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Shinryuu

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    Can't let sacred die!
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    Sacred

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Indium Shaman

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  1. Wow. So that's actually programmed pretty well, considering the failsafe if weird values that were not intended to be used in the function. Many games just freak out and crash if something like that is changed. Maybe decompile a vanilla .dll and see if changing the values to that restores original function? As said though, if you are drowning in runes and money Eternal Fire is a quick path to Gold at best. You could also just edit it to dotdamage and make some debuff mods (-fire armor or w/e) instead of the range/spread. That also makes it work with lore and pairs well with dragon strike. Only thing broken then is viperish.
  2. Most casters have room for it. HE for instance, unless you want DA focus for extra HP regen with GI... Same with Dryad, unless you also want Capricious hunter to block spells. Usually I stack DM, but those bloody roots... even with like a CM Seraphim (like -50% DME/Break roots with healing) I'd rather just get -80% DME instead of having to use a CA every time I get rooted. The movement speed boost has my preference for GI, although -DME on top of the mastery bonus is nice to get even less root nonsense. On it's own, I just don't find like -50% to be impressive enough. Wait... really? Too bad I can't run the game now... actually I don't have any of my old chars so it doesn't matter... but I just thought PD was bugged in FA (some weirdness with applying debuffs on yourself), while the spell's slowing effect did work. In I&B I always thought the whole thing worked.
  3. So I got a new computer. I really, really hate windows. Windows is like meth, I don't want to use it, but I don't have much choice since nothing else works. 18.04 was my last try, and I just gave up and used dual-boot back then. Windows 7 ran Sacred 2 quite perfectly, occasional crashes, but rare enough to not be an issue. So now I can install Sacred 2 Gold just fine. There's been a few errors during installation, I think? but same happened with Sacred UW. Sacred 1 just works fine, I didn't exactly play much yet, but I guess I'll play it for now since Sacred 2 is not working. I've tried just about everything. Winetricks, Wine 6, Wine8, Lutris GEs, various other Lutris versions, etc. If I run in desktop mode + fullscreen in Lutris, the game just hangs on launching. All other methods lead to one tiny error: 00ec:err:sync:RtlLeaveCriticalSection section 00D4B874 "?" is not acquired Nowhere on the internet does it say what the issue is. WIth Sacred UW I got a whole laundry list of errors, put PlayVideo=0 (since the issue was the video) and it runs fine. Wine or lutris don't spit out any useable info with Sacred 2 for a total Linux newbie. Tried 64 bit, 32 bit, no PhysX, PhysX redist, PhysX winetricks, DirectX9 redist (I know this is bad now, but I did it and all other things tested on clean wineprefixes), Vulcan DX9, winetrick DX9, Fullscreen, windowed, 16 bit color, etc. Do I just give up? Are there other things I can try? I mean, can I learn how to resolve these kinds of issues? Wine and Lubuntu are way better than when I last tried it (tons of stuff didn't work well), but now all my go-to apps work just fine, only problem is I want Sacred 2 My guess is it's associated with Windowed mode or not, DX9/PhysX and/or color depth. Just tried running as many native settings as possible but no go. I saw Chattius got it to work, so there must be a way? If it worked for nobody I wouldn't even have tried, but so many people run it just fine. EDIT: Played Sacred UW all day with no issues. Runs way smoother than on windows, but that might be due to better system specs + SSD HD. The game has basicly no load times or lag.
  4. Wow Double-hit gear is really good. I assume CA bonus is the same as DH on gear? My first char was a TG (SW, after I got stuck on Gar I just switched to Devout, lol). So I figured out rather soon that BE and normal hits are only way to trigger the DH, and the figured out hafted mastery works the same. I guess it still works exactly the same as that very first FA release. Just had no clue on how exactly DH on CA/items functioned. I also thought that the "weapon mastery broken" story was due to it not working on CA's, had no clue it originated with the mods. SR in general I think is underrated. -DME is godlike, but the 400% SR reduces damage by a lot, especially for chars without high mitigation. Turning 20k damage into 14k is immense. It also blocks crits, char killing spike damage is usually spell crits (and crits start to happen often in Gold). Spell block/reflect is of course the number one go to, but we simply can't get 100%, and even pushing it to 90%+ requires very high level Buff CA block combined with a lot of items. For a HE, SR can reduce OHKO's into 2HKO's and 3HKO's into 4HKO's. You still want to stack expulse magic, but unless you have some very important skill instead, SR is a great 2nd layer in case expulse is down or not fully up. SR is debatable for SW (Especially if picking the -DME mod for the stealth buff), Dryad and DM, mainly due to willpower boosts pushing SR high enough to get by with only a few +SR items, and DM has no room for the skill, but for all other chars, foregoing it really eats into your defenses. DME is also not so easily replaced. At level 200 it's like -79% DME, in order to achieve that you need Armor Mastery DM item + like 7 slots worth of -DME amulets. That's a lot of slots for an entirely required bonus (running around without -DME is suicidal in some areas). Not only that, but you can push -DME much higher (Does it stack like shield mastery? Or is it just like another item?) which is vital for roots specifically. 1 item for 17% or so DME duration or 7 slots + 1 item and 20%. The whole problem is also -DME on CA as mods is just crappy, with the sole exception of the SW that gets -60% at higher levels. Not sure how much it screws the stealth on niob, but combined with Grim Resilience it means going for Death Warrior Focus over SR has a point.
  5. Wow. Ok cool, so it's just 42% + 50%(or 100%). Same damage output, I guess. Gear double-hit stacks in the same way? Spell resistance can be compensated for, but only in a realistic way by Dryad/DM/SW. It gives like +400% SR and 80% -DME at level 200+. I think you need like 17 amulet bonuses. So even with double-bonuses on amulet, it ends up being like 8-9 full sockets to replace SR. One of the most expensive skills to replace. And unlike, say, Speed Lore, the effects are really good (and basically required for a low DM char like Inquisitor). Dryad, DM or SW can skip it with their massive Will bonus CAs and higher Armor/DM, but I've found it's just terribly underrated. CA's are the deadliest stuff you run into, and aren't easily blocked like CC. Not saying you can't play it or it doesn't work, just that it's already a weak class, and not getting Armor Mastery DM on Armor just makes it even worse.
  6. I meant Mobiculum. Not sure if the BE passive stacks with mastery passive... My guess is it doesn't, but would be even better if it does so even in caves you can achieve 90% double hit or so. And yes it's not balanced at all. Unfortunately the Inquisitor seems to have gotten the short end of the stick. Yes you can play it until level 200 just fine, sure, but another class is almost always better. Purifying Chastisement is just... what's the point? It would be way better if it gave Deathblow, but Rage is just... bad. If Sacred 2 was the kind of game where gathering tons of mobs that hit you down to like 50% hp, after which you Area of Effect and get back to 100% using lifesteal while wiping them all due to DMG bonus, it would be insanely good. Unfortunately it doesn't work well, spike damage can wipe you out and so you generally want mobs to do damage that you recover so you don't drop below like 80%. The SW just does this but way better thanks to the charge upgrade with SS and no need to lose HP. PF would also work way better with higher mitigation because the less damage you take, the less danger you are in. If PF and Soul Reaver were combined into 1 buff basicly, where lower HP increases Defense/Mitigation etc it would work. Imagine 1% HP loss = +1% DM at max CA level. Or if Soul Reaver would increase damage per soul, as attack/def is basicly for melee while it's in a pure magic tree, for whatever reason. If I want to be forced into using 3 aspects, I'd rather go for a DM. Kill bosses in seconds, wipe large groups without having to even seek them out, Stun resist, high spell resist without needing skill (so you free up a skill to make room for those 4 aspect skills). Inquisitor just doesn't have that liberty, Spell Resistance, Constitution, Toughness are all essentials. No room for 3 aspects.
  7. Who knows? Never seen the script. I've seen some pretty funky stuff done by companies when it comes to coding. Unfortunately I lack the imagination to come up with the type of code that would have this kind of behavior... Honestly, just doing away with the whole code and turn Eternal Fire into a built-in DoT with an obscene duration would be the best. Not sure if built-in DoT stacks, spiders suggest it does. It could be quite a good attack for bosses if it just does mondo Fire DoT. Then change that awful Dragon Strike into something that actually hits and DM is viable. It won't be Elemental Magic, but that's OP AF. EDIT: Also, I think that would make it the only Fire DoT available to players, Kinda cool.
  8. So it's totally broken then... Honestly, based on what Flix said you are prolly not missing much. Only way to make it usable would be to make it a boss melter... but then again DM already had plenty of that stuff. Or "OP in a balanced way", like you cast it on a champ in a pack of monsters and it rapidly spreads to that group and wipes them all out in short order without going through the whole map. So I guess the function for the script is in the dll and something messed up that function. Afaik a pain to fix and you'll have to mess around with compiling and stuff... but I guess it's possible since modders already changed it.
  9. Innure is only 5% stronger than TG DM mod, while even at level 75, DM mastery mod is close to 9-10% with enough +all skills and 15%+ at higher levels/difficulty. TG knees give an easy 8% at low level too. Apart from TG, other classes can use shields and gain 5-10% even at low levels. So TG will have over 10% more DM than Inquisitor, HE and Dryad have insano armor while the DM has amazing spells and same DM. Just not sure what the point is of an Inquisitor. Dual kaldur Doppleganger for bosses and AS for mobs? I just think the similar TG does just about everything better, and even the TG ain't that great. One of the biggest Area of Effect attacks, can lower DM below 0, can gain huge DM vs Fire (Or Ice), energy shield, free 100% double hit (no dual wield needed), LL% set. Inquisitor to me is kind of like playing an LF TG. You could be doing something more effective but for some reason feel compelled to do this... Which has it's merit, but I just feel that classes are very unbalanced. The Seraphim and DM in particular are just "What were they thinking?"-classes. The whole damage mitigation property makes me go "What were they thinking?".
  10. Alright, if double posting ain't allowed let me know and I'll move this to an edit of the previous post, just easier to keep it separate: No Dryad shoulders or Inquisitor Armor can have Mastery DM. CLF_SHOULDER seems unused, and CLF_SHOULDER_FULL doesn't appear for the Dryad. High Elf doesn't get Mastery DM on armor either. Mastery DM is on these items: Seraphim: Generic/Iron/Ancient (Shoulders and Armor), Angel Dust (Armor only) Shadow Warrior: Iron/Enforcer/Redstorm (Shoulders and Armor), Colossus (Armor only) Temple Guardian: Iron Will (Shoulders and Armor), Punisher (Armor only), Default (Shoulders only, not sure which set, unused?) Dragon Mage: Iron (Shoulders and Armor), Dragon Magic (Shoulders only, weird, could've sworn I saw an armor, clearly mistaken!) Important EDIT: It seems DM can only occur on 1 type of Iron Armor and Shoulders. Only 1 color. Maybe this is a mistake, and DM shouldn't have gotten Mastery DM except on Dragon Magic Shoulder. Inquisitor: Generic/Iron/Blood Poison/Special (Shoulders only) Dryad: Crystal (Armor only) So much thanks to Flix for that crucial info, also nice all the previous work for the names has already been done, as I only knew ID's for some Seraphim and TG Items (11275/11276 for Iron WIll Armor, etc). My gameplay pretty much confirms this, as SW was the easiest to find DM for (it has the most sets, so best chance of appearing) while TG was considerably harder. Drowning in DM Shoulders for Inquisitor, but no armor. Dryad was annoying to find the armor, double DM on it is a pain. I've never seen an Iron set Dragon Mage DM Shoulder, but clearly they exist, and I was obviously mistaken on my idea that Dragon Magic Armor could have DM. Unfortunately it seems the Inquisitor loses a ton of DM from only getting the rare DM from Q11+ Armor. And no buff that gives armor. DM seems especially OP, it's a Mage with spells far more powerful than Dryad and Inquisitor, has Int/Will boost plus gets double DM and Toughness.
  11. Thank you so much, I'll go check to see where what appears on which items
  12. Alright... so plenty of shopping later, I have not seen Dryad shoulders with armor mastery DM, same for Inquisitor armor. I was interested to figure out if it even spawns on any, and on which types. Got quite a bit of info out of the blueprint.txt. Unfortunately, I can't find where the random items are defined as to what they can have, or I'm doing something wrong. I already quadruple checked. Armor mastery DM appears from level 70, needs item quality 5 and Gold minimum difficulty. Cool to know.Normal DM appears at level 15, bronze and needs item quality 11. Already knew this. Nice to confirm. The code for armory mastery DM seems to be 551. It appears in bonus groups 753 (all on it's own) and 191/195/199/200/205. 753 appears for Gruma's Talisman and the unique SW belt. The others are unused. Which tells me that the script for random item generation is in another file. But which? Anyone know? I checked all script text files in my game folder, but none of them have what I'm looking for, I'm guessing it's somewhere hidden in a wall of text and probably missed it. This is extremely frustrating as I have it pretty much figured out but run into the "I'm sorry Mario, but the script you are looking for is in another file"-wall.
  13. Any clue when this started? I mean... this doesn't sound like a script change... more like lag or something? I guess you use the CM patch/EE Patch, but in IB Eternal Fire is pretty much like Viperish, the exception being the damage is flat instead of a percentage. It seems to spread faster and more easily, and the script pretty much confirms this. At high levels, when CA level is capped, I found it starts becoming less useful as it won't OHKO mobs (so no killing whole map thing). Doing all the damage at once at the end of it's duration won't really do anything to make it less OP, it would pretty much function the same broken way unless this issue also affects it's ability to spread. I don't use it (same as viperish) as it's basicly broken. In CM/EE I would say it's pretty much useless (unlike viperish) due to the flat damage and the OP Range/infect chance being changed. It's unfortunate as DM is already kind of the "useless except for familiar tree". Both Mentalism and Elementalism are insanely good but I found DM is useless apart from the broken Eternal Fire (And the essential Familiar).
  14. I think the issue is that either shoulder don't spawn multi element (the non-Armor mastery kind) OR that once they hit around level 72, the multi-element bonus gets replaced by the armor mastery one. I could've sworn I saw the non-armor mastery full element mitigation on lower level shoulders many times before, but I could be wrong... In case it is possible on shoulders, I haven't seen ANY in shopping for like 40+ hours total at level 75. I was shopping with 180+ bargaining minimum so def hitting the top quality. Now it's 230. Good to know it doesn't get any better than the double slotted stuff I got already, so only TG/SE/DR/DW shoulders left... But getting double mitigation armor for all classes will be an even bigger pain lol. Well... probably fine with skipping HE/DR and going with a ton of armor there.
  15. Probably asking too much here already, but I've been shopping a bit too much and I think I'm losing my mind. Is there any idea on how the merchants generate items? On 3 separate occasions have I bought an item, and then a bit later the same item (quality, most properties, appearance) appears again. This is quite good as on all those occasions I was able to immediately upgrade the item I bought. Like I went from 0 sockets, double all element mitigation armor (and some crappy mods) to 2 sockets, double all element mitigation armor. I don't want to waste money but I can always grind more and buying near-perfect items to get a chance at a better one would be nice... but I guess it could just be randomness. Also, do shoulders ever spawn with all element damage mitigation without Armor lore Mastery? I want to get double mitigation like on armor, but I've only gotten the armor lore mastery mitigation property on shoulders, and only physical mitigation seems to spawn. Got some double phys mitigation/single for rest mitigation shoulders since I don't think it's possible. Tried looking at blueprint for this info but it would take me a bit too much time and someone smarter probably already figured it all out. Edit: Forgot to ask this, does bargaining continue to scale after unlocking quality 12 items? As in more higher quality items? Just wondering if it's worth getting even more bargaining items despite my bargaining being high enough to unlock top quality.
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