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chattius

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Posts posted by chattius

  1. I did a dryad and it empties whole screen with a single click :P

    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?

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. Has anyone seen any weapon modifiers that would justify taking a weapon skill?

    Think that

    'enemy chance to evade -x%' on knives
    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

    Thread just took a left turn and everyone else followed.
    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?

  17. 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.

  18. 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.

  19. 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 :cool:

  20. 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.

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