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chattius

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Everything posted by chattius

  1. More hitpoints result in just more damage if you are hit by an x% life leech attack. I don't say that less hitpoints is better, but a build based on very high hitpoints is vulnerable to x% life leech attacks. In niob this life leech can be as high as 35+%. Since 35% life leech are calculated from your maximal and not your current hitpoints a 35% from 10000 hitpoints is 3500 damage and from 20000 hitpoints it is 7000. It doesn't matter how many hitpoints you have, 3 such hits and you are dead. So runes of protection modified for spell blocking reduces the chance that you will be hit by such attacks. It may also block debuff spells on you and enemies near you will be stunned. You don't need the lore just the blocking percent which come with high levels = focus. I would bring mentalism focus to mastery so you can modify 3 mentalism Combat Art's fully. Runes of protection, maelstream and combat trance perhaps. Even playing an elementalist, I would rather take familar and and runes than the protector if I can only go for 2 buffs early in game. I have to look for my elementalist build to look up my modifications. But be warned I played it as first character when buying the AddOn and there was no knowledge about dragon mages. * 02 Elementarmagiekunde (elementalism lore) * 03 Rüstungskunde (armour) * 05 Elementarmagiefokus (elementalism focus) * 08 Drachenmagiefokus (dragon focus) * 12 Konzentration (concentration) * 18 Mentalistenfokus (mentalism focus) * 25 Alchemie (alchemy) * 35 Reiten (riding) * 50 Drachenmagiekunde (dragon lore) * 65 Alte Magie (ancient magic) The idea was to test if alchemy would work when transformed (partial) and to test if horse Combat Art's were fixed in the AddOn (no). Even it was a testing character he was played hardcore to level 135 in niob from different members of my family before retired. The playstyle was quite easy. Using the high riding speed (riding was at mastery for testing) I was riding big circles gathering groups and avoiding combat. Then a maelstream and spamming destroyer gust of wind combinations. The destroyers kill all what is near and the gust hits survivors blowing them away, so the next destroyers have to move to the corner of the screen attracting more enemies.... After pressing the combination key for a while there are no survivors in a very big area and I could use quick riding to find some more for kill. Alchemy was used as boss support, wielding a twohanded sword or shuriken with x% life leech and boosting attack speed and attack value with trophies.
  2. I modified this character for my little 15/3/4 project. The project is to play a character of each class hardcore to niob with all 15 Combat Art's modified with all 3 modifiers played in a 4 player lan. Sadly I lag the time to play that much so I did multiaspect characters most of the time to be able to follow discussions on the forum. The only change to the above build was to take away constitution and take tactics instead (gives more hitpoints for the buff). I had some experiments running and most of the early levels I played like a singing barbarian from diablo2. Using belligerent vault to jump to a group and pre-damaging it so deathblow kicks in for the explosion of demonic blow. BV is a spell attack so it wins from intelligence, combat discipline and ancient magic. 1534 for the elf: Full 3 Aspect elf 1534 for the dragon mage: Elementalist 1534 for the dryad (planed): shield, armour, tactics, hunter focus, nature focus/lore, voodoo lore/focus, ancient magic, combat discipline Playstyle would be tangled vines and dust devils for defense and damage, totem to aggravate and let enemies run into the dustdevil and ravaged impact to recharge Combat Art's.
  3. I looked up Krebsgang and after filtering away links to the Book of Grass "Im Krebsgang" (english Crabwalk) which is about people trying to flee from the red army in WW2 over the baltic sea. Then the Gustloff is sank with over 9000 dead, biggest ship disaster in whole history. Then there is Krebsgang used in music describing a permutation. In my case: Krebsgang seems to be best translated as crabwise, sideways moving while facing an enemy. If the character is at (0,0) and the target at (x,y) then the direction to the target is (x,y). But the character is not moving this way if there is a stone or any other small obstacle in the way ,it rather moves (-y,x) which is an angle of 90 degree. The face and run animation is in (x,y) direction while it is moving (-y,x). That why I called it 'crabwise'. You can see a similiar behaviour in monster groups. You aim at a target in the mid of a dense group. There is a high probability that an another enemy blocks the direct approach. So instead running to the center of the monster circle it runs tangential the distance it would have needed to reach the center, then it tries to hit the target again. If you kept the button pressed it will try to run tangential on the circle till it finds a hole. I think this behaviour is related to the above mentioned long distant crabwise. Sorry I do a bit hard with maths in english. I never had the language at school.
  4. I was comparing dragon mage aspects in an older thread. A pure dragon magic user is playable at begin, but later the transformations are way too weak. A elementalist needs the buffs from other aspects. Rune of protection is needed to block these nasty life leech combat arts in the AddOn. The companion boosts intelligence and therefore damage A mentalist can be played without elementalism. If you don't have much time, I would vote for a full 3 aspect dragon mage which is possible because the dragon mage gets it defense from buffs.
  5. Same people of x-mas patch are working on a community patch, still in beta currently and they are still looking for testers. If I got it right, it may be working on international 2.65.x versions. Some quests are fixed, some relics unlocked, ... From the german sacred forum: Patch http://forum.sacred-game.com/showthread.php?t=70989 Comment about language support http://forum.sacred-game.com/showpost.php?...p;postcount=124 I read this that the changed files are same in all Ice and Blood versions, indenpendant of localization. High probability that if you depatch you can play closed again was mentioned somewhere in the thread. And most important, they wrote that they didn't want to be spammed with emails about the progress since they have only limited spare time to work on it. I will try the patch next weekend and willkeep you informed, if noone else is trying it. I have to fight through the 125 articles in the patch thread more carefully first.
  6. While Rph is proving to be extremely useful I do not care for it with the bfg build. The flight time of the projectile is way to long for RPG to be effective. Well I suffer from eye damage from my army time and I use BFG with Archangel's wrath in melee range. So close that my double shots with explosions hit a single target I have to agree that flight time or LAG can lessen the use of RpH up to a point that it is senseless. LAG is a problem because the server has to notify the client about a successfully weapon hit. But since not everone is playing a BFG build in sniper style, the ones who play like me could perhaps use it.
  7. If you you Darting Assault and a staff lore boosted staff in the AddOn, some RpH and life leech then there are a lot of leech lines through walls and hills to enemies you can't even see. So I think this is a serious bug. The out of range attacks you are talking about are not hitting several enemies at once. I noticed them only on a single target in an attack series normally. You too ?
  8. But you never saw hitting targets behind walls and hills as it is with staves?
  9. Same people of x-mas patch are working on a community patch, still in beta currently and they are still looking for testers. If I got it right, it may be working on international 2.65.x versions. Some quests are fixed, some relics unlocked, ... From the german sacred forum: Patch http://forum.sacred-game.com/showthread.php?t=70989 Comment about language support http://forum.sacred-game.com/showpost.php?...p;postcount=124 I read this that the changed files are same in all Ice and Blood versions, indenpendant of localization. High probability that if you depatch you can play closed again was mentioned somewhere in the thread. And most important, they wrote that they didn't want to be spammed with emails about the progress since they have only limited spare time to work on it. I will try the patch next weekend and willkeep you informed, if noone else is trying it. I have to fight through the 125 articles in the patch thread more carefully first.
  10. Dobri did a thread about Out of range attacks with other weapons. But this is not the same. With staff lore and Darting Assault you can hit targets behind hills and walls. This happens only if you have a staff in your right hand and have staff lore. It can be staff and shield, two handed staff, 2 staves, or a staff and another type of weapon - but you need staff lore and a staff in your right hand. After some testing I think this is a exploitable bug now, not a feature. Inqui mutilation, seraphim pelting strikes, ... behave the same.
  11. What you describe can happen on console, PC with and without AddON I think this is not same as staves. What you are describing I normally see at targets with many hitpoints. You target them with a multi-attack and keep the key pressed.Then the follow up attacks may hit- even the main target moved away- as long there are still other enemies (bodies?) are around. Another thing I saw it happen was when it is not possible to run to the target because of a small stone or something like this in the way, which blocked running but not the attack which could have done above the stone. I think is like: 1. Sacred is calculating a route to the target, but it uses 3D at shoulder height. 2. Walking uses 2D. If a small obstacle (like a stone) is blocking the walk then it stops walking. 3. Now it tests if an attack on the target is possible from the place you stopped. 4. The stone is small so a sword strike or shoot would be possible above it. 5. Somehow the range of a weapon is not checked. Only if there is a direct line to the target on torso height. Another possibility is a weird Krebsgang (whats that in english? moving sidewards like a crab, or a samurai who circles an enemy while moving sidewards). You have direct sight to the target but a stone, small enemy is in the way. Sacred tried to move to the target, but another routine notices the obstacle and then something weird happens: The character moves in a 90degree angle but with body orientation towards the target. If character moved the distance, but 90% wrong, to the target he tries to attack from there. Staff lore multi attacks (like [s2wiki]Darting Assault">Darting Assault">[s2wiki]Darting Assault) are different: They hit targets behind a hill, walls, ... as long they are in shooting range, ignoring line of sight. And it is only on the AddOn AFAIK .
  12. For consoles and the AddOn regeneration per hit is working. I would take stamina only if I play the classic PC version.
  13. Welcome to the board! Does she wants to play a female character? I know my wife and my daughters don't want to play males. You just started so you haven't a shopper yet. Does she likes shopping in a rpg? Should it be an easy to play character? Perhaps something like she shield maiden? You can start melee style (which is easy) and when the character grows she developes her magic arts. I did this character for my 12 year old daughter on PC but I know that some people play the build on consoles.
  14. No Motor sport/F1. Formula1 is boring with the new rules I heard. Everyone saving tires and noone riscs to speed up to advance in position. Fahrsport is with horses and a carriage. Our kids grew up with horses. That is one of the reasons we try to find a fun to play horsebuild for sacred2. Fahrsport is a sport we can do with whole family (except the 2 year twins) actively. You have to solve a cross country circuit with many obstacles as fast as possible, have to show how well your horses are trained, good looks for horses and carriage, ... At cross country the 'passengers' of the carriage are active, leaning out to move center of gravity and such. We start in 4 people, 4 wheeled, 2 horses (friesian). My father in law was a state champion in sidecarcross. And my wife used to be the monkey for almost 20 years. The monkey is the person in the sidecar who moves from left to right and for and back to keep the motorcycle in balance. When my father in law retired she moved to Fahrsport because it is more family friendly. Seems the english word for Fahrsport is combined driving. The Friesian horse We consider Fahrsport and vaulting (acrobatics on horseback) as nice family sports. They teach care for animals, teamwork, knowing of mechanics, body control, ... . The challenge weekends (at state, not international level) are like family meetings. You know everyone and exchange tipps and ticks.
  15. I think RpH was discussed here Reg Per Hit discussion thread
  16. Gogo asked me to bring my article from SIF here to darkmatters. I started this with this thread but then 2 things happened: Gogo moved the article from normal forum to guide section at a time when it was not possible to edit the main article in a guide I bought the AddOn and it brought a lot of changes. So I moved some links which are for 2.43 into the main guide now, I added some warnings about changes which happened after the guide was written. But I will not do a rewrite for the AddOn. I will freeze this guide in the 2.43 version for the people who don't have the AddOn. I will start a new article how I would design a melee elf for the AddOn. There are several ways to do it: A FAQ: I will answer the most frequent questions about melee elves, but it is up to the reader to design his own elf. or A Guide: I will write down what I think is the best melee elf for the AddOn
  17. I did a dryad and it empties whole screen with a single click Now I really think it is a bug, because I don't see a delay between the experience lines popping up. At level 18: tactics, hunter focus, staff lore, shield lore, concentration, armour lore sinister predator: eagle eye, marked shot, hunting focus Darting Assault: edged, wounding, rotate Darting Assault starts with a run to enemy and bashing it with staff, but then all which is in shooting range and angle of rotate is hit. So the bit of testing I did at weekend (sport season opened again, what is Fahrsport in english ?) I think it is like: A weapon Combat Art which is able to hit several enemies while having staff lore will use a staff to do a hit/kill in melee range on the first target, but then the rest of attacks is on stuff in shooting range: without any delay between the invisble shots, without any projectile animation, .... If it is considered no bug, what would you do in a character designed for staff combat? Not tested if acute mind will work on the shots yet, I dislike recasting of spells, so I would opt for detheya and damage lore. The hits will be in a wide area , so DOT will have some time to do damage while the aggravated enemies run toward you. I was choosing shield lore in the hope that acute mind will work and so there is no need to to twohand staves. So if you have experience with staff lore on multitarget weapon Combat Art's, could you add your results?
  18. X% life leech, deathblow, RPH is working with AW attack speed from a weapon lore, weapon malus from high level, doublehits from weapon lore are not AW has a not shown fixed attack value which scales with Combat Art-level. I normally don't choose a weapon skill if playing with AW. For deathblow: if you modify for doubleshots the first hit may trigger deathblow for the second hit. So doubleshot modification is better for my close range playstyle.
  19. AddOn 8 pieces of Celestial set to get x% life leech, archangel wrath will use it and RPH, ... AW used in closed combat with double shots and explosions is nice. I prefer close combat because so I get a high possibility that both shots hit. Single shot is way more NORMAL damage, but double shots is double x% life leech and there is a high chance that the first hit brought the target already in deathblow health so that double shots actually may do more damage. On another topic: Currently I am trying out staff lore with attack series. It seems that the staff is considered a close weapon and the seraphim runs to nearest enemy and bashes, but once the near enemies are dead the seraphim will do undelayed hits with the rest of the attack series on targets in shooting range of the staff.
  20. I often saw my magic coup hitting from a great range when failing to run to an enemy behind a fence or stuff like that. I also saw that if the character had to run to its target and the target moved meanwhile that an animation is done at the end of moving the character and the target is hit on its new place which can be a bit afar. But this is different, the staff hits targets not even on the screen.
  21. Edit(15.4.2010) 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 The AddOn brought the possibility to use a staff for shooting if you have staff lore. However this was not feature-free implemented for all combat arts. Magic coup of the high elf will only bash with the staff, independant if you have staff lore or not. Staff lore will not shoot when dual wielding and only one staff but in the left hand. Edit But classes with attack series or all around attacks are interesting, a staff seems to count as a melee weapon with the range of a bow. The combat arts will first try to bash nearby enemies once the nearby are killed you may see experience lines popping up without seeing that you hit an enemy. The reason is that the combat art is hitting enemies in the shooting range of the staff without doing a projectile shooting animation. I am not sure if this is a severe bug, since there seems to be a delay in the experience lines. This could be interpretated that there is an invisible projectile which needs time to hit an enemy. But in difference to projectile weapons the number of projectiles is not capped at 3 for a combat art! So I was asking for feedback if this should be considered a bug and not be used in a gentleman agreement in party playing. Stumpled above it when I was playing a low level seraphim where I wanted to recharge the pillars with reg per hit and staff shots and was using unmodified weapon Combat Art's. So perhaps you could add which Combat Art's would be candidates to build a staff shooter and your experience with them. (given that it is considerd a feature and not a bug) Remember: Each Combat Art will have to do a melee bash (kill?) first before it starts shooting on farer away enemies.
  22. Are you wielding a ranged weapon and have BFG on ?
  23. I am getting old, totally forgot that I started to bring this up here a,ready. But I hadn't kept it up to date because I had no time to play melee elves in the AddOn. So not much writing about reg per hit. I add the old darkmatters article at the end of this post. Personally I consider the shield maiden as a more flexible character than a pure melee elf. My best pure melee build, pre AddOn means not for regeneration per hit, and which is mainly the first not edited SIF article: Melee Elf Guide in Darkmatters
  24. I played polearm elves. But in my opinion a melee elf doesn't need a weapon lore. Weapon lore: mastery won't do double hits for magic coup attack speed is useless for magic coup since it gets it from arcane lore level malus is useless since it only affect the 'useless' attack speed hit chance with base x attack value you get from magic coup, it climbs with better magic coup anyway So the only remaining reason would be to unlock weapon modifiers. Read the shield maiden in guide section. My Collection of melee elves in the SIF You play on console, consider to keep magic coup at its malus and use regeneration per hit to recharge combinations.
  25. Berzerker form and dragon form seem a bit weird. It looks like only your level and the Combat Art-Level define how powerful the transformation is. You transform into a totally new body with new skills and no equipment and just the potions remain as usable. If you had alchemy then trophies can be used, but alchemy skill is not affecting them. They are just unlocked, no duration or power boost from alchemy. So if you plan to use demonteeth to recharge dragon-Combat Art's with RpH (regeneration per hit) you need a lot of them (20s per trophy is not really a lot of time). There is a german modding thread to make transforms useful at higher levels by editing spells.txt.
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