. Too many hills around.

  13. We all read or did discussions if we should use two-handed ,two weapons or a weapon and a shield. And to add more headache, there is even a fourth way to use a weapon slot. In case of a Combat Art with a single hard hit (Ravaged Impact, Demonic Blow) it used to be like:

     

    weapon and shield: a single weapon hit with the protection of a shield

    Two Handed weapon: A single hit with a high weapon class

    two weapons: 2 weapon hits

    and now number 4:

    weaponless and shield: 2 quick punches/kicks with the protection of a shield.

     

    So why would anyone but a few crazy Kungfu fans would actually play weaponless? There is no unarmed skill so no base attack value, no doublehits from mastery, no attack speed. You have to get all this by socketing and you loose sockets by not having a weapon.

     

    So let's see what are the advantages:

    The unarmed playstyle is more defensive than two weapons or two-handed. So let us compare it with a weapon and shield character:

    Kungfu will do 2 hits in one attack. Kungfu Attacks are quick, Ravaged Impact and Demonic Blow can be modified for explosion. Both can be modified for armour piercing or armour reduction. So the idea will be to gather a horde of enemies, stay mid in them and spam explosions.

    To do this we need Reg Per Hit to reach high Combat Art levels to increase the chance to spread explosions. But since we do a double-attack we need only half of the RpH.

    We do a double attack: Deathblow is useless if you do one hit kills. But weaponless and doing a doubleattack the second half of the Combat Art may already have the target in deathblow range and doing double damage.

    Kungfu attacks are already quick. But to reach higher weapon-Combat Art speed you have to socket spell speed.

    So Kungfu is a good way if you plan to play hybrid: You recharge with RpH very quickly and you have spell speed socketed to speed up 'spells' you have no lore, or no lore which would speed up a spell (tactic lore).

    So in case of the Spidergirls you can spam twisted torment quickly for head hunting.

    For the shadow warrior: Belligerent Vault has fast speed and can be used to stun and damage. You can use it in a combination with demonic blow and it's reg time will be no problem because of demonic blow and RpH.

    There is no unarmed weapon skill and you have to get the hit chance from items. But this also means that you hit equally good with every weapon, if you decide to do so. You have one free skill which is nice for a hybrid build.

    The character I used to test a Kungfu-Shadow Warrior:

    Visible Astral Lord

    I just took away constitution and did tactic lore. Able to modify all 15 Combat Art's in a single character. Because of life leech and high buff for hitpoints I can take tactics lore instead constitution as it was in linked build.

    Different weapontypes get different base damage from their main attribute. Kungfu gets only 20% of base damage from strength than a two-handed sword would get. So my Shadow Warrior is an all intelligence build, outch. I try to get as much damage from the shadow warriors spells as possible, but I can kill normal mobs and champs weaponless without spells. (Dryad detheya with its x% life leech is nice againszt bosses).

     

    Conclusion:

    if you plan to play a dryad or shadow warrior as weapon and shield or a hybrid, consider not taking a weapon skill at all.

     

    This is for the AddON.

    Consoles still have deathblow on spells, which makes this idea even better if played as hybrid. But I don't know if spell speed is raising Combat Art speed on consoles.

  14. Just tested while we had a storm: it is 18 poison damage: weaponless, sword, axe, .... So the base damage of a weapon has no impact, at least in AddOn PC.

    So I think it is a added poison base damage. Splitted damage seems to be different in the AddOn now. Damagetype modifiers only affect physical damage?

    So the poison base damage may be nearly useless ( absorbed from enemy armour) if you don't socket poison the same moment?

  15. I have to admit that my bad eyes make me play zoomed in, normally standing in a big herded mob with a shield in the hand. Now with RpH you can push the Combat Art to a level where the explosions nearly always appear. I have RpH like 4 seconds and Combat Art reg time like 8s around level 100.

     

    I think I nearly allways played with explosion meaning close combat Area of Effect:

    Melee elf and magic coup with stray damage

    Celestial Techno seraphim with Shield and Archangel's wrath to double shots with explosion.

    My sohei dragon mage: An Area of Effect Mindstrike, recharged with a melee hit

    Deathspear Temple Guardian: deadly spears recharged with quick normal knife attacks

    The Kungfu Dryad: weaponless/Shield. It combines quick hits as if dual wielding with the protection of a shield. Doing 2 explosions per RI.

     

    In case of the Kungfu Dryad there are other reasons than bad eyes which speak in favour of Explosion:

    You simply can't kill as a Kungfu Dryad in higher Difficulties with a single hit. So you need at least 2 hits. Since the Dryad and Shadow warrior do 2 hits with their 'hard hit' Combat Art when using a shield but no weapon the idea is to use death blow. So there is a good chance that a normal mob which is hit by the first half of the Combat Art is damaged enough to be killed by the death blow boosted second part of the hard hit.

    So the math's say that the aim should be to kill a normal mob in one RI, and with deathblow one RI is doing 3 times the damage of the first hit in total. Which is often enough, even if not using a weapon.

    If their is a champion in the group you need like 3-4 RI's and if you aim on it first the whole group of normal mobs died in the explosions already. If there is more than 1 champ in a group, he will be damaged already so that deathblow will be already in at a target change.

     

    A doublehit is wasted if the enemy died on the first hit, an explosion may damage others. In case of Boss fights: x% life leech could speak in favour of double hits. But there is no big difference between 10 or 12 seconds in a boss fight. So I would choose explosions for leveling.

  16. If you put points in vitality they increase hitpoints.

    If you put points in willpower they increase shield points.

     

    A point in willpower will give more points in shield then a point spend in vitality will give to hitpoints.

    There is jewelry which moves damage from your health to the shield. You can reach 100% in this, so all damage on you will first go to the shield.

    Your health will only be reduced at this 100% absorbtion if the shield has gone. So it is best to have a powerful shield.

     

    The maths behind this are far more complex (100% is not optimal, since shield will not recover in combat but health will.....) but I hope you get the basic idea.

  17. PowerPyx wrote in the thread I opened:

    die die seite noch sehen, sehen einen gecacheten zustand aus den DNS ihres providers...

     

    Selbst eine abfrage des google public dns löst nicht mehr auf da keine Einträge mehr zu dieser Domain vorhanden scheinen.

     

    People who can still see the site are seeing a cached/frozen Site from the DNS of their provider.

    A request at the google public dns is failing, since the domain no longer holds any entries.

     

    A post earlier in the above thread he supposed that they forgot to renew the entries for the forum.

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