Jump to content

Rllulium

Members
  • Posts

    39
  • Joined

  • Last visited

Everything posted by Rllulium

  1. Items that provide a damage increase stack additively with other percentagebased damage increases, so they do not quite provide the the same benefit they appear to at first glance. Castingspeed mods on items are usually ignored, because casting speed is capped at 150%, something that is easlily achieved with Aspect Lore skills alone.
  2. I think you misunderstood what I said... There was a increase in ACART, but not in Stamina. Besides, I did check my SB, it was not high enough to alter my stats in any way and the change occured on levelup and not a second earlier or later. To round this of I can say that I tried this on multiple characters, with the same result, even thou they all has varying survivalbonuses.
  3. This is indeed intriguing. I really can't say that the sample is too small for the sake of the argument; I believe that you are right about it's influence on drops. If you would like to claim that "This is how it is" officially, say for the Wiki, larger samples may be needed however. Larger samples may also help answering the question of how much higher the droprate for a specific aspect set would be. Nice find!
  4. There isn't really much you can do beyond making space for the game. Perhaps you have another Hard Drive, USB-memory or even DVD to store some of the stuff that is currently filling your HD, but that you do not want to throw away?
  5. I continued the original testing this morning, with not very surprising results. Having tested every modifier but mounts and specific CA mods, it seems that they all stack multiplicatively, with a notable exception regarding buffs. When having more then one buff applied, they do not seem to influence eachother at all. This means that their penalties stack additively, IE each buff provides the same penalty as if they were applied alone and that the second and third buff provides less negative regen seen as a percentage of base regen. On another topic, I can quickly add that the Stamina growth changes between 3 and 2 every other level, so that it is effectivly 2.5 per level. I do not know the exact growth of the SW, but I presume that he get a additional point every fifth level.
  6. 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.
  7. Well, as I stated, I did not do anything to modify the ACART apart from lvling up. What I think is interesting is that this possible passive increase would scale with all regeneration modifiers except Stamina.
  8. In an attempt to find out exactly what regeneration modifiers that are additive and what are multiplicative I created a number of level 1 characters to play around with. While my success in this particular area was rather limited, I stumbled upon another interesting oddity. Let's recap the scenario that caught my eye: I created the character (any class except Shadow Warrior will do for this, since they all have the same starting Stamina), removed any gear it might have started with, did not apply any regeneration modifiers and kept it that way for the rest of the experiment. I then took notice of how much Average Combat Art Regeneration Time the character had. For each of them, it was 100% at the starting 25 Stamina at the starting level. No surprise there. When I leveled to 2 the character received 3 Stamina for a total of 28. The Average Combat Art Regeneration Time went up to 104.4%. This struck me as odd, because each point of Stamina only adds 1% Average Combat Art Regeneration Time before modifiers, so how did I get 104.4%? As I leveled up to 3 my character got 2 additional Stamina and a Average Combat Art Regeneration Time of 108%. Once again, this increase in Average Combat Art Regeneration Time is higher than it should be, had it only been increased by Stamina. What I now wonder is: Is there an increase in Average Combat Art Regeneration Time of 1.5% before modifiers that is given to each characters every time they level up?
  9. I hope noone disapproves of me posting my opininion on this matter... Personally I would not do this simply because the mastery provided by AM is very nice to have. Neither is the difference between their damage increases as large as you seem to think.
  10. If you use Warding Energy, you can take Revered Technology Focus to decrease it's regeneration penalty and get mod points for it. You could take Exalted Warrior Focus for such purposes too. As for Bargaining, it is highly recommended if this is your first character, or if you simply do not have another char with that skill at a high level.
  11. My must-have-skills: 1. Armor Lore. I will never make a char without this. Period. Less regen, more armor, use higher level armor, what about this skill ain't ver, very good? 2. Constitution. Everyone who likes living likes having more health. Even so, it is the mastery effect that makes this another skill I always pick. 3. Combat Discipline. A pretty damage boost, some regen and then the, sometimes crucial, increased combosize effect. Come to think of it, all my serious characters have ended up with this. And the ones that I never pick: 1. Divine Devotion. Needs no explaination. 2. Alchemy. Just not worth the hassle. 3. Riding. I will never pick a skill that grants bonuses that cannot be used everywhere. I wouldn't take a "Dungeon Crawling"-skill either.
  12. Good day! I just wanted to make polite introduction before I get started here. In the outside world they call me Albert, but you don't have to do that. My country of birth is Sweden, the Glorious land of IKEA, weapon export and ridiculously high taxes for the ridiculously rich. I will be all over your forum from now on, so do please get used to me.
  13. Heh, not just a little information you are asking for here. I'll do my best. Sacredwiki is your best bet here. Keeping your regens at or slightly below the casttime of a Combat Art is generally a good idea, yes. Sadly there is nowhere where you can see exactly how long the casttime is, but you seem to have a good way of keeping track of it anyway. As for you first question; no there are no breakpoints, they excisted in D2 because that game utilized sprites, in Sacred 2, the animation just runs faster. I should probably note here that casting speed is capped at 150%. Killer question right there. Let's see if I can get this in the right order... The regeneration of a combat art is not actually based on a timer, it is based around a "regeneration speed", IE, a speed at which your Combat Art regenerates. The faster this regeneration speed is, the faster your Combat Art will regenerate. Thus you can, as you said, have -100% regen time because it will not reduce the regen times directly, it will increase your regenaration speed by 100%. The number displayed when you mouseover your stamina will display your average combat art regeration speed. So that's 728% of the original regen speed you had when you created your character. That said, I can move on the the other questions in order.... There is a diminishing return on -regen from gear. It reduces the effect of any -regen on your gear when you get more of it. So if you for example have -20% and socket another -6.1% you are not going to get -26.1%, it will be less. Diminishing returns does not exist on -regenmodifiers in general, but there is a reduced effect due to the fact that you are accumulating Regenaration speed and not reduced regen time (even thou most tooltips says otherwise). Regen times can be increased by: Eating a rune, activating a buff, mounting, equiping armor with +%regen and equiping armor with bonuses to combat arts (similar to eating runes). The base regen time for a skill is not displayed anywhere ingame. A number of them appear on the Wiki, but I doubt that there is much use to them. I personally never felt the need to see them when I am not level 1. About Armor Lore: It changes the +/-%regen displayed on gear as you spend more points in the skill, so you may not have all negative regen from gear without it. In any case, it can push your regeneration time from gear from positive to negative values. Having you standard attack damage being comparable to Combat Arts that uses your weapon is normal, because their damage are based of your normal swings damage, with a slight boost. The reason to use them is simple; you can strike a boss with a Soul Hammer for 500 and then hit him with normal attacks while it regenerates. You don't have to lose a swing by switching buttons, just hold them both down at the same time. Ultimately, you can have Soul hammers regen time so low that you can spam that and only that and then the choice will be between a normal attack every second or a Combat Art every second for slightly more damage. You are right on this one. As you level up and raise your skills, you will be able to use gear with + Combat Arts easier. About the Dryad I should mention that Ravaged Impact, being based of your weapon damage, does not scale very well with bonuses from gear or runes. Had it been a purely spellbased Combat Art, the damage increase may have been worth the increased regeneration time. All sets are availible across all levels and difficulties to my knowledge. As for how easy they are to find, there isn't any real information on droprates on particular items.
×
×
  • Create New...
Please Sign In or Sign Up