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Vexxter

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  • Favorite pizza topping
    Pepperoni
  • Why do you want to join DarkMatters?
    Recently returned to playing Sacred2 and would like to access some of the site's content to speed up my progress.
  • All time best video game ever played
    Morrowind
  • Real Name
    Jakub
  • Country
    Poland

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Indium Shaman

Indium Shaman (4/20)

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  1. Hello guys and sorry for reviving the old topic, I have a question regarding the Narmul (phoenix) boss - do you know if his attacks are either scripted to avoid the damage mitigation or his CAs have some unique damage type? When approaching him with a level 200 Seraphim that has +75% mitigation to all damage types from gear and additional 30,5% damage reduction coming from toughness skill I was almost killed twice when fighting this boss once it dropped that ice shower attacks.
  2. Not sure if there are any modern prog fans around, but I've had opportunity to attend Porcupine Tree gig for the 1st time and have to admit that it was an insane emotional trip, cannot recall 3 hours passing so quickly ever before. If anybody ever gets the chance - highly recommended, dropping the link to the playlist of their newest album, in case somebody would like to check it out.
  3. Yes, Lumen's Lights stacked everywhere. Was more experimental - just messing around with various stuff and trying to check the limits of the game. Couldn't find anything better with +VR% and light range bonus does get annoying indeed. I just checked that there are some music threads around, need to check out what people in this forum like.
  4. Ok, I decided this is eventually the time to make an attempt at 100% map reveal.
  5. Actually there is no point in putting it over 200. No matter if I go with value 220 or 230 - all monsters, everywhere seem to go no higher, than level 240. So there must be another limiting factor...
  6. Edit: You were really close I actually found the factor in the balance.txt that tells the game % of monster's level advantage at SB 100%, after changing the values I can confim, that by raising it I'm able to raise the threshold of monster level scalling. UBspawn_fact = 175,
  7. I am using CM Patch v1.6 and when I check my region.txt file all the regions have both the minLevel and maxLevel set to 0. But the rest would perfectly align with what you wrote. I find it funny that the lvl252 hard limit doesn't apply for gear , as I had few armor sets drop for lvl255 (obviously unusable).
  8. So, I just wanted to report an interesting finding. It seems that the highest Spawn_OffsetHigh value I can set for Niobium, without causing issues is 214. When setting it to 215 and higher, I noticed that monster levels in the Wastelands region simply... restarted! At the stat value 215 all monsters in the Wastelands are now level 1 and getting higher, the more I increase this factor. Interestingly enough when this value is set at 214, the monsters in the Wastelands/Crystal Plane are still 236. My assumption is that with character level 200 and it's survival bonus within the range of 95-100%, it shall only encounter enemies that are higher no more than 36 levels than one's own. The few exceptions that I mentioned earlier might be resulting from the summoning combat art that is further bumping the level of a spawn - this includes fiery skeletons spawned by demon mage (up to level 249) / elite temple guardians spawned by generators inside great machine (level 245) / pack of BF monsters spawned by Harbringers Of Death (up to level 248). I'm aware that this might be just a bunch of useless information as I'd expect that most Sacred 2 players are not messing around with lvl200 characters, therefore this can be treated just as a fun fact.
  9. Hi,thanks for suggestion and can confirm that this is exactly what I did by changing the below stats as follows: ExpLS100 = 999 ExpLS125 = 997 ExpLS150 = 995 ExpLS175 = 994 Also found it it one of the threads here, I also cheated slightly with MP_experience a bit by setting it to 3x the normal, as I was feeling really curious how would the build behave in the top levels asap (playing the single ascpect - exalted DW seraphim). As for the mosters cap, I will experiment with the "Spawn_OffsetHigh", thanks.
  10. Hello folks! I hope you don't mind that my introduction to the community will already be in a form of quite technical query. After the death of my SSD few months ago (lost a level 129 seraphim, made in a "legit" way), I decided to take a break from the grind and utilise the knowledge you share on this forum (read that as playing around with "balance.txt" file ). With "simplified leveling procedure" I managed to get a new serpahim to level 200 and was trying to optimise its build, which is rather heavily gear-dependent. So recently I was trying to farm some level 235-252 equipment (acquiring level 240-245 armor set items etc.). Most of that was achieved by re-killing the nameless guardians and as result I'm now looking for a way to break this routine and simplify things a bit... I started to wonder if it would be possible to create a custom spawn of some monsters and the location I am considering for that is the colosseum in the Multiplayer Island. I've already read in some other thread that there are 3 ways of adding custom spawn and in my case it would be preferred to just use the spawn.txt (I wouldn't trust myself, if it was necessary to mess with the game code other than using these config .txt files). Therefore I would appreciate to learn your assessment - would this be possible at all? If so - what would be the best method of doing that, I was also thinking of the best mini-bosses to spawn and came up with the idea of creating a new monster that would be the exact replica of an existing one, but with few stats slightly enhanced. Do you know if that'd be even possible and preferably with the use the "creatures.txt" file? I particularly would like to create a copy of those large/green scorpions from the desert and raise their "dangerlevel" stat to 9 or 10, so that they could drop orange/legendary items. Lastly, I'd like to sneak in the question about the max level cap of enemies per region. I noticed that, even though in the CM Patch the enemy level cap of all regions was set to 0, there are still some regional restrictions. For example, for a lvl200 seraphim with survival bonus of around 99%, the western part of elven realm - kobolds only get up to level 204, while mobs in the Wastelands and Crystal Plains get up to level 236. This is followed by Dryad Island and Blood Forest (where monsters are level 235). Just as a fun fact - the highest level enemies I encountered were fiery skeleteons summoned by the elite demon mages at lvl249 (followed by regular demon mages, who summon lvl246 sekllies and Harbringers of Death from Blood Forest that summon pack of mobs at level 247). So back to the question - do you know if it would be possible to set all regions to have the same cap as the Wastelands? It's not super important, was just wondering if it's possible. Will highly appreciate your comments/responses! Thanks Vexxter
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