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soldats

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Posts posted by soldats

  1. I've seen it twice and might go a third time now.

     

    the director actually has a short film[2005] that d9 is based off of. time to go watch it....

     

     

     

    I thought the thinly veiled social commentary on apartheid was quite amazing. that he used prawns as a vehicle to represent the racially undesirable humans and we sympathize/empathize with them[meant to anyway] is testament to great storytelling ability.

     

    this ranks up there with city of god, mystic river, 21 grams...and a few other greats with the right balance of character depth/motivation, plot device, action and importantly...an understandable outcome/ending. and I would even say that d9 is a polished up version of schindler's list. you have the archetypal jesus figure wickus/oskar and the persecution/genocide of an entire race that is based on the grounds that they are different and contaminants of society. anyway, I'm going into my literary theory spiel on colonialism and the other....

     

  2. I left those all at 75 because I don't plan on getting past 150. you can achieve 8/10 masteries at 150 and 9/10 masteries at 151/152 depending on if one of your skills is a prereq for 2nd tier skills[slvl5 = clvl152]. if you go past 150, then yes, you can keep lores or whatever you choose slvl = clvl.

     

    however, if you opt to lose 45% cc blocking, you can pick up another 15% all channel dm. further, you can then socket an amulet with +15allskill/block chance: 15%. I believe those values are correct for ilvl 185 to go along with an ilvl185 glacial defender

     

    the reason I don't go past 150 is explained in the op. the reason why I get to 150 is because it adds credibility to what I post as fact. be skeptical and especially critical of all 'guides' of posters who have characters under 100. there are those who play until level 35 or 60 then claim they have the right to make a guide, which they do, but until you've learned what masteries can do your character AND have extensive playtime under your belt in niob, I don't see how anyone can claim the right to make a 'guide.' it doesn't matter how experienced the player is.

     

     

    even myself...I have 3 characters up to 150+ with 1 more at 145[will be 150 by the end of this week or next] only have 1 character guide and a couple other game mechanic guides...but I wouldn't play my new character to 80, write a guide for her and expect anyone to believe me. not until she's at 150 like all my others.

  3. I guess I should have completed a list of which skills to master first...

     

    the first 3 to mastery were con, rtl, cml. next came combat d., rtf and cmf. finally armor lore, toughness and shield lore. wel can be left at slvl 1 for this build.

     

     

    if you are finding difficulty with regen times I would suggest socketing runes as you are doing, or work on mastering combat d or even the foci first if you're not playing hc

  4. that example was from my 138 tg

     

    I'll bring up some screens from my 150 seraphim who does not use -regen gear and she has around +300 sta from gear/+100 through leveling. you'll see what it can do to regen times my friend.

     

     

    also keep in mind that your example is flawed as well....being that you only account for the sta you use from the att gained through leveling.

    +sta on gear[as a secondary mod...for example, an amulet with +13ca/+31sta], can grant you the ability to keep using +ca gear or eating runes

     

     

    I would also disagree with you on wil/spell resist...short example, you can gain +spell resist% through gear. wil adds to the base spell resist[arguably, without that base resist, +% would do nothing. I've got a miniguide on another forum about the use of wil/spell res]

    and the game as well as any other game tends to favor exclusivity of properties...the rarer, the better.

     

    I don't see where you claim that I claimed the scaling benefits of sta. I claimed that increasing sta allows for more rune consumption allowing for scaling mod bonuses from Combat Arts.

     

     

    [edit]

    in my haste, I didn't realize that I don't have duplicates of my gear I'm wearing on my seraphim...meaning I can't unsocket my gear without the chance of losing my +13all skill/+30 sta amulets that are in every piece. so there's nothing I can compare it to.

     

    however, I do have access to a naked 200 seraphim that I will attempt to show the benefits of dmg vs regen time using sta and int for flaring nova.

    after dinner, of course.

  5. but nowhere else in the game can you receive scaling mod bonuses other than by eating more runes, and to incur less penalty, you need to bring regen times down.

     

    no other att is going to help you out...

     

    for instance, my friend mo shopped some very very nice amulets with -aspect regen. so...with about 4 of those amulets and a bevy of nice -regen gear, I was able to eat 30 runes into all my Combat Arts, bringing up my scaling mod bonuses up[as well as increasing damage] and STILL drop my regen time from .7 to .4sec.

     

    let me say that again. ATE 30 runes[increase dmg/mod bonuses] and DROPPED from .7 to .4sec. oh, on top of that, I also added 60%experience per kill, bringing me to 120.1%...without ep and without slowing my kill speed[in fact, increasing my kill speed].

     

    that shouldn't happen normally, but with all the +sta gear I was packing from my shopper and the -regen from mo's shopper, I was able to achieve this.

     

     

     

     

    I might as well add to the list the less oft used skeletal f. to the cooldown list. and zin's example of totem. if you use those Combat Arts, sta is not for you....

  6. let me ask you this, then....

     

    what Combat Arts do NOT benefit from stamina?

     

    the only ones that really stand out[and by that, I mean those in frequent use...making a case for propelled levitation or other infrequently used Combat Arts will only weaken any opposition to my point here...]

     

    icy e.

    fiery e.

     

    ...

    that's great. 2.

     

     

    I think that's sufficient to say that unless you're playing a tg, and a source warden tg at that, sta is going to benefit you more than str/dex/int.

     

    I welcome any other attempts to derail sta's usefulness...

  7. zin is right on one thing: any characters relying on cooldowns does not benefit as much from sta than all other characters.

    in fact, I'm changing my att distribution to reflect that. no more vit for me on any characters. yes, that sounds crazy, but even in hc, I don't need it anymore, seeing as how little it truly benefits me...vs sta

  8. The logical extension of this argument is exactly the one you disagreed with - if you are likely to have good regen, stam isn't all that hot. The worse your ACART is, the more impact stam will have.

    This is not exactly true... Stamina grants exactly the same gain to all characters (As a percentage). The only reasonable way to put this argument is comparing the difference between a character which is already several CA levels above the penalty cap to one that can eat or gear a numbar of whole levels more. The latter would, as Soldats pointed out, be able to recieve bonuses to damage and scaling mods.

     

    Another problem that I see with the Attribute is that it grants a percentual gain. While other attributes grant flat values that are instantly useful on the level that you get them, Stamina needs to build up to be useful. The more points you put in it, the higher the percent, which means that Stamina is "better" across all level with 100 points in it than 50.

     

     

    that's a good point as well, but who plans on being level 40 forever? who plans on being level 100 forever?

     

    that's like saying you only want to drive at max, 100kph in a ferrari....

  9. it is all relative, but let me present a strong case for sta

     

    where do you find the greatest source of dmg?

    from using Combat Arts.

     

    how do you increase the damage of Combat Arts?

    by eating more runes

     

    how do you balance dmg vs regen times?

    by controlling how many runes you eat- unless you have a way to reduce regen, which is by adding sta.

     

    why add sta when str or dex or int can increase your dmg?

    because those att DO NOT help you gain the benefits of SCALING mods on Combat Arts.

    the only way to increase their scaling mods is to eat more runes or use +ca, which increases regen time, but sta allows for greater flexibility.

     

    so sta increases dmg, scaling mods.

     

    str increases dmg, atk value

    dex increases dmg, atk/def value

    int increases dmg, spell intensity

     

    the choice is yours, but I think clearly, that sta beats all those 3 att easily. I believe that you can get higher dmg from eating runes than adding in str/dex/int...and as I've said before, you gain another bonus by raising your scaling mods

     

    was going to write a guide on sta after my wil/spell resistance guide...but I'll get to it eventually...

  10. I'm watching it again tomorrow...it's that good.

     

    this is a veiled social commentary beneath the sfx and action/violence....

    and you probably won't believe that the movie only cost 30million usd to make...

  11. noticed this the first day of playing. all aspects are also two words. most if not all mods are one word.

     

    the annoying factor is that some classes have Combat Arts that when abbreviated are multiples of the same letters....

    the high elf for example.

     

    cascading shroud- cs

    crystal skin- cs

    cobalt strike- cs

    incendiary shower- is

    incandescent skin- is

     

    I think the devs wanted to make the spells sound fancier, but it's a big fiasco and unncessary.

  12. correct.

     

    I spend almost all of my time boss farming

     

    I also omitted other class set drops because I felt their influence did not matter...

     

    all I did was work in a clockwise fashion starting from the griffon and chose the fastest routes to the quickest minibosses. this means skipping certain ones such as daloriel and the werewolf. each run would take about 720 seconds with an average of 10 set pieces found. I set aside about 10 minutes of forest guardian kills, which took about 20 seconds per run.

     

    total time played is around 4 hours?

    tried sleeping, but couldn't so I was up until about 4:45am...

  13. mehhh.... not impressed

     

    the speed of the search string 'sacred 2'....20 searches provided these avg's-

     

    new- .12 seconds

    old- .08 seconds

     

    accuracy...didn't notice a difference on the first page of results..second page differs

    ***interesting fact*** the sacredwiki appears on the second page of the old google search. it appears as the LAST result on the third page of the new search. the sif also appears sooner on the old vs. new.

     

    number of articles-

     

    new- Results 1 - 10 of about 17,100,000 for sacred 2. (0.11 seconds)

    old- Results 1 - 10 of about 13,100,000 for sacred 2. (0.09 seconds)

     

     

    didn't have time to check for relevancy...but on the quick test run, it seems that the old google is still faster and has slightly better results....as well as displaying online merchant links with prices at the bottom[foot] of each page, whereas the new google does not[perhaps not implimented yet?]

  14. on top of that, gr00 and I further discussed drop mechanics....and I noticed a pattern while playing the many hours I've put in....that set pieces seem to drop in correspondence to the aspect from which the ca I was using to land the killing blow called from. that is...I tended to find more endijian's set pieces when I was using aw and fr. when I switched over to using rp to kill, I found more revelation set pieces....and that is all covered here in speculation, which strongly supports cthulu's findings, without any BIAS on my part not having read what he posted.

     

    I would definitely say that certain Combat Arts/aspects used determines what drops, especially sets. bargaining mastery has no weight in determining what drops in terms of sets in my experience[90% boss kills/10% mob kills = total time played].

     

    I don't know if the type of damage, ie, element matters in drop mechanics, but I haven't noticed a pattern yet. as for ca vs non ca, I don't have a left clicker to contribute knowledge.

    I can on the other hand say that I have never noticed anything like this. Using characters that only utilize one aspect for bosskills, I do not get more of a specific aspect, the three are pretty much evenly spread. It would be interesting to have a large research on this subject to see if there really are any influence.

     

     

    ran a quick test last night to prove my point

     

    100 mixed miniboss kills using frenzied rampage = 57 denderan's, 18 armantin's, 12 infernal's, 5 grave's, 3 lucreti's, 1 executioner's set pieces.

    [some minibosses dropped 2x or 3x set pieces on kill]

     

    100 mixed miniboss kills using demonic blow = 61 armantin's, 21 infernal's, 19 denderan's, 8 lucreti's, 5 grave's, 2 silence's set pieces.

    [some minibosses dropped 2x or 3x set pieces on kill]

     

    I always play/conduct tests on usclosednet hc, so there is no manipulation or customization of drops

     

    if that sample is too small, I can do the tests over again with 500 miniboss kills with the same results if you would like

     

    [edit]

    meant to say the night before. gf goes to work at 4:15am so sometimes I just stay up playing until she has to leave...and here I am 4 hours later...aka sleep deprivation

  15. a couple points

     

    gr00 and myself had a conversation about a month ago regarding drops[he with knowledge of this thread and I without- this becomes important later]

     

    though the forest guardian is a danger class 10, he has yet to drop any legendaries for me, though I've farmed him near 200,000 times across all my characters[dead and alive, usclosednet hc], ALTHOUGH....only one of my characters has bargaining[and mastered as well] and she is the only one who has found all the legendaries I hold. don't know if that's a correlation, but it strongly supports cthulu's findings.

     

    on top of that, gr00 and I further discussed drop mechanics....and I noticed a pattern while playing the many hours I've put in....that set pieces seem to drop in correspondence to the aspect from which the ca I was using to land the killing blow called from. that is...I tended to find more endijian's set pieces when I was using aw and fr. when I switched over to using rp to kill, I found more revelation set pieces....and that is all covered here in speculation, which strongly supports cthulu's findings, without any BIAS on my part not having read what he posted.

     

    I would definitely say that certain Combat Arts/aspects used determines what drops, especially sets. bargaining mastery has no weight in determining what drops in terms of sets in my experience[90% boss kills/10% mob kills = total time played].

     

    I don't know if the type of damage, ie, element matters in drop mechanics, but I haven't noticed a pattern yet. as for ca vs non ca, I don't have a left clicker to contribute knowledge.

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