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Charon117

Sacred Game Modder
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Posts posted by Charon117

  1. Here are some feedback suggestions:

    • I searched for "giantbat" in creatures.txt and halfed the modelscale for each. Remember that I scaled normal mobs with -0.1 and elites with + 0.1 already
    • Cut 25% from the 2 logicBox  "classification = "CLF_GIANT_BAT"," in itemtype.txt. The new values are these:
        logicBox = {
          minx=-30.577, miny=-14.388, minz=56.312, 
          maxx=32.486, maxy=15.617, maxz=103.471, 
          },
    • I also suggest to triple the LL damage from giantbats, where exisiting.
    • I also increased the movement speed of giantbats by a flat amount of 50, although this will come in a future release.

     

    Here is an image how it looks like:

    Unbenannt4.thumb.jpg.1a653529d21b8dd36b082020ae922735.jpg

    As far as I have seen up to 4 bats can now attack the player. Bats are faster and block less. They are still "giant" by any normal standard.

  2. Is there any chance to make the hitbox model smaller, instead of the whole model ? The giantbats have a far too big hitbox model for their model.

     

    Nothing to hurry, but the giantbats attacks could use some x3 LL multiplier on their attacks.

  3. 6 minutes ago, Flix said:

    I noticed you listed him as the least-threatening, which was surprising to me. He's killed me before.  What makes him weak, in your eyes?  Do his melee attacks seem to have low damage or low chance to hit?  Do his spells underwhelm, or perhaps it seems like he just goes down too easily?  Or does it seem like an AI thing?

    This is not only an EE oppinion, he has been the the most underwhelming boss since 2.43, against all characters.

     

    First of all you have to understand what makes a boss dangerous. The reason ANYTHING in the game is dangerous is if it can switch to a damage type you cant defend against. Here are a few examples:

    Gar´Kollosus: You might think this is an easy enemy, but you constantly switches between high arcane damage, and high physical damage. Now defending against either of those is easy, but you cant defend against both of them at the same time. If you max your arcane defense you are open on your physical side, and visus verca.

    Dragons in general: You might think the most dominant damage type for dragons is fire. You thought wrong. Its arcane. What makes dragons so dangerous is that they seamlessly switch between physical, arcane and fire damage, basically giving you a 1/3 of the protection you could have if you could predict what damage type they were gonna use. If you are up against dragons maximise your arcane defense after your physical one. The reason ? You can manually dodge the fire attacks, but his paw attacks are physical/arcane.

    Kraken: has at least 3 different damage types. Physical, Arcane, Poison. Also has an instant KO attack.

    Last Guardian: Triple Damage. `Enough said.

    ...

    Now lets get to the demon boss.

    His first flaw is simply that he is a pure physical/fire attacker, which makes all his damage types incredibly predictable. There was never a case were full fire reliqus ( not even legendary ones ) was full protection enough.

    His melee attacks are an even worse joke than the Sakkara Demon. And thats without -60% AS Paralyzing Dread, and -100% stats reduction with Dislodged Soul. I have 13k hp, and I think I have seen him do 200 burn damage with his attack. His melee attacks mostly dont hit.

    One of his other design flaws are his "use spell X when lower than Y health". Sounds great in concept, but what does that help you when I can kill him faster than he can cast his spells ? His healing ability doesnt reliably trigger because his sickness like so many other AI behaviour is "I ll just wait until spell X is read to cast - ups im dead".

    Here is where it gets obnoxious. One of his good abilities is to summon elementals. Sounds good right ? SYCE ! Because of the size of the boss he constantly falls into the "how do I reach this spot ?" pattern, trying to reach a valid spot simply because his model is too big. An upgraded melee range would do him good there, as this would create more valid attacking spots. Anyway, while he walks around you can kill the elementals and then its buisness like usual.

    His only killer move is eruption, where you get burned with a DoT. But like I said its fire, and you can maximise your fire protection easily, because you expect fire damage. Furthermore you can also dodge the spots ahead of time, if you really need to. I mostly never had -DoT%, and still had a very easy time pressing space, now imagine the same scenario with 50% -Dot% on my char.

    Summa summarum the fight usually goes like this: Above 50% health > Try to hit attacks which dont do any damage, and never hit. Below 50% health "Should I use a spell ? Ups im dead."

    Lackluster movement speed, no range, too big of a model, too much delay in spell decision making, too little hp, too much walking around, no damage, very bad armour protection, why would I use fire against a fire demon ?, no hit chance. There isnt really any good point about the demon boss. A standard endgame elite demon would pose more of a challenge. I assume the developers made him easy to beat so that his healing ability doesnt lame the game.

     

     

    Need a video ?

    • Thanks! 1
  4. 18 hours ago, Flix said:

    He's benefiting from Chance Opponents Cannot Evade as well.  He's still kind of... dumb and walks around a lot in between smacking enemies.

    One of the reasons for that is I think his lackluster movement speed. Basically any mob can outrun the Sakkara demon. Which means if the Sakkara demon targets a specific mob, but that mob gets aggroed by something else the demon spends most of his time repathing and simply walking around.

    Do you remember that I said I would diversify the size of the mobs ? I originally intended to make elite mobs 0.2 modelsize bigger, but when I found out that elites were having extreme difficulties to find a valid attackspot it basically made the player invulnerable, since elites couldnt handle the size increase. So instead I made normal mobs -0.1 smaller, and elites 0.1 bigger. Through this, the elites still lost some efficiency, but not as much as compared to 0.2 . Why am I telling you this ? Basically as long as the Sakkara demon remains a big unit, he will have difficulty with the pathing, basically because once a mob has a target he seldomly switches it, and if that target is faster, you will get a lot of idle time.

    Due to the size the Sakkara demon will always be an inefficient unit, but if you want to make him more effective, increase the movement speed appropriatelly to his  size. If hes faster, he should a least get a few attacks in.

    I think the main reason why he is so slow is that its not fun to get chased down by your own summon and killed :/.

     

    On an unrelated related note, I always found the demon boss underwhelming, the main quest one.

  5. 23 minutes ago, Flix said:

    I think it's kind of terrible honestly.  I like the idea of a temporary ally that's extremely powerful, but having to fight it afterwards is just awful.  I wonder if I could make it explode or something at the end of its duration.  That way I could really power it up and make it really deadly, without making the player deal with an insane, unrewarding boss fight afterwards.

    I think the battledemon has a lot of potential to be a very fun gameplay, but right now he is more akin to a pet, than battle support.

     

    • If you increase the melee range he will become a lot more usefull, while changing nothing about the players fighting them.
    • Also I iam unsure on how powerful the demon really is. In challenge mode he does zero damage to me, and since I main ice damage its easy for me to banish him again.
    • I also dont think the "fighting" the demon is a real problem, as you can just run away, or tele to the next town, and leave him behind.
    • The bigger problem I have is that I can hardly tell when the demon becomes hostile, so you could brainstorm on that a little bit.
  6. 3 hours ago, jwiz said:

    It would make more sense, I think, to unlock tactics lore after you have put 5 points into any of the melee/ranged weapon attacks.

    Dont you dare !

     

    So @Flix I was playing with the Sakkara Demon for some time now, and its ok at best. The size of the demon means that its pathfinding is so horrible, that it hardly finds an opportunity to attack. A tree branch can block it, and even if it miracolously finds a spot to attack, the attacked mob literally only has to move 10 pixels and the pathfinding goes "How do I get there again ?" Now I get that the Sakkara demon is not supposed to be used offensively, but even though its defenses are great, it hardly aggros anything, due to not creating ... any aggro by not attacking.

    Here are some things you might want to play around with.

    • Drastically increase the melee attack range, so that the Sakkara Demon can basically attack over other mobs. Maybe give him a big lance or something, or just increase the standard attack range.
    • Dunno if Sacred 2 has this code, but think about adding a taunt CA for him.
       
  7. 17 minutes ago, Androdion said:

    I think most campaign bosses are feasible, but depending on your build Gar, Octa and Orda/Xan (golem, nautilus and dragon) can be hard fights, as they are crossed in times where your early build can be a lot more vulnerable to them. I suggest a disclaimer to new players about this, that this should be a mod more oriented to veteran players than for a first run through the game.

    Yes, I agree. I also scratch my head sometimes when I think how I should beat this with a fresh character.

    But the name of the mod is Boss Farms, for players who want to farm bosses. This kind of implies that you need to possess the strenght to beat them 1 on 1.

  8. 12 minutes ago, Androdion said:

    Seems like an interesting idea, though I assume one should probably skip this mod on the first campaign run.

    Yes and no. I think so too, but as far as I remember I made all main story bosses available without having to pull Boss Farm bosses. You definitely have to handle the bosses well, but the point of this is if you can beat 1 boss you can also beat him again.

    You can also easily remove the mod by deleting the entries 12000 to 12061 ids from your quest.txt again, which are conveniently all located at the bottom of the file.

  9. 1 minute ago, Androdion said:

    Interesting. Are the locations random or fixed, and if so do you have a map of them?

    They are fixed locations, respawning bosses every time you relog into your game. They are situated in positions so that they create a farm chain, minimising distance you have to run in order to get to the next boss. As long as you are following the main quest line they are impossible to miss, except for the Bionic Flyer maybe, who is hidden to the left of the temple. But he doesnt fight back, so its kinda a lame duck.

    Just try it out, you will see what I mean.

    I will also add a warning about tempering with the quest.txt, and to make a backup.

  10. 29 minutes ago, gogoblender said:

    Can this mod be uploaded to DarkMatters with the other Sacred 2  mods?

    :)

     

    gogo

    What mod ?

    This is a software application.

     

    It can be uploaded anywhere. The plan is to leave it in Beta for one or two months, since I can manage a drive link more easily than a Darkmatters link. Once people stop come running with bugs, or people dont show up in the first place I release it here on darkmatters, and on Nexus, and request to lock the Beta thread.

  11. Do you like Boss fights ? Do you think Boss drops are horrible for the time investment ? Do you hate it that even with Persistent = 1 you have to relog into the game everytime ?

    Than this mod is for you, it adds dublicated main story bosses in the relevant area, so that you can easily pull and fight up to 10 bosses 1 on 1 in a row. No time loss between fights, no dieing because you pulled too many bosses either. Conveniently located next to your Soulstone.

    Bugs: The Dragon and Bionic Flyer boss dont fight back propably due to missing scripts, and no more than 3 guardians can be fought consecutively.

    You can save your character and position anytime with the Quicksave hotkey, standardly F7.

    You can reanimate the multiplayer variant of bosses by switching persistent = 0 to 1. Look up these creature ids in quest.txt:

    WARNING: Tempering with the quest.txt can influence or corrupt your character save. Make a backup of all your current character data before you attempt to temper with your quest.txt if you have any doubts.

    creature = 368, --Boss Kraken
    creature = 216, --Boss Demon
    creature = 367, --Boss Scorpion
    creature = 76, --Stonegolem Boss
    creature = 1472, --Crystal Boss
    creature = 1091, --Dragon Boss
    creature = 217, --Mech Bionic Flyer Boss

     

    Installation:

    1. Download the file.
      Mirror: https://mega.nz/#!RVBHwI7J!ZSf9ecrFyFvLdYJHbIUXdw59qydV2O5nWs3VJspuRS0
    2. Point the Modmerge Software to the extracted folder.
      You can get the Modmerge Software here:
      http://darkmatters.org/forums/index.php?/topic/23956-beta-modlauncher-and-modmerge-software-dl/

    Compability:
    Boss Farms takes up the quest.txt creature ids 12000 - 12061. It is compatible with Mob Farms out of the box.
    Modmerge System Compatible mods are always compatible with all versions and builds of Sacred 2

     

    We are awaiting you

    Unbenannt4.thumb.jpg.21675b4d2cb9995cf84b09f869d8adcb.jpg

  12. 12 hours ago, dimitrius154 said:

    No all. Stun effect is exempt - nether DoT, nor a debuff.

    Yes, yes, I know about stun.  And that there also a are allegedly some other things which are neither DoT, nor debuffs, just like stun.

     

    12 hours ago, dimitrius154 said:

    Correct. - Damage over Time % is vague, that is, one would think it only decreases damage per tick, while it decreases duration as well.

    Technically you are incorrect here. -Dot% decreases damage starting from the back.  50% -Dot% reduces 200 - 200 - 200 - 200 - 200 to 200 - 200 -100, not 100 - 100 - 100 - 100 - 100.

    It would be more correct to say that it only decreases duration, percentage wise calculated.

    Wait no, thats bullFECAL MATTER!,(I love you autobot) I just checked that ingame. -DoT% reduces pulse damage AND pulse duration. What madness this is. How the hell do you calculate this ? Total Base Damage * (1 - -DoT%)^(2) = total damage. 50% -DoT% would reduce the total damage by 75% This means that spell resistance mastery reduces total damage by 87.75% ? Or does spell resistance mastery only decrease duration ? ? ?

    Uff anyway, this makes -DoT% a pretty important asset, as even a 20% -DoT% means a 36% total damage reduction. It also means that DoT needs to be recalculated for the people who didnt understand how DoT works.

    Here we have a direct contradiction:

    12 hours ago, dimitrius154 said:

    In that instance -DME% would NOT reduce BURN duration, only -DoT% would. Is that what you are saying ?

    >Correct. - Damage over Time % is vague, that is, one would think it only decreases damage per tick, while it decreases duration as well.

    >DoT, caused by Secondary Damage effects, can also be reduced by Detrimental magic effects-x% modifier,
    http://www.sacredwiki.org/index.php/Sacred_2:Damage_over_Time

    Only one can be true, sort out which one.

     

    Anyway, the only question I still have is

    12 hours ago, Charon117 said:

    Does it (Spell Resistance Mastery) stack with regular item based -DoT% and -DME% ?

     

    So I think it would be nice if the nice people of the wiki update all relevant pages with

    • -DME% does not reduce DoT of Secondary effects. (if dimitrius is correct) This knocks off BURN, POISON and OPEN WOUNDS DoT.
    • DoT in the files get calculated as total damage, spread over the duration of DurationDot in the balance.txt.
    • I think its more clear for the reader if he understands that there are basically 3 types, DoT(including BURN, POISON and OPEN WOUNDS), debuffs (including FREEZE and WEAKEN), and miscancellous. DoT gets affected by -DoT% (twice, total damage and duration), debuffs get shortened by -DME%, and miscancellous get affected by neither.

    I also found DurationPulse in the balance.txt, which I am pretty sure is unrelated to this topic.

    :)

     

    12 hours ago, dimitrius154 said:

    We all know how Damage Mitigation had been mishandled.

    I dont. But thats for another day :).

     

    Cheers :)

  13. Guys, guys, focus, we already had this discussion.

     

    1 hour ago, dimitrius154 said:

    Looks like the same mod to me. The confusion comes from the description strings. The formula is no supposed to be linear, but rather an inverted hyperbole + 90 deg. One never reaches 100%. 

    Wrong, in the wiki and by empirical evidence.

    >"DoT -X%" modifiers are cumulative, which means that values from different sources are simply added to each other (1+1=2) and can reach 100%, making a character effectively immune to a particular damage type DoT.

    Immunity can be achieved with -DoT%. 

    I dont know anything about -DME%, but if -DoT% ALSO reduces secondary effects than you wont get the benefit of both.

    Here is an example:

    BURN: 200 damage per second, 5 second duration. 50% -DoT% would then mean that 2 and a half pulse are getting deleted, which means 200 + 200 + 100 damage remains. Now if you have an additional 50% -DME% after half of the burn duration it gets canceled, but that doesnt matter, because the second half of the BURN duration doesnt contain any damage anymore anyway.

    Did you mean "One wasnt supposed to reach 100%" ?

     

    Or wait, I think I start to get it now. "Secondary Effects" is supposed to be the sum of DoT and debuffs. So for instance BURN is not a debuff, but DoT, with the additional restriction that no more than 1 BURN can be active at a time. ? ? ? (love you autobot) In that instance -DME% would NOT reduce BURN duration, only -DoT% would. Is that what you are saying ?

    And all other non-damage things are classified as debuffs. ? ? (love you autobot)

     

    59 minutes ago, dimitrius154 said:

    It reduces Detrimental Effect and DoT duration. That's something.

    Does it stack with regular item based -DoT% and -DME% ?

  14. 1 hour ago, dimitrius154 said:

    I don't see this skill in the reflection calculation. The term 'control spells' is somewhat vague, maybe creatures with that skill mastery are less susceptible to hero mind control spells.

    Therefore, I don't believe it to be doing anything, not described in the wiki.

    So Spell Resistance Mastery doesnt do anything ?

    1 hour ago, dimitrius154 said:

    Damage_over_time from spells and secondary effects.

    Can you confirm that this includes secondary effects ?

    Because -DME% is also supposed to affect this. Sounds like bogus when 2 mods affect the same condition.

    Or rather, if you have 50% -Dot%, and then 50% -DME% on burn, what does it do ?

    1 hour ago, dimitrius154 said:

    Debuff duration. Debuffs are states reducing speeds, armor, attack, defence, CA regeneration. It seems, root effect is also considered to be a debuff.

    It does not include secondary effects ?

  15. 7 hours ago, Flix said:

    @Charon117 Are you able to run a check on the D2F spawn.txt for duplicates as well (attached)?  I've been editing it for 5 years without much, if any, regard to layermap ID's.  I don't know what else may have slipped in during the early haphazard days.

    Sacred 2 Spawn says you have these dublicates:

    Quote

    mgr.addSpawn (13,55,0,{ -- Harpien Dunkle Rituale |||     layermap_id = 1,
    mgr.addSpawn (35,32,0,{ -- Harpy HE |||     layermap_id = 1,

    :)

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