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Khorath

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Khorath last won the day on April 22

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    Aachen

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    Cheese
  • Why do you want to join DarkMatters?
    I recently rediscoved Sacred 2 and enjoyed it a lot. They don't make games like this anymore...
  • All time best video game ever played
    Jagged Alliance 2
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    Germany

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  1. Okay, I conducted a few tests with a dual-wielding Seraphim. Applying DoTs while dual-wielding works differently when using a standard left click attack and when using a CA. When using standard (default) attacks, both weapons can apply a secondary damage effect and will consequently inflict DoTs. It is possible to inflict a poison-DoT with one weapon and a fire-DoT with the other weapon in a single attack. Interestingly, it does not seem to matter how much damage the off-hand weapon deals. The amount of both DoT-types (main and off-hand) seems to be based on the total damage inflicted and not on the actual damage of the specific weapon hit. This behaviour is in line with the mechanic described in the wiki: For all damage calculation only the main hand weapon damage seems to used. When calculating the %-chances to inflict the secondary damage effects (which is done based on the amount of damage inflicted per element) the damage differences between main-hand and off-hand weapons are considered. Example: When using a main-hand weapon with 1000 poison-dmg and an off-hand 'stat-stick' with only 200 fire-dmg, the chance to inflict a fire-DoT is much smaller than inflicting a poison-DoT. However once the DoT is triggered, both DoTs inflict the same amount of damage per tick. Sadly, this is not the case when using CAs. When using Soul Hammer only the effect of the main hand weapon is used, even if two hits are applied to the target. If using CAs (which will be the case most of the time) it is not necessary to use two weapons with different elements, instead it would be better to use one weapon that can inflict two elements (fire/poison). This way it is possible to inflict both types of DoT without switching weapons, even though it's not possible to inflict both DoT-effects in one single CA-attack. When using multi-hit attacks (I just tested Pelting Strikes) the same behaviour is observable. Even though the animation suggests, that you hit multiple times with both weapons, this is not the case. You just use the main hand weapon and can only inflict DoTs of this weapon. I haven't tested the behaviour of other CAs.
  2. Sacred 2 Gold together with the CM-patch is perfectly playable. You don't need any other mods or patches. I am playing Sacred 2 Gold with the CM-patch for months now, and am still perfectly happy with it. That said, there are some very interesting mods, that offer a different gameplay and quite a lot of changes. But there is no need to get them right at the start. There is one thing, that I do recommend though - IF you don't mind a form of cheating: The character editor, that you can download here from Darkmatters.org. Sacred 2s mechanics are a bit intransparent from time to time, and if you aren't familiar with them you can easily ruin your character build. Being able to undo some of the mistakes (or just being able to experiment a bit) might spare you a lot of frustration.
  3. As I understand it, two things are needed for delivering high damage-over-time: 1. Consistently applying fire / poison DoTs. A high conversion rate will help with this. 2. Delivering heavy hits - as much damage as possible with the DoT-proccing hit. The skill 'Damage Lore' will also greatly increase the chance of inflicting fire/poison-DoTs. (It will also increase the chance to apply magic & ice secondary effects, but these do not deal any damage.) The mastery bonus of the Damage Lore-Skill will NOT increase the duration of poison and burn DoTs over the hard-cap of 5 seconds. My observations indicate, that the bonus might counteract enemy resistances, which may reduce the duration of DoTs below 5 seconds. The last thing is a kind of speculation on my side. I cannot say this for sure. About your question: I am sorry to say that I did not test dual wielding weapons of different elements yet. I just testet multi-hit attacks. If both hits of a dual-wield attack are capable of applying DoTs, then it would be better to use weapons with different elements and a high conversion rate on each one. This would result in consistently applying two different DoTs simultaneously, which could be really powerful. Very interesting. I will test dual wielding and report my findings.
  4. Here are the results of my tests: I duplicated two weapons of roughly the same damage: 1st weapon - pure physical damage a) with low-level converter (29,2% converted to poison-damage) b) with higher-level converter (65,5% converted to poison-damage) 2nd weapon - with two damage types (70% physical - 30% fire damage) a) without damage-converter b) with higher-level converter (68,2% converted to fire-damage) All four weapons consistently delivered the same results when used on exactly the same enemy (Black Wolf, Lvl 111, Niob, The enemy had no visible resistances (yellow bar) against any elemental damage.): Any hit with ca. 1750 dmg inflicted resulted in a DoT of ca. 275 dmg per tick Any hit with ca. 2000 dmg inflicted resulted in a DoT of ca. 320 dmg per tick Any hit with ca. 2250 dmg inflicted resulted in a DoT of ca. 345 dmg per tick All critical hits inflicted more damage with the initial hit and consequently resulted in higher DoT-ticks. Conclusion: The amount of elemental damage inflicted does not correspond with the amount of damage over time the enemy takes, only the total damage inflicted on the hit, that procs the DoT is taken into account, when calculating the DoT.
  5. Really interesting. I will conduct further experiments with higher leveled characters. I will report the findings here shortly.
  6. I experimented a bit with DoTs or to be more precise with "secondary damage effects" of fire and poison, and came to an interesting (at least for me) result. I am using the latest Community Patch. After reading the page in the wiki I assumed, the amount of damage over time inflicted per tick on an enemy would be dependent on the amount of corresponding damage I inflicted. For example: A weapon that does a total of 100 damage that deals 90% physical and 10% fire damage would deal less fire damage over time than a weapon that deals 100 total damage with 20% physical and 80% fire damage. This is NOT the case. Both weapons deal exactly the same amount of damage over time per tick. Just the chance of inflicting the DoT is lower on the first weapon. Weapons that deal different types of damage (I.e. poison and fire) can deal both DoTs. One attack can only apply one type of DoT, but a double shot for example can trigger a fire-DoT with the first and a poison-DoT with the second shot. This can easily be tested when equipping the unique 'Dragonbone Swiftbow' on a Dryad. She can inflict both DoTs with her Ravaging Assault. Contrary to what is written in the wiki, both effects can be seen at once on a given enemy.
  7. Wow, I just opened the Wiki and I couldn't believe it! You guys did it! It works flawlessly again. This is going to be a long weekend comparing items and plotting builds again. Thank you so much!
  8. Hi Lindor, thank you for the clarification. I obviously misunderstood the line 'For CM patch or PFP. Not straightly compatible with EE or Addendum, as it takes the CM patches surface.txt file.' After reading this, I assumed that having the CM-Patch without EE might work. I cleared the shader-cache, just as you suggested, but that alone didn't resolve the problem, as is to be expected since I don't use EE yet... Thanks again for your help.
  9. I played a Sera with the Genesis Set for the last couple of days and I have to say: I really like the Set, both stats- and looks-wise. Great work! :-) One thing irritates me however - but this is not specific to this set - more to this type of wings: For my eyes the model seems to be upside down...
  10. Hi Lindor, I just tested your Ancient Set Wing FX for the Mystique Wings. It works perfectly on the Mystique Wings and looks great. Sadly it messes up a few parts of other armors. I noticed a complete blue glow on the 'Endijians Armor' set (bodyarmor and arm parts) and on the Temple Guardians set 'Combat Modules' (left combat-arm part). It seems to happen on high-tech armor parts that include these small blue fields, that resemble small (but dead) screens. Maybe these were originally meant to be animated in a similar way to the wings?
  11. Now THIS is some indepth knowledge! I will experiment with this. Maybe I can get it to work. Let's find out, what mounts can really do... ;-) Thanks a lot, Lindor!
  12. I delved a little bit deeper into the matter, but as of now to no avail. I found speed entries for the mounts & special mounts in the creatureinfo.txt, but changing the values does not result in faster mounts ingame. According to the wiki, changing these values should work for player characters (I haven't tested this yet). Any ideas why? Khorath
  13. To get right to the topic: I noticed a while back that modifiers to runspeed do not affect mounts. This seems to include runspeed-modifiers from spells (I.e. Dashing Alacrity). I verified this observation in Thylysium, where it was quite easy to repeatedly run a set distance in a straight line and take the time needed for the run. I made several runs with or without DA/+% runspeed and took the times. The result: My tiger-riding Sera was as fast as she was with approximately +33% runspeed equipped. A Sera with a high-level DA runs faster as a riding one, which feels a bit off for me. Does anyone know if there is a way to make +% runspeed-modifers affect mounts or special mounts? Or as a workaround: How can I make mounts faster? I am very grateful for all hints. Khorath
  14. I just found the video yesterday. I was amazed by the amount of creativity and thoughts that went into the creation of sacred... and by the amount of freedom the individual programmers and creators were given by the management. What a great and mature way to produce a game... inspiring personalities... and funny to see the streets of my hometown in the video. I would gladly join/back any kind of kickstarter or other crowdfunding project for a revival of Sacred - if (and that is a big if) the same people were involved again. With real decision-making competence, that is...
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