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    to download the community patch for Sacred 2
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    Austria

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Indium Shaman

Indium Shaman (4/20)

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  1. Yes, but I don't know what numbers to input to mimic niobium. Or if I should edit the second slot thing in the balance txt, bc someone made a post once saying that if you don't, the changes won't be applied to the character. Further, I'm not even sure how exactly smithing values have changed with the community patch( + addendum). Smithing arts have lost their value, + speed values don't behave as they should and I have no comparison point for rings/amuletts. Specifically, I'm not sure yet if the broken +casting speed is a bug or a feature, or if casting speed would do anything for the seraphim in the first place. Yet, it's my nr. 1 struggle with the build. What good are combat arts with an animation so slow? She does more damage straight up hitting things with her swords 90% of the time. Increasing crit to around 50% has helped, but it's not perfect.
  2. This seems great, but I worry about overpowering my current character. It definitely opens up options for many more creative builds.
  3. I'll definitely be using this! Crystal skin is okay enough on a frost/fire elf, but it covers up the rather nice armour sets.
  4. I'd like to mimic niobium level smithing in silver for a row of experiments. Unfortunately, I have no idea which values to input. The goal is to try seperate builds for my melee seraphim with strong depence on specific stats like crit or attack speed.
  5. I've chosen concentration for the sixth slot, since it starts out with +10 from gear. I stopped using weapons altogether and went into pure casting. That left ancient magic over defenses. Combat discipline at level 25 to integrate Raging nimbus into Glacial Thorns, but that is overkill almost always. (But lets me spend almost all on int). Incendiary shower is the default bosskiller. I had no idea how much damage the first dragon from the main quest might do, so I ran around like a headless chicken and left it to melt in nimbus. Still a lame fight since the HE is impossible to chase down, but at least it took longer than 20-30 seconds. I was curious if the sword would even do damage now. Apparently, it *will* one shot the average small mob, but the hit chance is atrocious. I'll need to pick a defensive skill next for my sanity, so that's just going to be too bad I guess. Spells hit just fine. Do spells even have hit chance?
  6. I`m assuming 2, 3, 5, 8, 12, 18, 25, 35, 50, 65 hold true, but what about the new slots? I`m planning my first toon and would like to know for planning :`)
  7. Background, why ask now? I`ve kept the full ice/fire sets from before downloading the community patch +addendum, using a random mix of what rolled the best stats. It looks surprisingly good since I got very lucky. Prior in vanilla, slapping on smithing arts was enough. (esp. since my highest level toon was below 30 and only found one star of artamark.) So, the level 15 set gear will last a while. But weapons? Not so much... And then I got lucky with a life per hit blade. Together with spamming ice shards, my toon is currently near immortal. I`d probably straight up die without it, though, because I`m using the mirror shield. Anyway, my playstyle on the ork map changed drastically. I enjoy adapting to each map and trying builds, but as a newbie, are there any specific stats I might want to pay special attention to when in the level 30-60 range? My old strategies won`t do now, after all. (Current build for the curious level 20 sword/shield HE Skills lore+focus fire/storm (My game is in German...) armor lore unchosen (shield lore, constitution, concentration, combat discipline) Fully upgraded -- fire ball, ice shards (literal translations) Spam whenever -- ice shards. Captains/yellow -- fireball. Meteor to spam on bosses. Firewall was great in the past, but is useless when relying on+hp/hit. )
  8. Okay, thank you! I'll try it and see how it goes.
  9. Sort of edit: I`ve read trimmed textures should fix the issues found in the original, which lead to the errors. Should I install it on my rather slow device? Is it enough to disable a mod in generic mod manager if problems arise?
  10. No bugs, no issues. My laptop is just slow enough to not run much beside D3 or Sacred 2, which is enough for my student self among some strategy games. However... before the patch and addendum, the game would frequently lag. Badly enough to not complete quests in the cities, since they cause it. (Specifically, the ground. Invinsible triangles and the like. Textures would just dis- and reappear.) This issue is thankfully gone. But, well. I read the texture pack could cause lag, worst of all in the cities. Installing it seems inprudent, but maybe I'm wrong? Are these issues directly related? The only reason I'm *very* concerned, is that I once installed Sacred 2 on my dad's gaming PC (which can run Shadow of War and every Assassin's Creed on max. resolution)... and the lag was so bad I had to delete a character. It actually crashed the game, which does not happen on my laptop. But... while small triangles glitch out for me, this toon had building sized chunks disappear. Not just the floor. Everything. Might I accidentally reinstall this issue? Is there a way I can install parts of the mod, but not everything? I'd love to hear your input, even if you're not 100% sure or something.
  11. Updated. The bug is minor (annoying), not game disabling. I'd just like to know if there are a few lines that might fix it quickly. Edit 2: it is not a rare issue.
  12. I had opportunity to play the game again today. 3 kobolds respawned, the others were remembered as killed. I'm not positive, but I think there was an invinsible mob? I'm not sure if it's related as the bigger ones, too, are invinsible until I get close enough. They take damage, but can't approach, making it neat exploit. (I have no idea whether that's new at all or related to the patch. My laptop is a bit of a potato.) But anyway, I was standing right in front of that one. The bug doesn't seem able to permanently mess with a quest, but it's there.
  13. I`m not sure if it was right to make a thread instead of only commenting, so please delete it if it`s unwanted. Some of the mobs flee the map, presumeably to Skyrim. This is an issue insofar that it makes targeted killquests occasionally incompleteable. The bug itself is quite rare.
  14. Is there anything I can do as a player to decrease the chance of my targets escaping?
  15. Sometimes floating enemies like to reappear or float in a circle with comparable bugs. These do not. They disappear at a certain distance and the quest circle returns to where the mob ought to be, but isn`t. I can`t really think of anything more...
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