Jump to content

chattius

Moderator
  • Posts

    6,543
  • Joined

  • Last visited

  • Days Won

    473

Everything posted by chattius

  1. Slevin posted a picture: Der Undurchdringliche And a picture of the english stats are in the first thread in gogo's google list. We had a good laugh when finding it and reading the name.
  2. Hmm, I didn't look up if it was on wiki that time. We had the german version anyway. But I remember when my daughter said ' No wonder that Sacred2 is age 16, if they put an item which looks like a chastity belt and call it 'Der Undurchdringbare' '. I translated it for myself as 'the unpenetrabel' or something like this.
  3. 1 dexterity point = 1 base defense point for a dryad in niob I see only a few reasons to do dexterity for a melee build: 1)You have a buff which gives big x% defense: barkskin, runes of protection,... You can reach quite high defense numbers and may need less sockets for evade/base_defense/... You can socket more damage x-x this way to counter the reduced damage from a dexterity weapon. 2)You don't do dual-wielding, then knives have the fastest animations. More but weaker hits compared to a sword. No dual-wielding allows shield and shield lore is better than reflexes in my opinion. Not only the block from the shield but also the x% to defense from the lore which powers the base from dexterity. 3)You have no weapon combat art and need a weapon just to recharge with normal attack and RpH quickly. 4)You use a weapon mainly to do x% life leech against a boss and the normal weapon damage is a nice but not necessary bonus. 5)Your idea demands a certain set like the detheya which won't add any base defense. The reason why the spidergirl build is now fully dexterity: It uses full detheya, so no base defense from armour. Even if weaponless fist attacks are based on strength, it has less impact than one damage x-x ring. Weapon-Combat Art's have a build in base attack value which makes strength and even a weapon lore not really needed for hitting. So instead a weapon lore speed lore was used: detheya has no run speed, and speed lore boosts the base attack and defense from dexterity. Barkskin and shield lore boost even more. In sacred2 the currency for power are sockets: you can get most stuff from sockets and you sell and buy. If you say that a dexterity weapon is doing less damage than a strength weapon you have to do the full calculation: will I get hit less when I will go dexterity and if yes, is it enough to free sockets for more damage x-x stuff ? A strength weapon will buy damage but sells defense. If I use rare's and not uniques will for example open wounds be of any use if I kill mobs in 2 hits? Or is chance of enemy to evade -x% as a scalable modifier on a knife freeing 2 sockets used for hit chance and so I could do 2 rings with damage x-x ? You sell damage over time and buy instant damage.
  4. Which kind of trophies (if at all) are dropped in this cave. I want to update my list of trophy hunting places for alchemy characters. And caves that respawn are good to know. I think it should be iron ores, elementals are of type monster if I recall right.
  5. Tested it with an old 3.aspect dryad in niob. If you are naked the only source for x base defense value is dexterity: 1 dexterity = 1 base defense. For a ranged dryad barkskin is multiplying this by its +x% defense value. For the sohei it is RoP. Then shield lore and speed lore can add +x% defense. I normally see speed lore as wasted for none dexterity builds in most cases.
  6. Warning: I didn't work on the guides for a while The german one: http://forum.sacred-game.com/showthread.php?t=65326 An english mini version from my melee elf collection http://forum.sacredeng.ascaron-net.com/sho...mp;postcount=29 I started with alchemy when I tried melee characters which weren't using a weapon lore. For characters with the 'hybrid weapon attacks' like magic coup, archangel's wrath or shadow hand the attack speed is not from a weapon lore. Doublehits from weapon mastery are not working on these combat arts. A too high weapon level would reduce attack speed, but these Combat Art's doesn't need attack speed, their speed is from the magical lore. And last: most unique swords have no modifier which has to be unlocked by sword lore. So all in all a weapon lore was not needed. Then my next calculation was: I have to hit the enemy. But do I really always need the high hit chance I need against bosses? Can I save up some sockets needed for chance to hit and socket damage instead if I make sure that I hit the bosses? So I thought: if I can kill a boss in the duration of one trolltooth (adds hit chance) I wouldn't need that much 'chance to hit'-socketing. So it all started with the idea to get rid of a weapon skill if the character doesn't need tactic lore or weapon lore, which is the case in the above mentioned Combat Art's. So I did some more trying with alchemy, mentor's lasting for minutes, heal potions doing 100% heals even in niob, .... Some testing with the dragon mage (was probably the only one who had alchemy in his first dragon mage), found out that a transformed dragon mage has alchemy trophies unlocked but not boosted by alchemy skill. So alchemy is the only skill which may help a dragon berzerker. I used to say: if your only worry is to do enough damage against bosses and you have a skill free- choose alchemy. A trophy to bring attack speed to 150%, another to boost attack value by 1000% and then choose a x% life leech weapon. If you want to know why my soheo had alchemy: Weapon combat arts get a hidden base attack value with each Combat Art-level. (compfirmed by a developer when asking) The troll tooth at high alchemy and in niob has +1000% attack value. So this base attack value is multiplied by 11. The sohei has no weapon Combat Art. So the base attack value has to be done by dexterity and the weapon skill.
  7. I noticed changes in my defense when being naked and then wearing a ring with dexterity. When I have time (or someone else) have time, I will try to repeat it naked and then adding different dexterity rings. I hope to get a fix number of base_defense per dexterity point this way. Not sure if this changes with difficulty levels as damage is doing. You can get base defense from equipment too, even scaling with shield lore. We prefer scaling defense shields in areas with melee and ranged enemies on our kungfu dryads. Runes of Protection shows +% defense value in the Sigma sign, even it is not mentioned in its tooltipp. My daughter was puzzled why the Chance to Hit of last enemy changed from 12% to 8% when turning on Runes of Protection, because RoP had no evasion/defense in their tooltipp. I am getting old, I should start a todo list and write down all the stuff which I wanted to test. Sadly (delete that) Luckily we have 5 kids who eat up spare time (delete that) bring fun into our life when we are back from work.
  8. I think enemy_whit_verlangsamen is reduce attack speed. Which would only affect normal (left click) attacks?
  9. Dexterity does 3 things in this build: It adds to weapon damage: Some polearms are dexterity based, some are strength based. I think it are the polearms with a 'ball' at their tip which are dexterity based. It adds to attack value. It adds to defense value. The last was the most important reason for me. I was not using a shield, noone seemed to have a close melee dragon mage played. So I had no experience with it. But since dexterity builds up a nice defense value I wanted to boost this base defense by x% raises from speed lore and RUNES OF PROTECTION. Even Runes of Protection doesn't show it in the tooltipp: it gives a '+x% defense value'. So the defense from dexterity is pushed by RoP even more. Another consideration was going all in vitality, but at the time the thread (it wasn't planed as a guide) was written, the most feared enemies in the then new AddOn were enemies with x% life leech. Since x% life leech is calculated from maximum hitpoints adding viatlity would mean taking higher damage from these life leech enemies. I found out that RoP modified for high combat art blocking can defend them so that you take only few hits at once. If you are not used to alchemy, you can replace it by dragon magic lore to add even more hitpoints to the companian buff. I will add this in the main post. Thanks for reading my guide. And it seemed you made an account just to discuss it. Welcome to darkmatters and thanks in showing this much interest.
  10. In the german version there is: Gegnerchance auf Ausweichen -x% = Opponents Chance to Evade OCE Sichere Treffer = Chance that Opponents Cannot Evade COCE Sichere Treffer would be translated as 'sure hits'. So my theory was that 30% COCE would mean that if you dice from 1 to 100 a dice of 1-30 would mean that there is a hit. A dice of 31-100 would lead into the normal hit calculation. So total hit chance would be: 30%*100% + 70%*CtH_without_COCE. So COCE would add to the hit chance as a fixed number. What makes observations and proofing difficult is: that CtH_without_COCE can be higher than 100% because of OCE. Sadly I wanted to test this for months now, but I never find the time. Good that you are working on that now.
  11. Think that is a weapon modifier. Even I do not use it for damage but to boost hit chance. Gogo's horse character can only use horse Combat Art's or normal weapon attacks. So chance to hit more enemies and therefore choosing polearm skill is kinda a musthave for group control for a horse soldier. Off topic Never had english at school so I never heard it. Is it from car driving? And in the border region of austria and italia, australia, you drive on the left side? (Several trucks in the alpes in northern italy,southern austria have steering wheel right, so they can look out the window to see if they can take a sharp turn on a serpentine without the wheels leaving the road.)So in UK, Australia... it is less riscy to do a left turn than a right turn and therefor more probable that a car is following without looking?
  12. There is a stupid idea which I put into my characters from time to time to test it out. Sword lore, Regeneration per Hit (RpH) and a knife Left klick knife is the fastest attack, so very good to use RpH to recharge your main Combat Art. You can unlock 'enemy chance to evade -x%' on knives, saving some sockets. So in case of a more casting hybrid you are more free in what you are socketing, because you probably don't need the knife damage. In case you play a full hybrid: knife damage is boosted by dexterity which gives base defense value. You can boost this base defense by shield or speed lore, buffs like barkskin, Combat Art's,..... One of my crazy builds which was done for Roleplay with family is the DZM-'Steamrunner', a deadly spears temple guardian. However this character wasn't designed for power but for partying with family. It is using a knife to recharge deadly spears.
  13. Thats reminds me, I always wanted to find a way to make horse Combat Art's useful. Probably I should try some modding for local LAN. It is fun to kill a whole group with charge, but the bugged regeneration times demanded a weird play style. We tried a horse dryad half a year back: Our old horse dryad Probably a new approach would mix spidergirls for indoor with horse-dryad for outdoor.
  14. My first encounter with RE, being a german, was when learning to play Skat, a german card game. It's a 3 person game and the one with the best deck plays against the other 2. If the 2 think that the other couldn't win they give a 'Contra' which would double the points. If the single player still thinks that he can win he can give a 'RE' which would multiply by 4, ..... So in my area a RE is used like 'same to you'. Probably a relict from romans since the area had the beginning of a roman town 2000 years back which was abandoned after the Varus-battle and the limes (roman border wall) was build 20 miles south. The place is interesting because celt's, germans and romans had occupied it at a time. So when the brother's Grimm did their research for language history they spend a lot of time here. Interrogating old people to see if there ae word relicts from ancient times to do maps of former celtic, germanic, roman territory. From these old people they learned all the faerytales they later wrote down. But living there we had a lot language history at school and had to learn language transforming rules like a german b/p is often a f or v in english: german Rabe -english raven, german weib - english wife, german liebe - english love I never had english at school, but with language history I could do some good guesses. And sorry for the lesson in german, language history, ... But I want to share some of the torturing I had at school with you
  15. The weapon skill is just to unlock speed lore? Because with arcane focus and the builtin hit chance of magic coup which climbs with higher levels you wouldn't need a weapon lore for hitting. I would prefer at least one fully worked out aspect with lore and focus. If you like fire: don't take weapon lore and speed lore and do all three aspect foci, fire lore and ancient magic. Modify the Combat Art's not in fire aspect for best defense. If you like ice: don't take weapon lore and speed lore and do all three aspect foci, storm lore and ancient magic. Modify meteors for best stunning, consider taking both fire buffs in late game. If you like arcane: don't take weapon lore and speed lore and do all three aspect foci, arcane lore and ancient magic. You could play with exploding shadow steps and chain-cobalt strikes and recharge them with exploding magic coup (you play console and regeneration per hit should be working). Modify both skins (fire skin because of its reflect for melee end game, crystal skin early in game and casters). Do modify non arcane Combat Art's for best defense. You can modify all 5 arcane Combat Art's and 3 of each other aspect. Fire: the 2 buffs and meteors , storm: skin, nimbus and shroud. If you like melee: take storm lore away, add arcane focus and change fire lore to fire focus. In fire modify meteors for best stunning effect and the 2 buffs. Consider taking a knife and to use reg per hit. Knife wins from dexteriry damage wise. Dexterity also gives a base defense which is boosted by 2 of your skills: speed and shield lore. Look for knives which have scalable modifiers in either armour piercing or enemy chance to evade -x%. If you really want to play the character as you posted it: probably you have to take Reg per Hit to counter the long regeneration times. I would prefer the arcane approach with its 3 Area of Effect Combat Art's. Read Schot's bolting terror, perhaps the shield maiden from myself and use them as a skeleton for your idea.
  16. For old people who played nethack and now sacred2 hardcore: YASD yet another stupid death I learned the following while playing muds decades ago: IMUO 00//=/\, is best ROTFL AFAIK as far as I know IMO, IMHO, or in my case IMUO: in my opinion, in my holy opinion, in my unholy opinion ROTFL rolling on the floor laughing 00//=/\, busy with girl/boy friend
  17. Playing only PC and not testing it after the AddON. I had the feeling that god powers had no regeneration times, just cooldown. Could it be? How is it on consoles, is regeneration per hit doing anything to it? If it is just cooldown then only the DD skill will shorten the cooldown, nothing else would work: no reg per hit, no concentration potion, no half regeneration time, no x% regeneration, ....
  18. Updated the main post ('guide') with some more links to useful discussion threads, level 120 skills, .... Forgot where the sheet with the level 135 numbers is, will be updated the next days when I find it. They had a lot of time to play, because district closed schools because of too much snow and ice. No busses to visit friends or sport training either.
  19. Have to do some more testing: teleporters in caves are now directly accessable?
  20. Hard to give a good advice on this one. Light sabres seem to be really rare. You get them best with a level 2 shopper and the higher you are in level the harder they are to find. However in single player (multiplayer campaign?) it seems that solving quests adds to the chance that you get better offers from a shop if you did many quest in same area. My daughters say they use to see light sabres only in Thylysseum (spelling?) after doing nearly all the quests and bargaining being at 2.5+ times the level. Is this the area with the most quests? Knowing that a dryad can be played unarmed, light sabre build should be playable too, if fun and not power is what counts most. Take a really really good amount of time to get a good low level light sabre with a very useful scalable sword modifier and then boost your base damage with damage x-x. If you find high level light sabres be happy and swap the weapons.
  21. Considering that the spidergirls play niob with just exploding RI for group control, I would say yes. For weaponless dryads a double kick with explosions is faster than a spinning kick which does just one hit to enemies near you.
  22. Old post about t-mutant drop chance boosting in SIF Mainly posts 8+11 Some tests with the serafim shopper made considering building an item hunter a good idea - with good boss killing and t-mutant luring. Was cancelled when deciding that our chests are way too full anyway and the character if played in a party would be best party with another character of the same type to lure even more. The base idea: techno-celestial seraphim Life leech from celestial set and perhaps weapon for x% life leech with archangel wrath (dual shot) for fast boss killing Instant Belief to charm a bunch of enemies and lead them to t-energy swamps (mountain between octopus and harbour at main quest) Doing senses for better magical find and perhaps even bargaining to work out a good energy shield
  23. Sorry, wednesday after a long german carneval weekend. 3 days playing tuba at street parades. I think the correct name is raging nimbus and not tempest. Sorry I play the german version.
  24. Background This character was designed for a handicapped boy who plays sacred with my second daughter at the local youth club. He lacks a bit on fine motoric moves and eye to hand coordination. So the idea was to roleplay a warlock who died and was resurrected by his wife, a voodoo priestess. The idea was to teamplay and use auto-targetting combat arts if possible. My daughter played a totem build with alchemy to unlock bargaining. She had time for bargaining when the boy had to rest for a bit. So the planed teamplay was to use skeletal fortifications and totems to spam an area with a hail of arrows. The shadow warrior gives some team protection from his buff while the dryad does party healing while the totem cooldown is active. The character had to be done in a way that even at level 150 on niob there would be still some fun in trying out freshly modified combat arts. On the other side he had to be quite robust, because running away would not always work because of the illness of the player. Playing invisible is not nice in teamplay as is having too much skeletons which may block the movement of the characters. The skills and combat art modifications Lev Mod Arm MCF ALL ALF CNC DWF Shi CDI AMg Con ..5 2 1 5 1 ..8 4 1 8 5 1 .12 6 1 9 12 2 1 .18 11 1 9 18 6 1 9 .25 12 1 9 25 21 1 9 1 .35 12 1 9 35 35 1 9 17 1 .50 12 1 9 50 50 1 9 48 1 1 .65 15 1 9 65 65 1 9 65 1 29 1 .75 19 1 9 75 75 1 9 75 1 49 1 .90 19 50 9 75 75 1 9 75 1 75 1 100 19 75 9 75 75 1 9 75 26 75 1 Lev-Level, Mod number of modifications(see list below), Arm Armour Lore, MCF Malevolent Champion Focus, ALL Astral Lord Lore, ALF Astral Lord Focus, CNC concentration, DWF Death Warrior Focus, Shi Shield lore, CDi Combat discipline, AMg Ancient Magic, Con constitution Reflective Emanation: tough(1), antimagic(2), idol(3) Skeletal Fortification: focus(4), arcane power(5), scatter shot(6) Grim Resilience: fortify(7), readiness(8), reflex(9) Spectral Hand: swiftness(10), chill(11), double attack(12) Rallied Souls: armament(13), vivification(14), contagion (15) Shadow Veil: avoidance(16), nimble(17), shadowmaster(18) Nether Allegiance: sharp blades(19) Attributes All in intelligence combination skeleton fortification, (rallied souls), spectral hand Playstyle The RpH (regeneration per hit) is at 6 seconds and recharges the combination except the cooldown. When the cooldown ist still active (unmodified) frenzied rampage is used with a x% lifeleech shuriken. Which damage can the skeleton fortification do? Skeleton fortification does 5900 damage (without acute mind from the dryad) at level 100 and Combat Art level 50. It has a cooldown of 6 seconds and does 9 doubleshots in 10 seconds (jumped from 8 to 9 at Combat Art level 50). So the theoretical rate of fire at full areas is at 3 towers , 9 double shots in 10 seconds: 3*9*2 in 10 seconds = 5.4 shots a second. You have 4 seconds per tower creation you can fill with other combat arts. At a Combat Art level of 100 it should be a cooldown of 4.3 seconds (4 active) and 1 double shot per second so rate of fire should be 8 shots per second. Ancient magic and combat discipline add to the damage of the fortification and both are at mastery at level 110.
  25. Putting magic in a socket as a damage converter to do the weaken effect depends on the used Combat Art's. If the used Combat Art has an attribute reduction of more than 20% the weaken may block the higher reduction of the Combat Art. If the enemy is least protected to magic the balance is changed a bit towards socketing magic. -chance that enemy can evade x% and chance that enemy cannot evade x% (too lazey to look up english names) The first seems to have a bigger impact against normal mobs. At Bosses the later seems to get better. My guess would be that if an enemy has evade than this evade is reduced by the first. While without evade the enemy gets a negative evasion in the hit formula. The second seems to be added to the hit chance somehow. I would add at least one or two of them, very nice for normal left click attacks. Weapon Combat Art's seem to have a buildin base x attack value which climbs with combat art level. To make best use of base x it should be enhanced by x% attack value. So socketing blacksmith whet may actually work with high Combat Art's cause of RpH. Another idea is to socket base damage: damage x-x and have it boosted by Combat Art, tactics, whetting, ....
×
×
  • Create New...
Please Sign In or Sign Up