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chattius

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Everything posted by chattius

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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...
  6. 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.
  7. 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
  8. 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.
  9. 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
  10. And regeneration per hit makes all more complicated.
  11. Staff can shoot woth staff lore in the AddOn for left click attacks, and a few Combat Art which do several strikes after the first hit which is always melee. So for an elf, staff lore would be just for left click ranged. I did shield lore for my second daughter in her shield maid and took away combat discipline because she was new to the game and shield lore is really nice. The build my older daughter is trying out is to try the now working Reg per Hit and mana leech to play a hybrid which recharges her spells with melee hit. So the Spells can be kept quite high, needing less +damage socketing with the sockets rather filled with evade, block and other defense stuff. She plays without shield lore. Shield lore for combat discipline or ancient magic is would I do for less experienced players.
  12. Its very much close to the shield maid our second daughter is playing, just fire instead of ice and combat discipline insterad of shield lore. The shield maid was doing close combat with snowstorm/magic coup or explosion modded teleport/magic coup. You probably want to play more from a distance, so perhaps no need for shield lore. My oldest currently plays an elf with full 3 aspects, each with lore and focus, with combat discipline, ancient magic, armour and constitution, but no concentration or shield lore. I think it is possible to play your character, but you will probably take your skills in a different order. End of gold difficulty fire-skin wins over the pure physical crystal skin, because you can now have more runes in the skin and fireskin wins %reflect with each rune you read. And reflect melee works versus all melee damage types not just physical.
  13. Yes and if you get it from other sources you wonder if it adds full. So Gogo has a point there. Take KungFu-Dryads for example: no weapon skill since they fight unarmed. Saying this, I think we need to add unarmed to the list too
  14. Level 53: Ancient magic was added on 50. Its interesting that she said, that she could imagine to play an arcane only, ice only and perhaps a fire only character without concentration: Adding bargaining, shield lore, alchemy and riding or spell resistance (fire only lacks in combat art block/reflect). If playing the character again, a change would be to modify teleport for explosion before modifying magic coup and do crystal skin as main buff in early levels, because you have to collect enemies and need protection. regeneration is not that important because of the cooldown of teleport. When magic coup is modified as a second combat art and has stray damage, regeneration is needed and crystal skin is changed for crystalskin as buff. A life leech shuriken is a must have in gold.
  15. You know that there is equipment with -x% enemy chance to reflect melee/ranged ? Reflected damage was lowered in 2.43 for the PC, if I remember right.
  16. There are weapon combat arts which use a magical lore and not attack speed: magic coup for example. Magic coup uses arcane lore to speed the attacks. And since attack speed is no factor you gain not much from a weapon lore in the case of magic coup: no attack speed, obviously no double hits from weapon lore mastery most unique one hand weapons which have the weapon skill available by the elf have nothing unlocked with the skill magic coup has a build in hit chance which is normally enough for non-bosses if assisted by some jewels So a melee elf is a nice character to play a weapon expert who can fight with nearly any weapon. You can boost attack speed and hit chance for a short time with trophies. This allows the use of x% life leech weapons against bosses, even you don't have the appropriate weapon skill. I did a german alchemy guide and I was trying alchemy for different classes, and if you have a good defense and access to trophies, then all you need to kill a boss is alchemy and a x% life leech weapon. Short: alchemy trophy to boost attack speed should be in magic coup and arcane lore instead attack speed
  17. First do you play PC or console. Soul reaver is a nice buff as long you are killing continously. But at most bosses you are not killing enough small mobs for a while, so your souls vanish and your hit chance and armour is lowering. For the hit chance on Bosses one solution would be to take alchemy (you have bargain to unlock it already) if you play on the PC. The trophies would also give some physical armour, evasion and better heal potions. I don't know if you have double wielding. In the addon there are legendary or unique shaft weapons with x% life leech. If you don't find them, using yellow shurikens or lances with x% life leech works nice against bosses too and you get the hit chance from trophies. The life leech would also heal you. It is quite a while ago that I played an Inqui, but Purifying Chastisement gold modifier used to raise all damage, even reflected one. So its normally no mistake to go for 3 buffs with an Inqui.
  18. READ AT YOUR OWN RISC- DANGER MATHS! Only for math freaks who have as much fun in finding formulas behind the game than in playing. Newest results: It seems the damage reduction formula is something like (x-1)/x-b). Where x=armour/FPA and b is a modifier dependant on monster level, character level and difficulty level. So if doing a test with no armour (x=0) would give b. With known b and trying same monster with a bit more armour we would get the FPA for this monster level, char level and difficulty level. There would be still 3 factors in the variable b, but by keeping 2 fixed and modifying only the third we could plot the function and try to guess a formula. The practical use: If armour piercing would be same as if the enemy would have no armour, than finding a formula for the b would allow to predict damage from damage piercing.
  19. If you watch closely you notice that at least for left clicks there are up to three animations for left click attacks of the same weapon type. A friend did picture for picture analysis and even these animations for the same weapon on the same character had different animation speed/duration. I don't know at the moment which weapons and which class High Elf analysed. For daggers, I still try to get information in the double-d girls thread if armour piercing is put in calculation before or after armour calculation. In the demigod thread we tried to analyse how damage reduction by armour is done and it seems that having no armour greatly boosts the damage above the shown value in the damage window. I think a well build double dagger build should do really damage (double and more, double daggers and double damage = double-d) if the calculation and the theory proves to be right.
  20. Reg per Hit seemed to have worked on a few weapon Combat Arts on PC before the AddOn, but only to by a tenth. So 2 seconds were 0.2. It seems to work on some more Combat Arts now. On consoles it seemed to have always worked for most weapon Combat Arts. Alchemy and demontooth trophies can give 4.5s RpH on Niob. So demonteeth and a combination of a long regen bosskiller CA and a quick weapon CA for recharging the combination was always one of my ideas for my alchemy builds. But sadly its still a small miracle on the PC which CA work and which not. And then there is stuff like: some say that RpH is not working if the remaining reg-time is below your RpH, that the duration of an arrow flight makes precasting which RpH is still okay troublesome because of this, or half reg-time is ruining planing too, ... In the AddOn the few times I had time to play I was seeing purple lines like the red lifeleech lines sometimes. I think this is mana leech. I never saw these lines before the AddOn, so either magic coup had no working mana leech before or the animations are new. Since I stopped all playing till our 3rd daughter is out of hospital, I can currently only look at my other daughters playing for some minutes a day. Seems a magic coup with mana leech to charge up combinations is working now: An elf without concentration and regeneration buff And back to the Inqui: Since he has 3 useful Buffs for melee, with RpH you can go higher Buff levels and still have a nice CA-regen with RpH. Sadly I did all my playing before RpH was a bit fixed on the PC. RpH discussion were like it is one of the most important modifiers on one extreme to absolut useless on the other for a year now. Probably because it was not working for all Combat Arts for the PC. I didn't find a list of which Combat Arts have it working for PC, PS3, XBox yet. But RpH should have an own thread to discuss that out and then move the results into Wiki.
  21. The weapon is nice, but not the best for everyone: If you want a bosskiller x% life leech is better if you have no strong combat art or even don't use tactic lore, just alchemy to have a better hit chance. A real hard hitting combat art with tactic lore and perhaps even having regeneration per hit to reduce the regenration time could do good use of the weapon versus bosses. For mobs 'chance to hit more enemies' is one thing I really like on a polearm. Luckily there is probably npothing like the best weapon without any discussion in the game. Normally I prefer a weapon with a modifier I can't get from elsewhere, except from the weapon type: x% life leech: shuriken and polearms --(dryad has a set with x% leech) chance to hit more enemies: polearms ...
  22. Level 41, storm lore added. Keeping Arcane Lore and Constitution at level. Still all attribute points are put in vitality. Bosses are killed with life leech shuriken and magic coup. Next modified combat art is expulse magic modified for maximal protection. She decided against radius to keep fleeing enemies in throwing range. 1 Unique ring which reduce DoT Damage, rest is still blue stuff with evade or -enemy evade. Hit chance is more important than damage to keep the mana and life leech running, and life leech is damage. Tomorrow morning she will do the machine in silver.
  23. From my 14 year old. The shield maid was for my second, then we have a 6 year old daughter, who is currently at hospital for some more weeks and mixed twins aged 21 months. Our 14 year old is used to do PvP parties with classmates. She has a nice melee PvP elf for this. I wouldn't asked our 11 year old for creating such a character, she started way later with sacred and the shield maid was her first character. Level 34- and she uses a life leech shuriken now.
  24. Once upon a time there was a young elf who wished to be able to cast every spell in the world. But sadly she wasn't good in concentrating on her studies. So she learned every spell but then she coudn't concentrate enough to keep more than one buff up. When she spent time to work on two buffs, she was forgetting some spells. Her teachers were unhappy with her and wanted her to learn the same way as the other students. And a training lesson she accidently killed another student and had to leave the school..... Something like this but a longer story was the german sacred2 homework for my daughter when she asked for a faster graphic card. Play an elf with all 3 foci and lores, but without concentration, in hardcore LAN to Niob. As an outlaw she has no access to the common chest or our shoppers and smiths. I watched her playing at level 31: Skills: arcane lore, armour, arcane focus, constitution, storm focus, combat discipline, fire focus Attributes: All vitality Modfied Combat Arts, in this order: magic coup: 1 rune: change to hit, mana leech and stray damage teleport: 14 runes: less cooldown, invisibility and explosion raging nimbus: 1 rune: frequence, less enemy chance to hit, duration meteor: 1 rune: stun, more and faster Buff; unmodified regeneration buff with each extra rune in this. Sockets: half enemy can't evade and half evade, mainly cheap blue rings from shop, double run speed in boots from the griffon or the boar Her early surviving: Using a bow and each spells she found. Then around level 5 magic coup with a heavy polearm. To my surprise she modified teleport next. Collecting mobs and run in their mid, doing a combination of teleport and magic coup. She teleported to nearly the start point and damaged or killed all surrounding mobs with the explosion or the following magic coup. Then a combination with nimbus and magic coup was added for the time teleport had still its cooldown. With combat discipline all was put in one combination. I asked why she was choosing teleport first and she said because it has a cooldown so its no mistake to read runes into it to get a nice damage quickly, and the invisibility gives time for the following attacks. Next was meteor modified and doing a combination nimbus, meteor and magic coup when the teleport combination had to regenerate. Its amazing how few red potions she is quaffing after the first levels. Seems my kids can really be creative if they want something. But I wonder if mana steal will really replace GI later in game as she is hoping. Since I have no time playing currently I watch with interest her progress. How nice teleport for damage worked out early in game was a surprise for me.
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