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chattius

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  1. Optimizing the damage of a KungFu Dryad is a bit challenging. Our dryads are mainly using ravaged impact modified for open wounds, armour piercing and explosion. So the whole attack is physical. The full detheya is use so against bosses there is x% life leech damage which can't be resisted. But for leveling a 5% leech still means 20 hits against an enemy which has high physical armour. And that is too much against normal mobs for leveling. So our current approach for damage directly done is: 1) Boost the base damage of Ravaged Impact with 'damage x-x' rings and strength. 2) Get a nice multiplier to 1) by x% damage from tactics, high combat art (rph for recharge) and x% damage gear 3) get a chance of a multiplying boost of 2) by a high chance to do criticals: buff (high cause of rph) and tactics 4) get a chance of a multiplying boost of 3) with armour piercing: ravaged impact, gear 5) if the enemy is below trigger deathblow from items will double the damage- remember ravaged impact unarmed is double hit, so the second hit may already do a death blow The boost in 4) seems to be dependant on difficulty level. If the amour/damage formula is symmetric then a hit on an enemy with no armour does not only full damage: it even increases it. If I remove all armour and get hit in niob by a low level wolf its 400 damage shown in last kill are more than 1200 done to me. So no armour = way bigger damage. I hope the formula is symmetric and a hit on a not protected enemy does the same: trible damage in niob on enemies. Armour piercing seems to do just that: setting the armour to 0 in damage calculation. Our level 80 Kungfu Dryad shows 2200 damage with ravaged impact - pure physical. Peek damage is around 7300, without life leech and open wounds. It are double hits so damage from a single ravaged impact on a single enemy can be more than 14000. And remember: if it is a horde: it will do 2 explosions. Chance to be hit by a normal level 90 boar at the level 80 dryad is 6%. And the chance to block (shield) or reflect (buff) is not in this 6% as far as I know. So currently the character is quite solid in platinum. She has 2 shields with scalable block chance melee and both with 2 sockets: One with 2 damage x-x rings and the other with anti fire damage amulets
  2. Why tactics lore? Archangel wrath is not affected by it, and the focus would be better for the melee buff? Modifying archangel for double shots and explosion is great fun if used at close distance. Easy to build in regeneration per hit if you play the addon. X% lifeleech found in some polearms is great against bosses. So my only question would be about tactics. Well if you play the AddOn stamina is not really needed because of reg per hit.
  3. It seems that the weapon speed of unarmed combat is a bit strange: If no weapon skill is choosen then left clicks are attack speed and right click attacks casting speed. If a weapon skill is choosen then this weapon skill is valid as long as no other weapon type is used in the hands. So if you unwield a sword and have sword lore then the weapon skill seems to remain valid if you are unarmed. More tests needed to confirm this. Perhaps even double hits from sword lore will remain if going armed. But more testing is needed. Currently the character is saved at level 65 without a 10th skill. EDIT: A weapon skill affecting unarmed could not e reproduced in a predictable way. Reflexes, spell resistance or a weapon skill are possible for the last skill. If doublehit's are carryed to unarmed then a melee skill would be possible. If not - ranged and synergy from hunter buff has to be considered. So more testing is needed. Edit: Updated the previous Post with Skill values at Level 80. All attribute points are in strength. No more modifications done, they are saved to adapt to end platin and to niob difficulties. All buffs and ravaged impact are at their malus. Torment is at same regenerqtion time than ravaged impact to recharge it in a combiunation with regeneration per hit.
  4. 20% cold is only as good as 20% damage if you do just cold damage. If it are the same % numbers go for damage and not for cold damage. The only reason to take a 'y% cold damage' ring over a 'x% damage' ring is, that the y% cold will be higher than the x% damage. So you will probably get 35% cold damage at the same level you get 20% damage. And as said, it is only useful in this case if you do just cold damage. For hybrids: x% cold damage will boost melee damage if the weapon has natural cold damage before you are socketing it.
  5. As far as I know: every combat art can have only one magical lore for it's damage and critical chance. So magic coup, archangel's wrath and spectral hands are special weapon attacks who have their execution speed, damage and critical chance done by the magical lore of the corresponding Combat Art-tree. I was sure about this and I am still quite sure about it, but weaponless dryads and seeing that ravaged impact seems to be affected by casting speed makes me wondering if all the above is true for weaponless players.
  6. Die Waffenmeisterin The female weaponmaster Introduction All started with pictures of dryads doing flip-kicks and circle-kicks in a thread at darkmatters[1]. The question arose if such a kungfu dryad could be played, given that she has no base damage from a weapon. First tries were hard to play, part because I just used a multi-aspect alchemy dryad for testing and not a custommade build, part because I hadn't the game knowledge which I now have. But this knowledge was won to a big amount trying to make such a weird character like a kungfu dryad playable. Lacking the time to play and test my own, I gave a homework to my older daughters, promising them a graphic equipment for the computer if they would play a weaponless dryad which would play like a spider, adding some tangled vine for webbing[2]. The weaponmaster idea started when seeing how well a Kungfu Dryad could be played when filling her weapon-slots with diffrent weapons: just a shield, blow-pipe, two-handed talons (CM-patch required), shuriken and shield, hammer and shield, ... From other guides you are used to see skills and stats first and then the best equipment for the build. A word of warning, this build is different! We want to be able to play weaponless, so we have to get the damage and the hit chance from equipment. Add boss fighting abilities and we soon realize that the only chance to get x%-Leech_life_from_opponents is the full Detheya's_Agility-set. So we have to build our character around this set, adding properties not covered by this set with either socketing or choosing the correct skills and combat arts. This character will be very hard on equipment, so don't do it as one of your first characters. If you are patient, carefully fine tuning your character, you will be rewarded in being able to fight mighty bosses without a weapon, just look at the following video done by Furian: The Character The equipment The armour The weaponmaster is based on the full Detheya set. So it is good to know what the Detheya will give to us and what not. It will give x% lifeleech, some +allSkills and a small amount of fixed attack value together with critical chance. The attributes of the set are nice to have, but the combat arts and regeneration boni are not needed if we go for regeneration per hit. What the set doesn't have is regeneration per hit, OCE, COCE, any combat art block or reflect, run speed, damage mitigation, less damage over time, attack or casting speed, death blow... All these missing modifiers have to be socketed or got from equipment. And remember: we still need a lot of sockets to put in base damage, because we don't have a weapon. So we have a problem: too much stuff has to be socketed. But there is a solution, it is not easy and is time eating: the solution is to add levels. A regeneration per hit (RPH) ring may be only 0.3seconds in silver but it are 1.5s in niob. So in niob you won't need 5 rings to get 1.5s RPH, a single one is enough. Similiar thoughts can be put into our base damage: in silver you may get rings with damage 5-5, but in niob you may get rings with damage 40-40. Same goes for the rings which give hit chance: OCE and COCE have way better values in niobium. So while we raise in level we will be able to change more and more sockets to be filled with damage gear. The shield A kungfu dryad attacks with her flip-kicks. There is a special attack animation which kicks in if the dryad has no weapon. To my surprise I found that this animation is done too if the dryad has no weapon but a shield. So we loose nothing in wielding a shield but win more sockets and the possibility to use shield lore. The best shield for this character would be Kira's_Wall. But probably most of us mortals find this shield only once in a lifetime. So the second best shield would be a rare shield with 2 gold sockets and blockchance melee scaling with shield lore. Such a shield together with shield lore mastery allows us to ignore melee hits. Dobri did a guide for shield usage which may give additional information[4]. The sockets My personal must have: Artamark Star Learning how damage is calculated[5], all my new builds use at least one Artamark's_Star. The resistances of the Artamark are multiplied by barkskin and armour lore and its base defense value is multiplied by: barkskin, shield lore and speed lore.So even if we decide to use a blowpipe for a while, the character has still some protection. So the artamark shouldn't be socketed into weapon slots, we want it active even we swapped a weapon slot. Run speed The 2 unique juwelries which have Run_Speed have second modifiers which are useless for this build. So the build will take Speed_lore to have most of the run speed covered. All what is to be socketed extra is a single rare piece which has a nice second modifier. Casting Speed Attack speed is strange. In ice and blood the attack speed for a melee hit done by a combat art is Casting_Speed plus attack_speed from weapon lore. Attack speed from equipment is not in the equitation. So for weaponless melee combat using combat arts we need casting speed since weaponless has no weaponlore. The casting speed is also useful for our nature and voodoo spells since we don't have nature or voodoo lores. There is only one unique juwelry with this modifier, Nadji's_Taming, which has the not so bad spell-reflection as a second modifier. But always look for useful rare juwelry with casting speed which have nice second modifiers on them. Hit Chance Weaponless combat has no weapon skill and the dryad can't get a base attack value from a skill. Attributes and speed lore will allow a hit chance of around 5% vs bosses late game. So how will we ever hit an enemy? Luckily there seems to be an easy formula how we can do this with socketing[6]. We will modify Sinister_Predator for Marked Shot. We activate the buff and look at the Sigma sign at F-Menu how much Chance_that_opponents_cannot_evade_attacks(COCE)is shown. Then we add 5% for the attack value part. Now it gets tricky: What is missing to 100% has to be socketed in a way that COCE and Opponent's_chance_to_evade(OCE) sum up to that value in the Sigma sign. COCE has lower values than OCE ,but OCE has diminishing returns. You have to play around with some juwelry to get some feeling for this. Damage We won't have base damage as a Kungfu dryad. So we have to socket it in the form of (damage x-x) rings and +x% (physical) damage. The best gain is from damage x-x rings. Death Blow Opponent_level_for_death_blow is a either totally useless or a very very powerful modifier. If you are doing one-hit-kills all the time death-blow has no use. It is different if you need several hits to kill or do a multihit combat art. A weaponless ravaged impact does a double-kick and is needing several hits to kill. So Death Blow has to be considered. In case of the Weaponless Kungfu Dryad deathblow will 'steal' sockets from so much needed 'damage x-x' sockets. I did fine results when death blow was around 86% [7]. Damage modifier Weaponless combat will be only physical. Depending on the ratio between +x% damage or +x% physical damage in our sockets it might be better to not socket a damage modifier in our alternative weapons at all. Our main combat art will do armour piercing, which ignores most of the enemies armour. Protection vs Damage over Time We are low on sockets allready and won't reach 100% in Damage_over_time:_Magic and the other damage types. So spell resistance will be taken and mastered early on. We may add 20-30% reducing damage over time - but be careful when you approach spitting spider the first time. Regeneration per Hit In niobium 1.5s Regeneration_per_hit can be enough, so just a single ring or shrunken head would be needed. Attributes Constitution : We don't need damage from spells, we don't need the defense from dexterity, the attack value from strength, the faster regeneration from stamina or more spell damage from intelligence. Also we are flexible in choosing our weapon and so choosing a stat just for damage wouldn't be useful for all our weapons. Ice and Blood changed the bonus a stat adds to weapon damage to just a fixed amount [3]. Since there seems to be only one useful stat for this build we will put all our stat points into vitality. Skills Capricious Hunter Focus : Taken early because of the buff: hit chance and criticals Shield Lore : 5 points to unlock armour lore and 28% blockchance melee on some shields early in game Armor Lore : before having sets, early on the unlocked modifiers are nice Tactics Lore : getting more damage Nature Weaver Focus : mainly for the barkskin buff Concentration : we want 2 buffs Speed Lore : run speed, defense and attack value Cabalistic Voodoo Focus : for headhunting and debuffing enemies Constitution : more hitpoints, mainly because of casters Spell Resistance : casters- a dryad learns to hate them Combat Arts Sinister Predator : Eagle Eye, Marked Shot, Hunting Focus - We want to fight with each weapon and these are the modifiers which work with each weapon. Every 10th shot a critical and 20% to hit chance is nice early on. Ancient Bark : Rugged, Repel, Effortless - Rugged will multiply our resistances and they are important because of the way damage is calculated in high difficulties[5]. Most probably ee will have a shield and shield mastery so that nearly 100% melee blocking is done, reflecting melee is not needed, but evasion is nice versus archers when we have to close up. In my eyes it is better to avoid hits than healing them: so a higher buff at same regeneration penalty is probably better. Ravaged Impact : Perforate, Breach, Blast - This is the combat art which allows us to play kungfu style. Weaponless it will do a backwards salto with 2 kicks. The idea is to fight weaponless so we take Breach and Blast which will support this fighting style. We will take Perforate because we don't want all our damage converted into poison and then running into a poison immune. Taking Perforate we can change from weaponless to damage modified weapon fighting if we run into a physical immune. Dust Devil : Recondition, Spell Shield, Spread - Use this combat art to have some spell protection when fighting bosses or nasty casters. Faster coolddown, spell-blocking and a bigger radius is best if used passivly. Twisted Torment : Headhunter, Tear, ? - We need just the first 2 modifiers to hunt for shrunken heads, recharging Twisted Torment with regeneration per hit[8]. A yellow shrunken head will add some resistance and up to 3 modifiers, which can include deathblow, regeneration per hit, ... A kungfu dryad is low on sockets so hunting for nice heads is fun and can help to add damage by freeing a socket use for RPH or death blow. Darting Assault : Reload, Wounding, Rotate - Since we are a weapon master we modify our second weapon attack for ranged attacks. The remaining combat arts depend how you want to develope this character: a third buff by preferring to bring concentration to mastery instead armor lore early on you take a third buff: Moribund Animus : Malice, Elevation, Fury - Malice or Stoneskin depends if you want a hunting beast or rather a meat shield. The headhunter modifiers are not needed because we use twisted torment for this. Or you want to try out if you can fight bosses weaponless without a Detheya set. Then you need armor mastery for the cool effects on rare armour pieces, have no third buff and probably want to try out: Viperish Disease : Gangrene, Headhunter, Gouge - it will be used on single target and no time for twisted torments Black Curse : Porous, Elongate, Dispel This character was done to learn and understand optimizing a melee character, so I will leave some freedom in how you want to play it at higher levels. Boss Hunting Variant added 23.11.2011 Viperish Disease works very nice together with x% life leech attacks. You can do high levels of VD to reduce cooldown and have VD starting its effect sooner this way. The regeneration is quickly done by Regeneration per Hit. In difference to Twisted Torment it is less powerful in headhunting. But in my experience it is not this much because you kill bosses so much quicker. So VD: More bosses killed in same time = more chance for heads (more loot too) TT: High chance for heads - less boss kills needed to get a head (useful at riscy fights) Last Words I hope you learned that finding the right balance in socketing allows to play a dryad weaponless. More important for most of you is probably that you can play melee characters without any weapon skill. This allows to add bargaining or smithing with less drawbacks or play powerful hybrids who recharge their spells with weapon hits. Quoted links [1]: How all started: pictures of kungfu dryads [2]: Spidergirls - The character design before the weapon master [3]: How is weapon damage calculated [4]: How to use shields in Sacred2 [5]: Why to use an artamark star [6]: How hit chance is calculated [7]: A short introduction into death blow [8]: Shrunken Heads- types and how to get them If you want to try out the character you can download the character: Download the character at darkmatters Dieses Lied ist für einen guten Kumpel der seinen letzten Kampf gegen seine Krankheit verloren hat: Über den Wolken This song is for a good friend from my aero-club who lost his final battle against cancer.
  7. My daughter was 'forced' to play an Elf with full three aspects, but no concentration on the PC. I don't know the targeting system on the console, but 'Regeneration per Hit' should be working. So an idea could be do use combat discipline and a weapon lore for execution speed. With 3 damage aspects and an option to a not resistable 4th, life leech, ancient magic may perhaps not be needed. So the idea would be simple: Do a combination of 3 combat arts and modify them for close combat. Like a combination of: Frost flare: freeze ( to slow and keep the enemies together), constraint (reduce enemies attack value), icy circle (to affect all around us in melee combat) Raging nimbus: hurricane (faster damage), roar (more reducing of enemies attack value), extentend nimbus (bigger radius) Magic coup: target focus (better hit chance, we need to hit for RpH), life leech (to heal, not having GI, and it is damage too), stray damage (to affect more enemies) So this combination will have 3 direct Area of Effect, 2 times stacking Area of Effect over time, life leech and it recharges itself with RpH while recuding the hit chance of the enemies. The idea would be to combine damage doing and defensive Combat Art's in a combination and recharge the combination with magic coup. Since magic coup is not for damage, I would go for sword weapons. In case of a miss of magic coup we have to hit with left clicks quickly to recharge our combinations and daggers are quickest. So you can modify incendary shower for optimized stunning and not for maximum damage to use it for defense. So the idea is to stay alive in close combat via spells and do layers of damage over time and area of effect spells and recharge them with RpH. 02 arcane lore (5th) 03 armour 05 ice lore (3rd, damage for ice spells) 08 arcane focus (2nd , high level magic coup for better hit chance) 12 sword lore (1st to mastery, combination excecution speed, hit chance for recharging) 18 ice focus (4th) 25 combat displine 35 constitution 50 fire focus 65 fire lore The whole idea is to play hybrid style and have your spells do part of your defense while your weapon recharges the high level spells. It was possible to play similiar to this on the PC. But it depends a lot on the auto-targetting on a console if it will work there.
  8. WIDD is from maximal hitpoints. So if you reduce maximal hitpoints and were at full hitpoints before you will be at 'full reduced health'. WIDD will have no effect. It seems that changing maximal hitpoints will have the health scaled to the new maximum. So adding an item with 20% constitution will still be 100% health if you had 100% health before before.
  9. Our spidey senses indicate that you've been naughty this season.... reading this 4 times now this week because I always forget to login when at a certain work machine. So I wonder if anyone can force Gogo in real life to play 'Evil Spiderwoman'. A Kungfu-Dryad with poison who uses webs to hold the enemy while the poison works. Would be my little revenge, forcing someone to play a Spiderwoman Something like: Skills: hunter focus, reflexes, tactics, armour, concentration, nature focus, vodoo focus, constitution, speed lore and damage lore Attributes: First 30 levels vitality, then strength for hit chance and unarmed damage. Playstyle (I have to find spider attacks for the dryad Combat Art's): Using tarantula's urticating hair spraying = dust devils (concealment, spell shield, sanding) for first levels. later spider web = tangled vine (sprawl, impair, encroach) in combination with ravaged impact (envenom, breach, blast) to recharge the combination with RpH Add a big ghost spider as animus once concentration is at 75. Forest flight should be modified for spider webs too of cause. For bosses use full Detheya. This Spiderwoman might actually work, if you have bargainer and smith.
  10. That's the problem with old guides which were written before consoles and AddOn. In the Addon or on consoles RpH (Regeneration per hit) is working. So taking combat discipline for 10/20% reduction of regenetration times is a waste on a RpT build. If you play with combinations the last Combat Art in the combination should be a weapon based attack to recharge the whole combination.
  11. So UBpivot is the time you need to have half the maximal SB (UBmean= 500 = 50% ?). And this UBquot-att is the percentual raise of attributes at full SB? Pivot, mean, ... all this remembers me about pivot search in matrices in statistics classes
  12. The knuckles (whatever the name of the fist weapons is) are rarely found on consoles but never on PC AFAIK.
  13. A nice and very good to play (at least on the PC) seraphim is celestial/techno babe. Archangel's wrath is a special weapon attack so Regeneration per Hit is working on it. It is a ranged attack, but noone demands that you use it ranged. If you modify it for two shots and explosion and it will have a devasting effect at melee range. Now add a two handed polearm or two-handed sword with x% life leech. At boss fights each wrath does a double hit with x% life leech. You can use pillar and hypnosis to collect groups and then fire a wrath into the group and recharge the wrath and the pillar with RpH. Or use a combination of a nova and a wrath for recharging. My 12 year old daughter plays such a seraphim with great fun. I am currently a bit to busy to look up english names and I hope I remember the build right: celestial lore, armour, celestial focus, sword/polearm, technic lore, concentration, combat focus, technic focus, energy shield lore and one of constitution/toughness/ancient magic You modify the light aura first to slow attacks, undeads and frequency. And use it to level at places with undeads. Next to modify is archangels wrath. Then battle aura buff as second buff to get better hit chance for the wrath and some reflect, .... A character like this will take good use our of RpH-jewelry. So best to have a bargainer ready.
  14. Dryad is a good start. Use full Detheya-Set for x%-Life leech against bosses. Your base damage has to come from strength and 'damage x-x rings'. You probably need a good bargainer for this. So for the people who play on PC and in the Add-On using alchemy to unlock bargaining might be a good idea. You can get attack speed and hit chance from trophies versus tough enemies. Also your mentor potions will last for minutes because of alchemy so less sockets needed to socket experience rate. My post in the links in the post before was done before the AddOn I think. Now I would add RpH (regeneration per hit). Weaponless combat is really quick, and if your chance to hit is good enough you can go for really high weapon combat arts. And since weapon Combat Art's seem to have a buildin hit chance which is better than normal attacks, having high Combat Art's is not only dmaage but better hit chance too. What would be really needed: if you have no bargainer: alchemy->bargaining to modify the melee attacks: hunter focus and tactics some protection: reflexes->armour protection buff and healing Combat Art: nature focus for 2 buffs: concentration hitpoints: constitution last not least: ancient magic (my personal taste) or nature lore (what probably everyone else will do) My old multiaspect Dryad, the one I used to do some KungFu-testing, had dust devil modified for damage. It was her first modified Combat Art: collecting some mobs and then let a dust devil do its work. There was a cartoon with a Tasmanian Devil called Taz some years ago. Taz moves quickly and his lower body looks like a whirlwind if he is in a hurry: Taz in action So my KungFu Dryad will have dust devil modified and used. It will do nice damage and gives some defense when you fight inside the devil. And in the beginning when fighting with no weapon is really hard we will have at least the dust devil. So a possible new KungFu-Dryad would look like: 02 hunter focus 03 alchemy 05 tactics 08 bargaining 12 reflexes 18 armour lore 25 concentration 35 nature focus 50 constitution 65 ancient magic First bargaining would be for defensive gear to stay alive in the dust devil we use to kill the mobs. Playing will be easier as soon we have a full detheya because of its life leech. There are probably some other ways to play it, but a Kungfu will need optimized gear and its better to do the bargaining with the character who will need it. I hate the look of the detheya so I use it only against bosses. Use this post just as a skeleton for your character. You have to add the flesh and the muscles on your own.
  15. Thread about the respawning orc cave
  16. Yes, only times I was using iron ores was in PvP duels. Trollteeth on the other hand I am using all the time. I have them on the T-fastkey. T for trollteeth or treffen (german for to hit). If I see misses I press t automatically. Funny that I do this even if a character has no alchemy Another trophy I use quite often is the one which block's rooting. RpH builds do hard in recharging their spells if they are rooted. About the amount of trophies you find: I seem to find a lot of trollteeth in the famous orc cave. I think it is because champions have a better chance to drop trophies. I planed some more tests in winter breaks, but I am in volunteer fire fighters and we spend half of the winter breaks with fighting fires and cleaning up. Some idiots seem to consider it funny to burn hay and stray in field barns outside villages, or set horses and cows free, .... It really sucks if you spend x-mas fighting fires some idiots did.
  17. Storm elf: I was thinking about staff AND ranged myself, since weapon damage from tactics is less important than the hit chance for RpH. So it would be a staff and shield both with + Area of Effect radius for mobs and a life leech shuriken with a high defense shield against bosses. Your Hunter only: My personal taste would be to add ancient magic as one of the 2 free skills and modify dust devil for damage.
  18. I read Nokka's guide about a pure mentalist dragon mage. I have played a pure arcane elf to niob on my own, but have it no longer because it was before my eye surgery. I was thinking about a homework for my daughters to play a pure storm elf to get another computer part they want. So I was wondering if anyone has a collection of single aspect characters who reached niob. Would help to create better challenges since the remaining holes in the list are probably the hardest to play Dragon Mage: Mentalist: Nokka's guild about the Pure Mentalist Inquisitor: Shadow Warrior: Astral Lord: Numerii's Shadow Hand build Temple Guardian: Devout Guardian: Dobri's Utility Build High Elf: Storm: Possible build: Skills: storm lore, armour, storm focus, bargaining, shield, tactics, ranged, alchemy, constitution, speed lore Edit: staff instead of tactics to use staff which boost Area of Effect radius against mobs. Weapon damage is way less important than hit chance with certain weapons. Attributes: All in Vitality Playstyle: Trying to play as a sniper with a bow in open area. Modifying frost flare for Area of Effect damage and use it at long range. Use a bow with RpH at the slowed enemies to recharge the spell. At close enemies or in caves use a life leech shuriken and a shield and stray in some snow storms. Boss hunts would be done with x% life leech on shuriken and frostflares, boosting the hit chance with alchemy if needed Dryad: Nature: From Woody - Nature Lore/Focus - Spell Resist/Armor Lore/Constitution/Shield - Ancient Magic/Combat Discipline - 2 Free skills Hunter: From Woody: RpH build - Detheya Full-set for x% LL - Tactic Lore / Ranged Weps - Hunter Focus - Spell Resist/Armor Lore/Constitution/Combat reflexes - Combat discipline - 2 Free skills Mod combat arts for Area of Effect : Ravaged impact : envenom * breach * blast [s2wiki]Darting Assault">Darting Assault">[s2wiki]Darting Assault : reload * wounding * rotate Edit: My taste: add ancient magic and modify dust devil for damage Seraphim: Exalted Warrior: Antithrust's Queen of Blades build Technology: Possible Build: BFG with archange's wrath Would be nice if you could help me to fill the holex in this collection.
  19. Alchemy in berserk form is a bit weird: You don't have alchemy after you transformed but the trophies are still unlocked. So you can activate them and they behave like alchemy 1 trophies: duration just 20 seconds and such. RpH in the berserk form would be from a demonteeth trophy to recharge the berserk combat arts. But since the trophy is only unlocked and not boosted the amount of RpH depends on difficulty level alone. You have to use the trophy after you transformed. Because all active Combat Art's and trophy effects are deleted at transformation. Another problem: I don't think that it is possible to find a demontooth every 20 seconds. Trollteeth trophies are easy to get in the orc cave, but demonteeth, I know of no good place to collect them quickly.
  20. Nice writing. I did only one pure single tree character into niob yet and it was an arcane elf. Mentalist tree offers a nice collection of protecting spells already, adding alchemy to fill some holes is nice. About your tactics variant: Depending on how you want to play a mentalist with a weapon, tactics may not be needed. If you decide to play with a polearm you can choose the skill without taking tactics. Polearms can have x% life leech so they are a great help at bosses. Mind Strike should be modified for Area of Effect. The weapon variant is in close combat normally so Area of Effect affects a group and kills it faster. Mind strike will have a higher level because of RpH and 2-3 mindtsrikes to kill a group is quicker than a single one on each member. So I would take away combat discipline in this case and go for polearms. Ancient magic can be done a lot later since life leech is a good way to break immunities. mentalism lore - 1st to mastery armour mentalism focus -2nd concentration- 1 point for unmodified companion polearms -3rd (beginning with level 12 you should be able to get rings with RpH) enhanced perception constitution -4th alchemy -(probably there is some +allSkills at level 35 already to have better use from Trophies and mentors with just 1 point in it) toughness ancient magic -5th (because of life leech in polearm not really needed before platinum, but than it has big effect)
  21. The problem is: is the formula in the wiki correct? Somewhere in the demigod thread below are damage numbers with always the same beast doing an attack on always the same player level. The only difference is the used armour. By changing the armour values we got a formula which showed how armour affects damage. And having no armour in niob tribled the damage. That is the reason why an artamark is so useful: if you forget to change your relicts you have still some base armour against every damage type. The 'How to become a demigod thread' Sorry I never had english at school, so I lack the mathematical english therms. I learned from american kids from an nearby US garnison when I grew up and we never spoke about maths
  22. Before doing any calculations it is always good to varify that the used formula's are correct. Where did you get them? Your formula would mean that having no armour and receiving a very big hit the damage would never be higher than shown in last kill. But our tests showed that in niob you get 3 times bigger damage if hit with no armour. So I think your formula is not the used one. We were working on armour calculations in the demigod thread. Mitigation has a bug and it is directly added. So you can get 100% mitigation. The armour formula is open ended. So if you have 98% mitigation already and add a 2% from an amulet you are invulnerable against most attacks. A single artamark can prevent the damage to be tripled in niob. I consider damage mitigation as a sort of virtual hitpoints. 50% mitigation and you can receive double the damage before dying. 80% and it's 5 times the damage, 90% and it's 10 times, 95% and it is 20 times 99% and it is 100 times,....and at 100% no damage is geing through - life leech and other direct damage ignored. Armour is reducing this received damaged. So best is a mix if you can't go for mitigation way beyond 70+%.
  23. DZM-1 'Dampfläufer' --- Dampfbetriebenes Zerstörer Modell 1 steam powered destroyer modell 1 'Steamrunner' Since my wife had 12pm-8pm shift at hospital this week I did the same shift at volunteer fire fighters in hope that x-mas are what they should be: peaceful. So we did some playing while waiting for a phone ring. A collegue has 2 boys playing sacred 2 too, so we did some Sacred 2 in LAN. We started with new characters to have some fun in finding stuff again. My job was it to create the party smith. I didn't want a overpowered character to kill every mob before the kids were able to do something on their own. The character should be roleplayed a bit, so I had to do a background for my character. It was found by some archaelogists in very deep layers below more recent Temple Guardian modells. It has no battery and no energy shield because it is steam driven, using high energy dwarven coal. It's steam rotary engine has spear like valves which open very wide to lower steam pressure. It is able to unload it's burning coal from time to time. Some rust which moved into the engine is now doing some disonance which drives people crazy every few seconds. The air is pressed together blocking light bullets if it happens..... From all this I did following, in brackets the skill points at current level 65: tactics (65) devout guardian focus (65) swords (65) armour (5) speed lore (1) blacksmith (1) source warden focus (31) concentration (11) constitution (1) toughness (1) All points are in dexterity, weapon is a knife for very quick left hand attack to recharge deathly spears with regeneration per hit (RpH). Used combat arts, the only ones with runes in: deathy spears, combat alert, fierry ember, untouchable force I play without battery: I want RpH, I don't like it when I move my mouse on the next group of enemies and I start to shoot instead run to the next group. Currently I am at 3 spears per activation and I can have 5 up. If I find a nice story I can perhaps add an energy shield.
  24. Now I am curious. Patch 2.64 german version, 1 level in magic coup which is modified for damage, life leech and stray damage. Listed damage for normal attack is 630 and for magic coup it is 1340. Normal hits did no life leech so I did pictures and looked which targets had lines and which not. The normal hits were around 550 and the magic coup ones around 1250. Target was an orc with only physical. Bow was this unique dragon bow, socketed with lava. The quick test character had tactics, armour, ranged, arcane lore + focus, speed lore, constitution. Buff was unmodified GI. All attributes in dexterity. If I will continue the character then it will get no concentration and no more GI as soon I get a skin. Rest of family says too that bows do more damage with MC than with normal attacks. Is it because we have still 2.64 at our local LAN?
  25. 4 girls, our 2 year old twins are mixed. Beside that I use Sacred2 for teaching, I guess the most education my daughters got when helping to build their own rooms and bath, good times to teach electric, static and more. When we bought our house, a railworker house at a no longer used railway line mid in forest, we had a long discussion if we really should do it, but 15000 german marks, 7000 US$ then for a house, barn and surrounding with 100 fruit trees sounded cheap. No one was living in it for 3 decades, next village (120 people) 800 metres away, 3 bus' a day, no longer a train, no cinema, no cable TV .... and no internet. So we are permanently repairing the house, changing the barn into kid rooms and such. It's funny that we bought our first friesian horse not only for our daughter but for house repair. Wooden patchwork frame from oak, then the space is filled with braided willow twigs and covered with a biological, heat containing, breathing and cheap mix: fine cut hay, stray, horse apples add clay and water smear it on the willow twigs The bacteria in the horse apples will rot the hay and stray away, leaving tiny 'worm holes'. So the wall can breathe, no sweat water inside, while still a very good isolation. So by helping with the repairs they learned a lot and it didn't had the taste of forced teaching. When we did the lighting for the kid room I asked which cable she would choose, 3, 5 or 7 wires to have 2 switches for the light at different places. So when she was 9 she knew about OR and AND switches already. It was mainly that I was able to spend a lot of spare time with my kids and there was no hurry, we knew that we would need nearly a decade work to have our house finished. And for the shotguns: We preferred big dogs. Our recently diseased Tarzan was a Saint Bernhard/ traditional german shepherd mix. Traditional german shepherds are the long fur variant from the storm blowing mountain ranges. Now we have 3 Leonberger dogs ,each way over 120 pounds in weight. They are trained to rescue people out of water. There are several small lakes to breed fish close to our house, so it gives less head aches if we know that the dogs will guard and can rescue in emergency. One bad thing at living in the countryside and having daughters who like animals: 23 hedgehogs which were too light for winter sleep, 71 young snakes rescued from the horse apple heap, a tame mouse weasel (mother was caught by a fox), 5 little owls in the barn who need hunting training to be set free in spring, 300+ bats (we kinda stole their barn, they were there when we bought it) Add 3 dogs, 4 cats, 3 horses, 13 geese, around 50 hen It was a hard time to teach them which birds feed their nestlings only at the nest and which does on the ground too, if they were fallen from the nest. Some years we had young falcons, buzzards, owls, ... And only the falcon nestlings would have needed care So now my oldest wants to become an animal doctor specialised on artificial limbs. (Love for animals and engineering combined in one job). My second is a hunter, she can spend days to watch out an animal, prepare the cameras for one perfect shot. I can see this even in Sacred2. The characters of my oldest are always to test out a lot of stuff quickly, while the few characters of my second are designed to have have fun in late game.
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