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chattius

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  1. Totally forgot to update this thread: she did Niob and she got her card. The next cruel action of me was to promise my daughter a new vaultingbelt for our friesian horse if she writes a summary about her character. We discussed a bit, and she will start a character in virtual 4 player LAN (maximum our machine can handle). It will melt this character with the shield maiden of our second daughter and adds even some bargaining. 02 bargaining 03 arcane lore 05 armour 08 ice lore 12 arcane focus 18 ice focus 25 shield 35 constitution 50 ancient magic 65 fire focus The playstyle of this character is obvious: spend half the time at shops to buy the gear which is needed: RpH, -enemy chance to evade, block Combat Art, .... RpH and life leech from magic coup are planed to free the character from concentration.
  2. From Schot: Funny, in german the word Widder is something like a big horn sheep or in a military meaning a battering ram. The romans called them aries, their word for Widder. Because the head of the ram was formed like the head of a mouflon. The zodiac sign Aries we call Widder in germany. And yes, it can be dangerous to stand in front of an enraged Widder, mouflon, .... New approach: As a german I fight till the bitter end and the closer we are to a defeat the crazier and weird are our inventions. Okay hitpoints booster slots are of no use. I won't accept a defeat in my WIDD idea. So next is a damage mitigation booster slot. In theory we could bring around 15% damage mitigation in 6 sockets around level 140. The difference between 85% and 100% is a lot: 85% damage mitigation is like having 6.7 times your normal hitpoints as virtual hitpoints. 100% is demigod. Add a energy shield to catch life leech attacks, .... You reduce your damage mitigation in a controlled way, take some hits, and play damaged but immune. So far one theory. Perhaps even a one weapon approach with shield is possible: Blooddryads and icy shield with its damage mitigation. Sockets would be filled with damage mitigation. Another approach would be to concentrate most of your defense! in your main weapon! slot. You fight a small group of enemies you can handle, get damaged, swap to your main weapon slot and are now a lot saver. Would be most useful for shield users. Or temple guardians turn off their energy shield take hits and turn it on again..... I was really puzzled that the only players I saw so far with WIDD were shadow warriors. Okay, to bring a character without regeneration in combat from constitution to a level where 95+% mitigation are possible is not easy. For the seraphim: she has this healing miracle which can do in combat regeneration, she has an emergency shield. Some stuff to play around. She will get low on skills, so I put some thought in how to play her: Will the weapon based spells: magic coup, archangel's wrath, shadow hand take use of WIDD? If yes a celestial techno babe with archangel's wrath would be worth some thoughts. No need for tactic lore or a weapon skill. And the magic aspects would bring useful spells. While the warrior focus is enough to modify 3 Combat Art's at mastery level. And I was considering a mix of death blow and WIDD. Archangel's wrath modified for a double shot should get rid of the problem of deathblow, that you need 2 hits. I plan to use the wrath at melee range. So there is no need for target seeker mod and I can do explosions. There will be not much flight time of the shots, so easier to control an RpH (Regeneration per Hit) approach.
  3. One of the cases where my kids knew it already: Changing to more hitpoints at full health is instant. So it won't work.
  4. After one year in Sacred 2 I decided to play my first Seraphim above level 25. I used to quick test all classes and then decided to master my melee elf understandings. So now I will start a Seraphim. I wanted to test as much as possible in a single build as usual. And I wanted to play something which was never played before. So I planed to try out Dashing Alacrity and its reprisal modifier. I am not at my play machine before weekend, so some of my thoughts may be plain wrong: It gives high WIDD (wounds increase damage done, if I remember this correct). But normally you don't want to take any wounds, except you have really really high hitpoints and use high life leech. So I will try the opposite approach: I will use very very low hitpoints. Crazy, I know. But I was thinking about booster slots for buffs, soldat and dobri's demigod thread, reading the combat arts of the seraphim to get used to their english names, .... and I stumpled above Dashing Alacrity. So I had a stupid idea: Fill a slot with a 3 socket sword and shield. Put no points in vitality, do not take constitution. Socket in each of the 6 sockets a jewelry with lifepoints, Start Dashing Alacrity, swap to your main weapon slot, you will now have way lower hitpoints, while you are quite save in your energy shield and because of damage mitigation. Will this really work? Which other classes could play such a WIDD-build? I know I am a pest with my crazy ideas, but I really never read anything like a lifepoints filled slot for WIDD using before. The build will probably be an archangel's wrath seraphim.
  5. The Elementalist There are two ways to play the elementalist: You can play it as an allrounder, doing standallone killing damage in all 3 aspects You can play it as a 'real' Elementalist The 'real' Elementalist would use the 2 other aspects not as Killers but for support. So the damaging combat arts in dragon magic or mentalism are modified for support not maximized damage: dragon strike would be modified for stun, reducing enemy CtH, radius mind strike to last longer, multiple enemies, slow down energy blaze to slow enemy attacks, radius, ? ... If you plan to play several dragon mages, I would do the elementalist as a real one, having the other aspects modified for support. Another dragon mage mentalist could modify the mentalism spells to maximize damage, so it wouldn't be like playing a very similiar character again.
  6. Is there a thread with a collection of different shoppers for different classes with different purposes? Playing at home with family our shoppers are stationary in a chain. They are designed for a certain level and knowing this some fun shoppers can be played which would be way too weak for niob: Like an alchemy weaponless Kungfu-Dryad shopper for level 75 or similiar. At youth club my second daughter plays a shopper seraphim in party mode with a friend who plays a shadow warrior smith and the character should be able to reach and play in niob. The seraphim is currently in platinum chapter two, following main campaign to reach niob: Level 62 , bargaining at 211. Then there are shoppers who can survive on her own hardcore in niob, ...... And then there are the tactics: If I have shoppers in a chain at level 2, 20,40,60,80 already: There is no need that the planed level 100 shopper does more than 1 point in bargaining before it reaches level 85. Points are better spend into combat skills first. So a collections of shopping characters and there purpose could be handy for others.
  7. Spell Intensity is said to make it more probable that a spell does its maximum damage. When I was using unique gloves with +x% spell intensity and moving the mouse on intelligence in the C-menu I saw a raise in the damage intelligence would give to spells. But it was only at the attributs menu at intelligence not at the combat art menu. So one of them must be an display bug: If spell intensity is giving more damage via intelligence then the combat art menu should be updated too, or ? I hadn't switched Combat Art's. perhaps I should have done that to force an update. But since I can't play again till next weekend and I can't sleep when I see additional damage I could perhaps add to my build, thinking about the possibilities: Is anyone knowing for sure that spell intensity is not raising the maximal damage of a spell?
  8. Sorry for late response, I was thinking what to write. I have absolutely no experience with consoles but I played melee elves for almost a year. For the PC the AddOn changed a lot: Regeneration per Hit (RpH). For consoles it was working all the time. So in late game (platinum, niob) using the fire skin modified for melee reflection, arrow burning and more damage might give some protection and good damage. You could use magic coup modified for sure hits, life leech and stray damage in connection with a x% life leech shuriken to recharge your tempests. But you would have to do your own tests if this style will work with the auto-targetting on consoles. My Bauchgefühl says that fireskin might be the better buff late game. Its x% chance to reflect melee and x% damage gets better and better the more runes are in. If you like to experiment: start with GI as Buff till gold and try out how RpH will workout in connection with fireskin. Post your experiences, I am curious.
  9. My very own history with RpH Pre-AddON - confusing RpH I just re-read my first posts in the german forum and I had already great ideas for RpH. But sadly it had no effect on magic coup. So me or someone else started a topic about RpH after each patch. Some Combat Art's worked in some patches, some not, then sometimes only effect at low levels and not on high levels even the RpH was at 5 seconds. It was all confusion and nothing really useful. So I played without RpH for 9 months. I did each character class a year ago to level 25 and then decided to play melee elves. I designed several characters for my kids The AddON, a new class and more When the AddOn came out I tested the dragon mage: He has not a single weapon based combat art. So I tried a horse (yes horse, not special mount) build to test if horse combat arts might be fixed (they were not). I unlocked riding with alchemy, added all three magic foci for the buffs and elementalism lore. With riding mastery I could stay away and send out waves of destroyers, playing was almost to easy, given that alchemy boosted life leeching shurikens while cooldown of destroyers can do an awfully high unresisted damage versus bosses. But I noticed that with demon teeth and alchemy I could do 4.5 seconds (RpH) for a minute. So I tested RpH in the dragon forms with the same character (you get a totally new body, only dependant on your level and runes in the form) and I found it was not brought to the forms. But then I pressed my T-key because I was frustrated that I wasn't hitting. I had T always for trollteeth (+attack value and T for trollteeth or T for TREFFEN (german for to hit)) and I saw my attack value climbing a bit. Even the dragon berzerker had no alchemy skill: the trophies were unlocked at a level 1 alchemy. So I was playing with the other trophies and considered demon tooth a bit useful for 20 seconds quick combat. It was a very nice first dragon mage when nobody had a guide and there is a thread about this character in the german forum. The character was reconsidered over and over again while being playing but never restarted. Noone had experiences yet and I thought that this character was like a small swiss army knife, possible to do tests with most of the stuff a dragon mage can do. He reached Niob around level 100. But somehow it was not my playstyle. Using destroyers to fight at the corners of the visible screen was nothing for me. I wanted a close combat dragon mage. First serious Testing The Sohei And then my real testing with RpH began: I was puzzled that noone in the console forum was using it even it worked there all the time. But most of them read the PC guides (for which it was nearly useless pre AddON) and most didn't try much own testing on consoles. So I decided to do my own RpH-Character. As a proof of concept I decided to do a challenging character: A dragon mage fighter who would use weapon hits to recharge his mentalism spells. I modified mind strike for Area of Effect damage since I would be mid in groups for recharging and I could do mind strike real high. It played surprisingly good. A RpH-dragon mage Shopper When my 12 year old daughter asked for a character similiar to her shield maiden (which shines with RpH, even designed pre AddOn) but with bargaining. I did some tests and found that a weapon skill for hitting would not be really needed - given the right equipment (a shopper should get it). So a bargaining variation of my Sohei was created. (same Thread as the Sohei) She had to restart when she started playing at a youth club, she was playing a archangel's wrath seraphim. Why no weapon combat Characters with RpH? So the AddOn designed characters share a very similiar playstyle- at least for my 12 year old and me: melee elves: magic coup and stray damage with RpH seraphim: melee range archangel's wrath with dual shots, explosions and criticals dragon mage: mindstrike (modified for Area of Effect) and normal attacks with RpH at very high buffs and Combat Art's to recharge All builds don't need tactic lore or a weapon lore (most useful for dragon mage, CtH sockets take a lot of room). So a semi-defensive spell like snow storm (slow) for elf, dragon strike (reduce enemy attack) for sohei, or shock waves (stun) for seraphim can be brought in a combination and recharged with the weapon based combat art. If you do not play much you try to have a similiar playstyle for all characters, same key bindings for similiar spells and such. So all my seraphim, dragon mage, dryad , shadow warrior ideas were kinda variations of my melee elf style: Close melee with protection mainly done by spells. Tipps: Regeneration system: I prefer the classical regeneration system for RpH builds. So you can have an emergency Combat Art from another aspect if your recharging hit fails. Cast speed: I did modify my dragon mage Sohei's companion for faster cast speed. I did it because I had no dragon magic lore. It proofed to be the right choose: Combat Arts above malus reduce execution speed. Planed characters: I have not much time playing, so I am currently helping my 14 year old daughter to design a character for a PvP tournament in the winter breaks at a local youth club. The weird runes demand her to play a Netherworld Inquisitor. Leveling will be done with a RpH supported necromancer play style.
  10. Outch - I think the closest to this approach was my horse dryad. But I did shield lore and not combat reflexes and it was a mage! build. Fighting with dust devils modified for damage and the devils give evasion. Was pre-addon mainly. Now with reg per hit dust devil could be ultra high to reduce the cooldown and the longer regeneration eaten with RpH. Fot RpH blowpipes would be optimal. I was going staff or shuriken with shield because it was a pre RpH build.
  11. Lottery in character choosing for a PvP tournament forced my daughter to design a Netherworld-Inquisitor. One tactic we had in mind was to use Callous_Execution modified to reduce targets maximal lifepoints for a while. So we stumpled above following question: Is Deathblow based on the actual maximal life (so after weakening, Callous_Execution, .... has reduced it) or on unaffected maximal life. X% life leech for example works on the actual maximal Hitpoints. For my melee elves a Cobalt strike modified for weakening resulted in less x% life leech damage. Help is welcome, and help for the above Netherworld-PvP-Inquisitor too.
  12. Pacifism would be a useless skill for the first 120 levels in hardcore. The 120 hardcore levels were brought in to prevent pure bosskiller/PvP builds. We very very long discussing about pacisfism. It affect would be like virtual hitpoints from mitigation. But noone said anything if it will work against life leech. And arcane elves are very common at this tournament. So constitution is probably the better skill because of the 120 hardcore levels. Questions are: How to modify Combat Art's to have a good defense and offense against elves, shadow warriors, temple guardians, dragon mages, dryads and other inquisitors. Only good thing is: it is dark side so no seraphim with BFG.
  13. We would need some help in designing a netherworld Inquisitor which is not a target dummy in PvP. The local youth club does PvP tournaments in school breaks. Each player wrote an aspect of a class on a blackboard. Then there was a lottery in which order players could choose an aspect from the blackboard and it was then wiped out (it is possible that several did the same aspect on the board, then it was only wiped once). The best three of last tournament chose last in opposite order and got the most stupid combinations. My daughter, who won with her 3 aspect melee elf the last challenge, was the last to choose and only Inquisitor-Netherworld was left on the board. Playing is in 2.64 or 2.65.1 (if the chatbox patch is working) in the AddOn. Rules A character has to be played to level 120 hardcore in Singleplayer on the club server to be allowed to the tournament Everyone starts with an empty chest and can't get items from another character or help from a player smith Only the chosen aspect can have 2 modifying skills Damage mitigation on equipment is limited to 70% No healing potions allowed, healing with spells, trophies, ... is God powers are not allowed After each fight the pre-fight backup is restored A game is won if a player won 3 of 5 matches versus another player The tournament rules are double-KO, you are out if you lost 2 games The character needs both: Hardcore surviving and PvP The planed character so far: Attributes: all vitality Regeneration system: classic with RpH (regeneration per hit) God: testa for singleplayer Skills: 02 inquisition focus 03 armour 05 bargaining 08 concentration 12 astute supremacy focus 18 netherworld lore 25 netherworld focus 35 constitution 50 alchemy 65 ancient magic The early levels before netherworld will be played in melee with just the modified buffs and unmodified Combat Art's. With focusing on netherworld mid silver difficulty the following tactic will be tried: Using a shuriken with life leech and RpT. Having mutilation slightly higher than double the RpH value. So a successfull hit with normal and a single mutilation hit will recharge mutilation fully, hitting two or more targets with mutilation will do the same. Subjugation will be at 4 times RpH level and recharged with shuriken hits from mulilation. The controlled ghost army will be modified to attract enemies so it is hopefully saver in hardcore. PvP The rules are good for alchemy, since restoring the backup means that we don't loose trophies. So Alchemy is planed to free sockets: healing, RpH, attack value, attack speed, block chance roots, blockchance ranged can all be done with alchemy. Alchemy has to be unlocked so bargaining is taken to give us the equipment we need. Help is needed for: So the questions left are PvP with an Inquisitor. What combat arts to choose and how to modify them. 15 modification points in inquisition, 15 in astute and 20 in netherworld are planed for level 120. Purifying Chastisement: Mystic, Eradicate, Hallow Reverse Polarity: Rebound, Counterblow, Evade Inexorable Subjugation: Effort, Menace (monsters attack the horde and not me ?), Probation are planed for leveling in necro style Doppleganger and life leech shuriken for bosses Rest of the combat arts could be used for PvP. Anyone has any experience with a non melee Inquistor in PvP?
  14. Also in this guide section is the shield maid of my daughter. It is for PC and had no access to regeneration per hit (RpH) before the AddOn. The console had (RpH) from the beginning. The idea is to use arcane melee style in the beginning of the game and develope the ice tree later. But with RpH a full hybrid playstyle is possible: Do an ice storm, do a magic coup and at a successful weapon hit RpH kicks in. If you have 1 second RpH every weapon hit will shorten your regeneration (not cooldown) by this 1 second. My daughter in niob has RpH around 2 seconds and can have 6 high level snow storms at the same time because she removes her regeneration times with RpH. But you have to play melee range for this hybrid so you need a decend protection. Life leech from magic coup fills your health bar quite quickly. Some people say that the shield maid plays nice on a console.
  15. I think 'Cannot Evade +X%' is 'sichere Treffer' in german which translates back to sure hits. I was trying to understand these modifiers, and it looks like: For the sure hits there are 2 theories: Theory A: The final CtH is calculated in 2 steps: First a intermediate CtH is calculated without these sure hits. In a second step 100% are splitted to 30% sure hits and 70% unsure. Then these 70% unsure hits use the intermediate CtH formula for their hit chance. Then both probabilties are added. Theory B: Intermediate CtH and sure hits are directly added. But I did the tests nearly a year ago. Try to get a CTH near 300-400% (bronze) without sure hits. Add several rings with sure hits. If the CtH raises then it is most probably Theory B if it falls then most probably Theory A. (because the sure part has 'only' 100% hit chance while the unsure one has 300-400)
  16. If it is different life leech damage, perhaps it is because it is x% life leech dependant on the character's hit points. Perhaps do a test gear with lot of +life points stuff and see if you get more damage. Would be another proof for my weird theory that in this case - x% life leech and a good energy shield - less hitpoints would be better. Another thing someone with a lot of spare time can test: If you have gear, buffs or stand in expulse magic circle (dustdevil,....) with blockchance (combat arts) then this blockchance can be carried to your spells. If you check the combat art for special damage an block chance spells will appear. I am not sure what that exactly is. But if it is like a weapon effect than perhaps the enemies spells are blocked for a short time? I was kinda puzzled that my sohei dragon mage was not debuffed in niob yet and found that his mind strikes had a block combat art effect because of his buff. But as in all tests, it could have been pure luck, quick killing, .... Tests of my daughter said that she was hit by spells, very very rarely. So perhaps even the chance is listed as above 100% in combat art screen, the really used formula prevents 100% block. But it could be that the hits came from unseen mages not hit by her attacks already.
  17. So with not 80% instead 100% absorb my calculations would be at least a bit not false.
  18. It seems that at least one of the people testing it is satisfied and playing closed HC. I have not tested it myself yet and no time to play outside LAN environment before next weekend. It was just an infomation that there is such a thing. I am normally fighting more with my old 32 bit windows and giving sacred more than 2G memory. The workaround checks a checksum so I would have to first copy my old sacred2 exe back, than do the workaround and then patch in support for large addresses. I hope that others read this, test the workaround, and give some results.
  19. Yes, I was unsure if I should do an extra thread or add into the deepsilver thread. But then I thought that it would be best to do an extra one and link it to the other article, because many are annoyed by the 2.65.1 chat but not all of them probably think/exspect that deepsilver will fix it. HimmelHerrgottSacred noch e moal. Seems the QNX browser does double posts. sorry, just noticed it.
  20. I posted it already here in Post 20 at: Deepsilver doing a Hotfix:)
  21. In the german forum an inofficial patch popped up. It will make the chat window permanent. Link to this patch: inofficial patch Translatio nfrom someone without ever having english classes: There was a problem with the chat cursor in 2.65.1 which annoyed hardcore players. The poster exspected a Hotfix to take some time so he did a workaround. The patch brings: The chat window will be permanent opened but not active. The cursor is not trapped. It can be closed with 'ESC" or the 'close'-button, but it will remain on the screen. Messages can be send and received as normal. It brings some optical Annoyance in exchange for a functional chat and undisturbed playing. To the best knowledge the lobby server are accepting this patch without a ban. .... But I have not tested it myself yet, so try at your own risc. There is more Text, but my lunch break is over, Doing backups and such..... It was just for information.
  22. So you want a left click staff attack? Why? The shield maid of my daughter can use any weapon she wants. Bow, shuriken, Staff (without shooting), .... and the weapoin damage is boosted by magic coup. If you have staff lore and magic coup then the target system considers the staff as a melee weapon and runs to the target. For left clicks it shoots. Some say for some combat arts with multiple swings it only does melee on the first target and shoots for the others. But an elf has no such attack.
  23. The IS combat art seems no longer to work in a combination in the addon. Before you could start a combination with it and had killing Combat Art's finish the target while it was under effect. In the addon: Reg per Hit -Idea: No Minion Yet: Have it at really high level. Tip a target with your weapon, IS is recharged, start IS. Once you have some minions: command them to stay close and attack a single target, the one you use the IS on. If you have enough minions at a powerful Combat Art, command your minions to select individual targets, perhaps command them even to swarm. Pick a (damaged) target and transfom it into a new minion. You can use reflection aura and IS at melee range for the first minions, or damage lore and DOT. My daughter played something like this into gold. So no experience with higher difficulties. There is a german guide about an IS build but it reports problems in the AddOn.
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