Jump to content

chattius

Moderator
  • Posts

    6,550
  • Joined

  • Last visited

  • Days Won

    473

Everything posted by chattius

  1. If you are doing it, you could bring my clumsy tries about damage mitigation=virtual hitpoints and how armour values reduces damages into readable english too. It's in the demigod thread in the genertal guide section who deals with mitigation not only at serafim. Currently I have to do homeworks, my older daugthers have the homework to ask their parent how they remember the opening of the german german wall 20 years ago.
  2. As I wrote before: To my knowledge reg per hit behaves in the consoles as in the AddOn, even the patch level of the consoles is something pre 2.43. So I guess not working reg per hit was a bug which never affected the comsole versions, because of different autotargeting whatever. So I say again, if you write ideas, tips, guides, mention your platform and patch level. It help to prevent a lot of misunderstandings.
  3. There was a short lived thread about a character with 5 general skills a while ago. I wonder if I would take concentration instead of a weapon skill. My latest melee elves could be played without sure hit modifier and a weapon skill. Most combat arts have a hidden buildin chance to hit, which gets better the higher level your melee attack is. But you play without AddOn and I don't know if regeneration per hit was working already for the shadow warrior in 2.43. But this would probably be more for a shadow hand build, because melee attacks need the weapon speed, or eat up way too much trophies or perhaps modify rousing command for attack speed. I did some maths about constitution or toughness in Dobri's demigod thread and it seemed if you can't get to 70% damage mitigation then constitution would win. For alchemy: Trolltreeth trophies: +1000% attack value for 50+ seconds in niob/300 alchemy Beginning with gold difficulty the drop rate of trollteeth at the re-spawning orc cave was enough to do constant kill runs there and have enough left for other regions. I liked the orc cave, good drops and known enemies so I could optimize my equipment for these runs. iron ore trophies: 3000 physical armour for 50+ seconds in niob/300 alchemy these throphy would be nice for the orc cave, the 3000 physical armour is the naked armour value, before any +x% armour stuff is calculated in. I don't know at the moment if the summoned elementals from orc shamans (?) from schot's trick drop this kind of trophies. would be nice to know a nice place to get a supply on iron ores. skull from undeads for critical, leather hat for attack speed from goblins, talisman for evasion from humans are not used that much
  4. You can use left click attacks for recharging spells with regeneration per hit in the AddOn. Don't know if it works for all or only if you use masterhand regeneration system.
  5. I thought of this aspect too, but I know that my nephew plays a necro-style netherworld-inqui in the AddOn. Inexorable subjugation is at really high levels and get recharged with regeneration per hit. It is targeted at already damaged enemies (from your horde). Paralyzing dread used to be bugged but it seems fixed in the AddOn. Inexorable subjugation however can't be used in combinations anymore in the AddOn. No longer possible to put it first in a combination and let the other combat arts do their job to finish the mob while it is active. So now you seem to need ancient magic and probably high levels in it. He has more than 10 ghost beasts active at a time in platinum.
  6. I use to do challenges when my kids ask for a new graphic card, sounds card, laser mouse, ... My latest challenge was that my oldest had to play an elf without concentration and all 15 spells fully modified to niob to get a new graphic card. She did it and now I have to find a bit harder challenges. So I started a similiar topic already in the german forum: If only one aspect of a class is allowed to get modification points, which class and aspect would you choose for your worsest enemy to play it? Its kinda the opposite of what class is best, but I noticed that doing the question as a character for your worst enemy people think of more ways why an aspect can be played and therefore it is not the worst aspect.
  7. I think spectra hand behaves a bit like magic coup from the elf. So its attack speed is from the magical lore, its damage is from magical lore, your weapon and the attribute fitting to your weapon. Its hit chance is from a weapon hit, so jewelry with enemy can't evade helps a lot. Also in the AddOn, not sure for consoles, Regeneration per Hit is working on it. So if you have a regeneration per hit of 2 seconds, your spectral hand regenerates in 3 seconds, a successful hit will speed up your regeneration per 2 seconds.
  8. Regeneration was changed in the Addon to bring in the new masterhand regeneration system as an option. Perhaps they overworked reg per hit and mana steal because of this. When I asked for an idea for a mind flayer = mana steal Inquisitor I got following picture in the german forum: Inquistor with life leech and reg per hit in action Red is life leech, white reg per hit. Reg per Hit is quite useful for magic coup too, stray damage takes usage of it. Now I can't wait (sadly I have to) to test a horse-Combat Art using character with reg per hit. I hope that I can charge charge-Combat Art which has no cooldown with weapon hits.
  9. Even if late: Congratulations Hope you have less paper fighting than we had with our 21 month old mixed twins: born 23:51 and 00:17. My wife was too exhausted to do decisions because she didn't want a caesarian and narcotics and the second twin had to be turned. I was asked if the twins should have same official date of birth or not and I didn't want to decide alone. What I didn't know was what a trouble it is to change it after it is registered once. Then double nationality since my wife is from a country not in european community which has blood right and we will probably move there in some years. BurauCRAZY and even more if you live in germany I think. At our second daughter they wrote the second name the wrong way: Katja instead of Chattia (latin for female wild cat, and the state we live in was called chattii by the romans for wildcats, which was word transformed to Hessen in nowadays germany). So now we have daughters 14years, 12years, 7years and 21 month and a boy(older of the twins). When our 7 year old returns from hospital I will work on my babysitting build again: playable character with twins doing climbing exercises on my knees. Perhaps we should collect lazy character builds which can be played while babysitting
  10. Okay since my only shadow warrior was in decembre 2008 just to know how it plays I have not much experience with shadow warriors. But some stuff is true for all characters: Toughness or Constitution Damage mitigation (toughness) can be considered as virtual life points. In the demigod thread How to become a demigod in Sacred2 I did some calculations and it is like: if you have to choose between toughness and constitution take constitution if you won't get at least 70% mitigation. If you think that you need a focus for your melee combat arts, stand back, think twice and calculate if perhaps regeneration per hit can be enough. Regeneration per Hit is said to work on consoles (I have none to test it) and on PC with the AddOn. Read about it there: Designing a Chracter based on regeneration per hit Regeneration per Hit is like: You have a regeneration time of 3 seconds and you have items with 2 seconds regeneration per hit, then a successful hit will only have 1 seconds regeneration time on its Combat Art. But if you miss you have to regenerate the full 3 seconds. So building up with regeneration per hit makes sense if you are sure that you will have a good hit chance.
  11. @Dragon Brother: Since I don't play online from home (mid in forest in country side and telefon is a wire nailed on trees all the way to the next village: results in 4800 baud at good weather) I have to believe your online experience. But it works like a charm in 4 player LAN. My approach was to modify magic coup for x% combat regeneration mana leech so it can at high level have 100% combat regeneration on hit. But you run into a rune window when x% mana leech is not fully regenerating magic coup and the 30% not regenerated are some 6-7 seconds regeneration time:) I can close this gap with regeneration per hit and hunting demons in blood forest for demon tooth trophies. So my tries were to push the level of magic coup as high as possible and use it to recharge combinations with spells which are really high too. Like a maximums runes raging nimbus, followed by a maximum runes magic coup and repeating this combination like every 1.4 seconds. So up to 6 nimbus can be up, adding their powers.... I saw the Astral Lord of my daughter who stayed invisble and spammed out spectral hands who had re per hit to boost their level. For online it is probably best to have one attack at lower levels for lag times and one high for no lag. Another thing to be tested are the 2 different regeneration systems and if they have differrent effect on reg per hit or x% mana leech.
  12. Sorry not seen on cooldowns or god powers. Horse Combat Art still need to be tested. I seem first the regeneration time is done and then the coold down. So even with reg per hit it is not possible to go below the cooldown. But some Combat Art's get lower cooldown if modified so at the price of higher regeneration times - but what if these price is cheap because of reg per hit? But this thread is to collect information. I did my tests with magic coup. Manasteal is a x% regeneration at hit and it seems to work nicely, even in combination with reg per hit. So test all stuff carefully before ruining a character. In 2.34 reg per hit was strange, not working on every Combat Art, some suspected it was working on unaffected base regeneration time, so it would get less useful with more runes, lot of rumours in old times. All I can say: my elves work like a charm now and when asking for Combat Art's at which Combat Art would have no efect noone told me one in 3 weeks in the german forum. So I ask now here again for feedback, because if it is really working it would change a lot. Reg per hit are these lines like life leech but with a different colour.
  13. The idea is simple: In the AddOn regeneration per hit is working correctly, as is mana steal from the elves magic coup and probably this hard hit of the inquisitor.. By having a 100% hit chance and adding either x% manasteal from combat art modifying or regeneration per hit by x-seconds from equipment or alchemy you can recharge your combat art/combination with a successful hit. I play mainly melee elves and I read 199 runes in magic coup and can use a coup again as soon I have hit and recharged it with mana steal (modifier) and/or regeneration per hit. Interestingly magic coup has a buildin Chance to Hit modifier which is not shown ( I don't speak of the sure hit modifier in magic coup). So even a unmodified magic coup has a higher hit chance than a left click. So even the hit chance is shown at only 80% in last kill, magic coup hits way better. The 80% are only for left clicks. So by eating more runes I boost my hit chance and damage at no regeneration costs------ as long as I hit and my regeneration per hit is high enough. Dev-Team confirmed in the german forum that many combat arts have such a buildin hit chance. So I am playing my magic coup elves for some time now without a weapon skill, since double hits are not working for magic coup, attack speed is from arcane lore and most unique weapon don't have modifiers which have to be unlocked by a weapon skill. So I was thinking which other classes would gain from this idea: Best of cause would be combat arts which do a weapon attack but are a spell: spectral hand of the shadow warrior, sword fire( is it the english name, too lazy to look up) of the serafim. These could perhaps get better hit chance with higher levels too and could recharge themself with regeneration per hit. No need for tactic lore for these and perhaps you could even take away a weapon skill as I do with my melee elves. So gaining a free skill by not taking a weapon skill. Of cause all weapon based Combat Art's are candidates too....... Currently noone told me of a weapon based combat art in the AddOn for which Reg per Hit is not working. Even the dragon form combat arts seem to recharge with reg per hit-with trophies from alchemy skill. So please give some feedback if this idea is working for other classes than elves too, I lack the time to play them all. It can change a lot: Higher buffs, more buffs, hybrids with a weapon Combat Art to recharge a spell combination, using only tactic lore to modify weapon Combat Art's, since regeneration is not really needed, ..... A lot of funny and strange ideas and perhaps some of them may even work. Think out of the box, throw away pre 2.64 behaviour: this is the AddOn and reg per hit is working on the PC now, and it was working for consoles all the time already I heard.
  14. Well you use ranged weapons and build your damage mainly on shadow step. So you share a lot with magic coup builds already. But they do their main damage with the weapon and are designed for nearly pure weapon damage. What I would change however is spell resistance. The explosoin works best while you are inside a group, so you are in melee range. Using a bow takes away shield lore and with this one of the elves best melee defenses. Crystal skin is of cause a nice protection, but only as long as the enemies are doing physical damage. Doing a crystal skin at casters with spell reflect on it and a fire skin at melee enemies with non physical damage and melee reflect on it would be best. I would change spell resistance for Pyromancer focus. I know this double skin theory is from the shield maiden, but I think it is a useful approach for your ghost elf too.
  15. Without barkskin: I played a full 3 aspect dryad once, nature lore+focus, voodoo lore+focus and hunter focus + tactics. I added ancient magic, armour, shield and alchemy. Playing was possible without barkskin: I modified dust devils for damage and did the fighting inside them and let the animus hunt while totems did some shooting. Without Nature Magic: You won't have acute mind so totems and dust devils do way less damage: short you won't fight with spells so no need for ancient magic and voodoo lore. So you fight either ranged or melee with weapons. It depends on your playstyle which skills you need: Long distance with blowpipes: reflexes because you have no shield Half distance with shurikens: shield lore is way better then reflexes
  16. Some stuff which is not clear for me at the moment: Polearms with chance to hit more enemies, are they able to change a hit into a multiple hit or into Area of Effect? Charge, yes I know most people never tried horse-Combat Art's, is kinda a small aura in front of the horse which damages a monster, but it seems only once at a charge. Very strange Combat Art. And for Gogo's big damage hits: In the demigod thread, while discussion how armour affects damage, or in the double-d-girls thread, the theory that hitting an enemy with no armour greatly boosts the damage is done. The theory of big damage hits (CAUTION MATHS): If you try out different values of armour always against the same damage you will find an armour value at which the damage you get is same as the damage that is shown for your enemy in the last kill window. I call this armour value FPA for fixed point armour. My theory is that the damage reduction from armour is with this formula: (x-1)/(x-b), with x = your armour/FPA and b and FPA depending on damage, difficulty, monsterlevel and your level. Predicted damage by this formula is very close to the damage actually seen. If you do a test to get some values, you will get b if you are hit naked, because then x = 0. Wearing some armour for next test you will get the value of FPA. Now for the big damage: if you hit something which no armour x is obviously 0. A typical b in gold is like 2, in niob like .5. So in gold hitting an enemy with no armour would be (0-1)/(0-2) = .5. This is a positive value so your damage hitting an unprotected enemy would be raised by 50%. In Niob: (0-1)(0-.5) =2 so your damage would be raised by 200%= tripled. Since I am not able to play while one of my kids is at hospital I am mainly doing some maths in the waiting room. But I am quite sure on this (x-1)/(x-b) thing. The criticals probably come first, resulting in a high needed FPA. So the x in the formula is close to zero. Then this critical damage is boosted again by the armour damage reduction. I still need volunteers doing spome tests about this for me Mainly: is armour piercing same as having 0 armour in the formula. This would make armour piercing very interesting.
  17. I was playing 15 minutes with my dragon mage with riding skill at weekend and bought me a new flame horse. Since I was interested in horse fighting characters for ever since Sacred2 is out, I wanted to do some tests with my riding elementalists before I would try to design a real horse soldier with a weapon skill. Sadly the regeneration times of horse Combat Art's weren't fixed in the AddOn. I did some optimization of equipment, mainly +x% intelligence armour and some jewels with intelligence. I think that I can get not too bad damage for horse-Combat Art's. But the bugged regeneration times are a big problem. Now I am at work and can't play before weekend again. So I want to put a question into the community: Has anyone any experience with 'Regeneration per Hit' to recharge the 'charge' horse-Combat Art with weapon hits? I was searching some picture for inspiration of my chatracter, mainly to put them in a possible horse-dragon-mage guide. When looking up for the "Schwarze Schar" in english known as Black Brunswickers' I stumbled about a picture of a polish husar. It looks like a Male Serafim on a horse? PS: The wings are no fantasy paiting, they were really used to save the back from sword attacks and to disallow lasso-like attacks. A rope like throwing weapon whic hwas used to pull riders from a horse.
  18. Its always nice to see something away from mainstream. an elf withoiut concentration When my oldest daughter asked for a better graphic card I told her that she would get one if playing a high elf with all 3 magical foci and lores, but without concentration, into Niob: an elf without concentration I was very puzzled when I saw her taking teleport as first modified combat art. When asking her why she did it she said: teleport gives 100% Area of Effect damage early on, which cobalt strike and magic coup don't do teleport has a cooldown, and the cooldown gets lower the more level it has. So it would be no mistake to bring it up quickly to its malus for maximum damage. You can use the cooldown to collect a new group of enemies. A ranged weapon is nice, because you can attack from the place of teleport at survivors ,no running needed. But: she is using mana leech from magic coup to recharge combinations since she has no concentration and uses a skin and not GI as her only buff now in gold difficulty. And in my weird requirements for her build is not much room for a weapon skill. I wonder why you say that you get too many misses from magic coup. It has always a better hit chance than left clicks. Taking ranged lore isn't a mistake since it unlocks some nice stuff. But tactical lore to unlock it is something I wouldn't have done, mainly because I would aim to take magic coup as my standard weapon attack. And Magic coup gets nothing from tactics. So taking staff lore and ranged and getting 2 different ranged attacks could have been interesting, if you play the AddOn and get advatnage of unlocked staff shooting from staff lore. PS: I wonder if I ever learn that a cookie cutter is a cloned mainstream character and not what I am thinking a maximum Area of Effect character. These are daisy cutter bombs. Probably having a 100% evasion skill for english at my school time proves to be a mistake now. Edit: Forget staff lore, I just remembered that staff shooting in the AddOn is only for left clicks, which would need tactic lore.
  19. Not sure which video card, something in the 150-200 euro class. Highend cards are for millionairs or people with only one kid. We have 5. She did the machine in gold at saturday, and playing slowed down a bit, because this week school started again after 2 weeks of autumn breaks. I think she is level 60+ in platinum currently.She said she has to optimize equipment, because she needs close to 100% hit chance to do the mana leech play style. She was more putting weight on defense, and now she has to trim a bit towards hit chance with the jewelry. Using a melee weapon and magic coup she often runs into something I call a 'Samurai-Krebsgang' = 'samurai cancer-like move': keeping the distance with sword up and walking slowly sidewards. For maths: If you do vector arithmetic of your position and position of the enemy, You get a direction vector towards the enemy. But if something blocks the direct move the character is not moving till the obstacle but it like moving the whole distance which would gbe needed to reach the enemy in a rectagular 90 degree angle, means sidewards. You have to break combination , and re-target quickly if seeing this. If you hero is at (xh,yh) and the enemy at (xe,ye) then the way to the enemy is (xe-xh,ye-yh). But if there is something in the way the character walks like (yh-ye,xe-xh) but with the movement animation towards the enemy. Stones in high grass, other enemies ... if something like this is in the way onplain terrain the character starts this Krebsgang till it moved the distance to the enemy but sidewards, then it tries to hit again. If the target is on top of your screen you move all the way right on your screen. But if you aim at a close enemy mid in a group , the character walks only the small distance to the enemy sidewards, tries to re-aim, but probably another enemy is in the way now, so this can end with the elf running a circle around a group of enemies without being able to hit the enemy in the mid. To prevent this, shurikens seem to be a nice option if you need magic coup in a combination. I think everyone has seen this strange running of his character in close combat sometimes.
  20. Still one of my favourites is Nosferatu from 1922. For 'From dusk till dawn' my wife uses to say they put in Selma Hayek for the boys and George Clooney for the girls, but there is no scene with Clooney half naked, what a waste.... Have to look up in the german forum which other eastereggs are there. I found a statue of a german soccer player named Prince Poldi who never won a major battle, I am sure there are hundreds more...
  21. In my short tests I found only alchemy: Even the potion slots vanish you can still use the hotkeys. Even you don't have alchemy skill in the transformation, the trophies remain unlocked. My first dragon mage was a horse rider, so I used alchemy to unlock riding. You won't have longer duration or boosted effects. iron ore=physical armour and demon teeth=regeneration per hit seem to work leather hat = attack speed is shown working in the sigma .... At transforming you loose all active spells: buffs, whirlwinds, destroyers and all alchemy effects. So you have to use alchemy trophies after transforming at the low naked duration and effectivity. So good trophy hunting grounds are needed: like the re-spawning orc cave for troll teeth = attack value I wonder if schot's spirit cloning can be used to get iron ore's But sadly I wasn't able to play for weeks since one of my daughters is at hospital. So ifear you have to do the alchemy tests on your own. Reg per Hit to recharge berserk combat art may be really nice. But since the duration is close to just 20 seconds per trophy this would be mainly for boss fights. Except someone come up with a good trophy place for demon teeth.
  22. If you don't socket a damage modifier and wear such a glove with physical to poison while your dagger has physical and fire natural, then all 3 damage types are shown in the AddOn. If the dagger has armour piercing and you have damage lore , this should result in 2 DoT effect running same time. A friend is trying such a build, but I won't have information till we meet again in 2 weeks. For magic coup you can come very close to 100% non physical damage: take a weapon with high non physical damage socket a damage modifier now part of the natural physical damage is converted and all of the non physical then magic converts part of the remaining physical damage and all of the non physical to magical, leaving nearly none physical damage
  23. We did a challenge with 4 general skills and no lores allowed to give Combat Art-modifying points (this includes tactic lore for non elves dragon mages). The thread about that is in the elf section: Elf with 4 general skills So my idea based on the above would be: 02 Devotion -1 point to get a better Testa with devotion relics. Nice Area of Effect damage early on 03 arcane lore -5 to unlock focus 05 arcane focus -4 points to modify teleport 08 armour -5 points to unlock armour modifiers and shield lore 12 bargaining -keep it at level till mastery 18 shield -1 point to unlock blocking on a yellow shield 25 constitution -1 point to have +allSkills working on it 35 alchemy -to unlock trophies for boss fights 50 riding -just to have 4th general 65 EP -just to have 5th general First fights are collecting mobs and do Testa, collect the loot and buy stuff while waiting for recharge. If teleport is modified to less cooldown, invisibility and explosion you can collect mobs, teleport on place in mid of them. You can keep teleport at its malus because of its cooldown without doing something wrong in the long turn. If you can keep bargaining, arcane focus and arcane lore at your level it is time to modify the other arcane combat arts: magic coup: sure hit: we play hybrid and so socketing damage help both aspects while socketing hit chance only melee mana leech: we want to recharge our combinations quickly and use x% life leech shurikens stray damage: we need the Area of Effect expulse magic: power: smaller circle to have scared enemies not to run out of throwing range pentagram: we need all protection we can get protection: we need all protection we can get cobalt strike: We use it tactical to attract a single strong enemy from a distance and have it weakened when it is is melee range: damage, electrify and critical. GI: storm: if we cast any non arcane spells, then it are probably nimbus and shroud. life: we use mana steel to recharge resilience: again every protection is welcome As soon magic coup is modified fighting is mainly with combination teleport/magic coup and cobalt/magic coup. The shuriken is chosen because of its x% life leech (we have bargaining toi get these ones) and to have no senseless autotargetting with a melee attack in a combination. All points into vitality. That would be my approach for an elf.
  24. I did my map old style for our daughters and us, with poster print option on several sheets and then scissors and glue...... I should have asked someone still at university to use the big printers there
×
×
  • Create New...
Please Sign In or Sign Up