Eru 30 Popular Post Share Posted October 8 (edited) 21 hours ago, SLD said: I'd strongly advise not putting that dll change into d2f as we then would know it doesn't do what dimitrius thought it would do, so we wouldn't know what it does at all... I had a look at the logic.dll in addendum. The change to the crosscheck in the addendum basically does nothing. The crosscheck function takes two integers a,b and looks like this in the base game: If (a+b>0) : return a/(a+b)*1000 else : return 500 The condition is the "correct" one in order to not divide by zero. In the addendum one has: If (a≠b) : return a/(a+b)*1000 else : return 500 But both functions clearly yield the same result for (positive) integers. I think the confusion comes from a misinterpretation of the JE assembly command, which actually just checks the zero flag and does not need to follow after a CMP or test command. Why the combat reflexes skill curve value is mistakenly replaced by the level difference in the formula given above is a mystery to me. Edited October 9 by Eru 2 1 1 Link to comment
gogoblender 3,338 Share Posted October 8 4 minutes ago, Eru said: I had a look at the logic.dll in addendum. The change to the crosscheck in the addendum basically does nothing. The crosscheck function takes two integers a,b and looks like this in the base game: If (a+b>0) : return a/(a+b)*1000 else : return 500 The condition is the "correct" one in order to not divide by zero. In the addendum one has: If (a≠b) : return a/(a+b)*1000 else : return 500 But both functions clearly yield the same result for integers. I think the confusion comes from a misinterpretation of the JE assembly command, which actually just checks the zero flag and does not need to follow after a CMP or test command. Why the combat reflexes skill curve value is mistakenly replaced by the level difference in the formula given above is a mystery to me. Thanks for sharing your insight and results of your findings Eru Welcome to DarkMatters gogo ps gonna leave the cow of powah for SLD 1 Link to comment
Flix 5,195 Author Popular Post Share Posted October 8 53 minutes ago, SLD said: Yes, but we still don't know if it is a repair of cm-patch damage I can already tell you this is not the case and it makes no sense to suppose that it might be. No one is doing anything with the binaries except Dimitriy and he went on and on about discovering this in late 2019 and beyond, well after any CM Patch work. 56 minutes ago, SLD said: a random change with unforseeable results He's not above making mistakes but no changes he ever made were random. 2 Link to comment
Maneus 236 Popular Post Share Posted October 8 1 hour ago, Eru said: I had a look at the logic.dll in addendum. The change to the crosscheck in the addendum basically does nothing. The crosscheck function takes two integers a,b and looks like this in the base game: If (a+b>0) : return a/(a+b)*1000 else : return 500 The condition is the "correct" one in order to not divide by zero. In the addendum one has: If (a≠b) : return a/(a+b)*1000 else : return 500 But both functions clearly yield the same result for integers. I think the confusion comes from a misinterpretation of the JE assembly command, which actually just checks the zero flag and does not need to follow after a CMP or test command. Why the combat reflexes skill curve value is mistakenly replaced by the level difference in the formula given above is a mystery to me. Ooh, interesting. Thank you for clarifying this, Eru 2 Link to comment
SLD 523 Popular Post Share Posted October 8 2 hours ago, Eru said: I had a look at the logic.dll in addendum. The change to the crosscheck in the addendum basically does nothing. Wow, a new super hero appears, with unparalleled powers. Welcome! 2 hours ago, gogoblender said: gonna leave the cow of powah for SLD Eru definitely deserves the appearance of the power-cow 1 hour ago, Flix said: He's not above making mistakes but no changes he ever made were random. Well Eru has told us now that it was a mistake, but also that it doesn't matter as long as you do not create a source for negative defense and/or attack ratings. That also settles all the questions about the dll. The whole discussion was of course absolutely worth it, as it made Eru appear out of lurking... The nose at work again 1 1 Link to comment
Flix 5,195 Author Popular Post Share Posted October 8 It's a relief on two fronts. One, that all other mods were not suffering for lack of that change, and two, that D2F v16 is not suffering for its inclusion of that change. 3 Link to comment
Eru 30 Popular Post Share Posted October 9 17 hours ago, gogoblender said: Thanks for sharing your insight and results of your findings Eru Welcome to DarkMatters 14 hours ago, SLD said: Wow, a new super hero appears, with unparalleled powers. Welcome! Thank you. 14 hours ago, SLD said: Well Eru has told us now that it was a mistake, but also that it doesn't matter as long as you do not create a source for negative defense and/or attack ratings. I implicitly assumed the integers to be positive in my above post (and clarified that now). If one would be able to produce negative attack/spell intensity/damage, the addendum version should just crash in the case a=-b (at least the following FDIVP should give a floating-point zero-divide exception). But the whole formula really only makes sense for positive numbers. 3 Link to comment
Maneus 236 Share Posted October 9 6 hours ago, Eru said: If one would be able to produce negative attack/spell intensity/damage Does this mean that the spell intensity vs resistance check uses the same formula as attack vs defense? I think that would make a lot of sense. And it would be easy to prove by doing the same tests I used here. 1 Link to comment
Eru 30 Popular Post Share Posted October 9 (edited) 1 hour ago, Maneus said: Does this mean that the spell intensity vs resistance check uses the same formula as attack vs defense? I think that would make a lot of sense. And it would be easy to prove by doing the same tests I used here. Yes. The chance is given by: SI/(SI+SR)*(1000+ALC+AMC)/(1000+SRC), where SI:=SpellIntensity:= Intelligence*(1000+Bonus)/1000 SR:=SpellResistance:=Willpower*(1000+Bonus)/1000 ALC is the skill curve value of the spells aspect lore skill (resp. tactics lore) AMC is the skill curve value of the ancient magic skill and SRC is the skill curve value of the spell resistance skill. Here Bonus comes from items, CA's or creature bonuses, but not the spell resistance skill. As can be seen in the formula, it is applied in a separate multiplication. For NPCs the values for SI and SR are further modified by the appropriate values in balance.txt. The skill curve value formula seems to be known to you. One funny thing about the spell resistance skill is that I do not think it reduces the crit chance of enemy spells at all. Looking at the code it seems that combat reflexes reduces the crit chance for both attacks and spells. But I am unsure whether I overlooked something here. This could also be interesting to test. Edit: I am also unsure whether the values SpellAttackFactorMT and SpellDefenseFactorMT are checked correctly. Edited October 9 by Eru 2 1 Link to comment
Maneus 236 Popular Post Share Posted October 9 48 minutes ago, Eru said: Yes. The chance is given by: SI/(SI+SR)*(1000+ALC+AMC)/(1000+SRC), where SI:=SpellIntensity:= Intelligence*(1000+Bonus)/1000 SR:=SpellResistance:=Willpower*(1000+Bonus)/1000 ALC is the skill curve value of the spells aspect lore skill (resp. tactics lore) AMC is the skill curve value of the ancient magic skill and SRC is the skill curve value of the spell resistance skill. Here Bonus comes from items, CA's or creature bonuses, but not the spell resistance skill. As can be seen in the formula, it is applied in a separate multiplication. For NPCs the values for SI and SR are further modified by the appropriate values in balance.txt. The skill curve value formula seems to be known to you. One funny thing about the spell resistance skill is that I do not think it reduces the crit chance of enemy spells at all. Looking at the code it seems that combat reflexes reduces the crit chance for both attacks and spells. But I am unsure whether I overlooked something here. This could also be interesting to test. Edit: I am also unsure whether the values SpellAttackFactorMT and SpellDefenseFactorMT are checked correctly. Amazing! Thank you so much for sharing this with us. 1 1 Link to comment
SLD 523 Share Posted October 9 2 hours ago, Eru said: ALC is the skill curve value of the spells aspect lore skill (resp. tactics lore) AMC is the skill curve value of the ancient magic skill Interesting. I would have never suspected those things went into the spell resist formula. @Maneus: it seems, Eru is even better than the nose Link to comment
BorgonVile 35 Share Posted November 4 (edited) I have a little bug I want to share (well, I don't WANT to share any bugs, but I feel like I should). New character with v16 test: Paladin, Philos, silver (normal), hardcore mode, expert's touch, rest default. I get way too many skillpoints on level up. In fact, going to level 2 gives me enough skillpoints to pick every primary skill (and it allows me to do that too, as in EVERY primary skill) and boost 9 of them up to lvl 2. Is this something temporary, just for testing purposes? Sorry if I didn't notice that. I use: sacred2gold (gog) fresh install (version affixed with w10_fix, whatever that is), them CM patch, then v16 TEST. I do not install the fonts or anything. Edited November 4 by BorgonVile 1 Link to comment
Flix 5,195 Author Share Posted November 4 7 hours ago, BorgonVile said: I get way too many skillpoints on level up. In fact, going to level 2 gives me enough skillpoints to pick every primary skill (and it allows me to do that too, as in EVERY primary skill) and boost 9 of them up to lvl 2. Seems to just be some glitch in the code. You're not the only one who's reported that to me. Probably best to stick with v15 then, until if/when Dmitriy is ever available again to review the game code. 1 Link to comment
SLD 523 Share Posted November 5 4 hours ago, Flix said: Probably best to stick with v15 then, until if/when Dmitriy is ever available again to review the game code. Does it have to be Dimitriy? I've seen Eru show some magical superpowers at revealing the inner workings of the game, maybe he could help you? Link to comment
klariska 34 Share Posted November 29 Hey Guys. I trust this day finds you well. Didn't play in ages so not sure if it has been mentioned. The mod does not contain the font files however it can be downloaded from nexus mods without the mod. Well off to go make myself Uber OP Bow Paladin 1 Link to comment
gogoblender 3,338 Share Posted November 29 8 hours ago, klariska said: Hey Guys. I trust this day finds you well. Didn't play in ages so not sure if it has been mentioned. The mod does not contain the font files however it can be downloaded from nexus mods without the mod. Well off to go make myself Uber OP Bow Paladin Klarisk! hope you're keeping well, and thank you for the lovely FYI re the mod font files ... a Bow Paladin . whaaaaaaaaaaaaaaaa... got the build handy? is it a ranged SW ? gogo Link to comment
Madji 9 Popular Post Share Posted December 3 Hello!!! First of all, I want to thank the creator of the mod for this masterpiece! I love your mod! I don't want to play the original version of Sacred 2 anymore, I play only with your mod.) I have already created many heroes. I organized a tournament to see who will complete the game with fewer resurrections)) I wanted to ask if you have ever encountered this issue - I saw gloves on sale from merchants that can convert physical damage to elemental damage. It says there that about 30 percent of the damage is converted (do not confuse it with the stones that are put into weapons), but in fact, the damage is converted almost completely. At the same time, I did not notice that the damage to monsters that have no resistance increased. Does anyone know anything about this? Sorry if I wrote it unclearly, since I wrote it using Google Translate 1 1 Link to comment
Madji 9 Share Posted December 3 (edited) 43 minutes ago, Madji said: Hello!!! First of all, I want to thank the creator of the mod for this masterpiece! I love your mod! I don't want to play the original version of Sacred 2 anymore, I play only with your mod.) I have already created many heroes. I organized a tournament to see who will complete the game with fewer resurrections)) I wanted to ask if you have ever encountered this issue - I saw gloves on sale from merchants that can convert physical damage to elemental damage. It says there that about 30 percent of the damage is converted (do not confuse it with the stones that are put into weapons), but in fact, the damage is converted almost completely. At the same time, I did not notice that the damage to monsters that have no resistance increased. Does anyone know anything about this? Sorry if I wrote it unclearly, since I wrote it using Google Translate I will attach screenshots a little later Edited December 3 by Madji 1 Link to comment
Madji 9 Share Posted December 3 (edited) Hi!) I'm trying again! Unfortunately I could only send one screenshot and it was visible for a while but now it's really corrupted and I couldn't send another screenshot. Edited December 5 by Madji 1 Link to comment
Maneus 236 Popular Post Share Posted December 4 On 12/3/2024 at 5:47 PM, Madji said: I will attach screenshots a little later Hello, Madji. The link to the image is broken. Maybe you can try again? 2 Link to comment
Madji 9 Share Posted December 5 (edited) 20 hours ago, Maneus said: Hello, Madji. The link to the image is broken. Maybe you can try again? Hi, I sent the screenshot in the previous message using the message editing. In the screenshot you can see these gloves, which convert cold damage to fire damage for the spell. They say that the damage is converted at a rate of about 30 percent (if it works, I'll send another screenshot), but in fact it converts completely. At the same time, I did a test in which I attacked a fire elemental with a fireball with fire damage. Of course, he received very little damage. When I put on gloves for cold damage, the fireball began to show cold damage, but there was no increase in damage. Edited December 5 by Madji 1 Link to comment
Madji 9 Share Posted December 5 look, on one screenshot the attack spell "fireball" with the modifier "fussilade" attacks a fire elemental. the damage to it was only one ball, but you can see the damage value - 54. sorry, it's hard to see, take a closer look, the damage is above the elemental. it's just hard to catch such moments) 1 Link to comment
Madji 9 Share Posted December 5 in the second screenshot you can see that the fireball damage changed when I put on the gloves, to cold damage. and then the enemy was hit by several balls, but the damage remained exactly the same for each ball 30, 54, 54. in any case, this is not critical, I just wanted to know if anyone else encountered this. and so the mod is gorgeous! respect to you and gratitude for this! Link to comment
Maneus 236 Popular Post Share Posted December 5 (edited) On 12/3/2024 at 6:00 PM, Madji said: Hi!) I'm trying again! Unfortunately I could only send one screenshot and it was visible for a while but now it's really corrupted and I couldn't send another screenshot. 3 hours ago, Madji said: Hi, I sent the screenshot in the previous message using the message editing. In the screenshot you can see these gloves, which convert cold damage to fire damage for the spell. They say that the damage is converted at a rate of about 30 percent (if it works, I'll send another screenshot), but in fact it converts completely. At the same time, I did a test in which I attacked a fire elemental with a fireball with fire damage. Of course, he received very little damage. When I put on gloves for cold damage, the fireball began to show cold damage, but there was no increase in damage. 3 hours ago, Madji said: look, on one screenshot the attack spell "fireball" with the modifier "fussilade" attacks a fire elemental. the damage to it was only one ball, but you can see the damage value - 54. sorry, it's hard to see, take a closer look, the damage is above the elemental. it's just hard to catch such moments) 3 hours ago, Madji said: in the second screenshot you can see that the fireball damage changed when I put on the gloves, to cold damage. and then the enemy was hit by several balls, but the damage remained exactly the same for each ball 30, 54, 54. in any case, this is not critical, I just wanted to know if anyone else encountered this. and so the mod is gorgeous! respect to you and gratitude for this! What you described might not be widely known, but it is exactly how the game works, modded or not. I have already looked into this exact behavior here. And you can learn more about how damage conversion works here. To summarize: The damage conversion modifier does not work on spell based combat arts. The tooltip incorrectly shows that the damage of the spell is converted. For left-click attacks and weapon based combat arts, damage conversion does work. It converts 100% of all elemental damage and X% of the physical damage to the new element. There is a different problem with the tooltips in this case, but that is better explained in the second post that I linked. I hope this was helpful. Edit: I forgot to mention this. In the unmodded game there is a spell called Primal Mutation. That spell has a built-in damage conversion, which works properly. So spells that have a built-in damage conversion will work as expected. It is the item modifier that doesn't apply to spells. Edited Thursday at 10:26 PM by Maneus 2 1 Link to comment
Madji 9 Popular Post Share Posted Friday at 04:25 PM @Maneus Thank you very much! Now I will know!) 1 1 Link to comment