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Lindor's Mod for Sacred 2 EE development Thread


Lindor

Beta version yes or no?  

2 members have voted

  1. 1. Should i publish an early test version of my unfinished mod?

    • Yes, I want to participate in playtesting.
      1
    • Generally I'd like a Beta version, but if it's really so unfinished yet, you should work on it a little bit more first.
      1
    • No, don't publish until it's perfect.
      0


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19 minutes ago, Lindor said:

New spider sounds by @Dax

19 minutes ago, Lindor said:

(but I can't recreate the sounds, I have no SFX artist experience, I'm not Dax).

maybe he still has them somewhere. I wish you luck :)

  • Thanks! 1
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7 hours ago, Dax said:

No prob. Just send me a pm with the original spider sound files.

Done - and thanks again:woot::yay:

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Posted (edited)

Notes to self:

Ways to summon:

  • et_summon_soldier
  • et_summon_officer
  • et_summon_shrinkminion

Explicit Tokens:

  • mgr.addTokenBonus({"et_summon_armor", bonusIDs["bb$BONUS_ARMOR$DMG_MAX$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_summon_longsword", bonusIDs["bb$BONUS_WEAPONDAMAGERANGE$DMG_PHYS$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_summon_towershield", bonusIDs["bb$BONUS_COMBATVALUE$CBTVAL_DEFENSE$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_AWVW_rel", bonusIDs["bb$BONUS_COMBATVALUE_REL$CBTVAL_MAX$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_armor_all", bonusIDs["bb$BONUS_ARMOR$DMG_MAX$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_attackspeed", bonusIDs["bb$BONUS_SPEED$SPEED_MAX$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_attackspeed_timed", bonusIDs["bb$BONUS_SPEED$SPEED_MAX$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_blame", bonusIDs["bb$BONUS_CHANCE_CALL_TARGET$$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_fighttime", bonusIDs["bb$BONUS_SELFDESTRUCT$$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_infect", bonusIDs["bb$BONUS_CHANCE_MINION_INFECT$$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_lifetime", bonusIDs["bb$BONUS_SELFDESTRUCT$$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_raise", bonusIDs["bb$BONUS_CHANCE_MINION$$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_replenish", bonusIDs["cr$BONUS_LIFE_REGENERATION_REL$$$SKILL_INVALID"]})
  • mgr.addTokenBonus({"et_minion_wdam_phy", bonusIDs["bb$BONUS_WEAPONDAMAGERANGE$DMG_PHYS$$SKILL_INVALID"]})

Implicit Tokens:

  • et_summon_level
  • et_summon_mylevel

Spellclasses Heroes - Temporary

  • cSpellDmZerstorer: always explosion
  • cSpellGodChaos: Excellent!

Spellclasses Heroes - Buff

  • cSpellDmVertrauter
  • cSpellDmBeschuetzer
  • cSpellSkKohorte
  • cSpellHeFeuerdaemon

Spellclasses Heroes - Both

  • cSpellInqDoppelgaenger: always transparent

Spellclasses Enemies

  • cSpellSpawnEnemy
  • cSpellScorpionMinion
  • cSpellScaraEgg
  • cSpellFireDemonEruption
  • cSpellFogUndead

 

EDIT:

spellclass cSpellGodChaos allows for temporary spawning enemies without the

Edited by Lindor
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More Notes to self:

Monst_DR_stonecreature_CC_1
Monst_DR_stonecreature_CC_2
Monst_DR_stonecreature_CC_elite
Monst_SE_stonecreature_range_1
Monst_SE_stonecreature_range_2
Monst_SE_stonecreature_range_elite
Monst_HE_stonecreature_CC_elite
Template_Monst_stonecreature_elite
Template_Monst_stonecreature

Boss_object_golem_stone

Barb_stonearmy_fighter
Barb_stonearmy_fighter_elite
Barb_stonearmy_archer
Barb_stonearmy_archer_elite
Barb_stonearmy_leader
Barb_stonearmy_leader_elite
Barb_stonearmy_quest_janos
Template_Barb_stonearmy
Template_Barb_stonearmy_elite

tenerg_stonecreature
tenergy_crystal_crystalstone
tenergy_crystal_crystalstone_NK
monst_crystal_stone
Monst_stonecreature_crystal
Monst_stonecreature_crystal_nk

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@Flix Did you ever find a good temporary summoning spellclass?

  • cSpellGodChaos has the disadvantage of turning the creature switching faction instead of despawning
  • cSpellDmZerstorer has the disadvantage of having the kamikaze explosion builtin
  • cSpellInqDoppelgaenger has the disadvantages of the minion always being transparent and having it become the new hero on his/her/its death

As far as I can tell, for cSpellDmBeschuetzer the minion never despawns, even when the spell duration expires. et_summon_minion and et_summon_soldier don't seem to make a difference. I'll test the others as well, but I think the buff spellclasses all behave this way.

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11 hours ago, Flix said:

I did not.  :sigh:  That's why there are so many summoning buffs in EE.

Oh that's sad news.

11 hours ago, Flix said:

I had a somewhat inspired moment when I altered the Sakkara to fight alongside you, then explode in a non-friendly fire explosion (a la Destroyers) when his duration expired rather than turning against you. The forced faction switch still happens; I just changed the factions so that he remained hostile to enemies and not allies. The faction change was also accompanied by a behavior change that allowed him to use spells (in this case a self destruct spell).

Very clever! I noticed that the faction is hostile to itself btw, if you summon more than one creature with this spellclass and they switch factions, they'll turn against each other:lol: But yeah, making them use a self destruct spell seems ike a good way of handling it.
 

11 hours ago, Flix said:

You could possibly examine the spells in D2F for some more off the wall thinking with designing spells. I tended to really flex the creativity in that mod, particularly with finding ways to use all the FX you have documented.  :thumbsup:

I'm glad you're saying this, that's what I did it for:D
I'd say I'm stronger in data analysis than actually using that data, so I'm glad there's someone wha can make good use of it.
I say the most creative FX usage I saw from you was the RBOL mod, that mod blew my mind when I first saw it:blowup:
I'm gonna take a look at D2F, oh boy, what will I be seeing there?

But yeah, I'm really struggling with spell creation lately. A lot of my ideas just don't work, like temporary summons, Area of Effect Mutations and -spoiler alert- the TG shooting Fen Fires out of his Arm. And I just wish it was possible to make FX_DEATH_EOD_SERVANT1 a buff, it would fit the inquisitor sooo well! Another idea I had was using FX_LAVA1 with its distortion effect as a fireshield, but that didn't work either. Then I wanted to use the Dryad's FX_WIRBELN as a buff in hommage to the sacred 1's battlemage spell that would create a disarming tornado around the character, and that didn't work either as the FX don't follow the character. It's not that I'd be lacking ideas, it's just that the game won't let me do it.

So yeah, I'm more doing pinpoint creativity right now. There's just two creations of which I'm really proud of, and it's sad because one of them will never make it out: Using FX_DOPPELGAENGER as the Inquisitor's teleport FX and using the Temple Guardian's Electro Shock FX as a Lightning shield. The latter won't make it because I noticed on playtesting that the constant zapping sound of the FX would get very annoying over time and I wasn't able to turn it off. But it looked so good!

And maybe, in a million years or so, I'll acquire the skills to edit the dll files using Ghidra, so I can make all my dreams come true. Let's see what happens sooner, me learning how to do that or Dmitriy returning.

  • Appreciation 1
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2 hours ago, Lindor said:

Temple Guardian's Electro Shock FX as a Lightning shield. The latter won't make it because I noticed on playtesting that the constant zapping sound of the FX would get very annoying over time and I wasn't able to turn it off. But it looked so good!

You could change the assigned SFX in soundprofile.txt. Or even just edit the audio file itself with Audacity, to make it quieter.

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32 minutes ago, Flix said:

You could change the assigned SFX in soundprofile.txt. Or even just edit the audio file itself with Audacity, to make it quieter.

On the one hand - Good idea. On the other hand - I'd miss the SFX on the temple guardian. I'd need to find some other spell FX for him then.
Note to self:

pak/soundhq/fx/spells/tg/tg_tshock
pak/soundhq/fx/spells/tg/tg_tshock/fx_tg_tshock_cast_51.ogg
pak/soundhq/fx/spells/tg/tg_tshock/fx_tg_tshock_cast_l.ogg
pak/soundhq/fx/spells/tg/tg_tshock/fx_tg_tshock_cast_r.ogg
pak/soundhq/fx/spells/tg/tg_tshock/fx_tg_tshock_stage0_l.ogg
pak/soundhq/fx/spells/tg/tg_tshock/fx_tg_tshock_stage0_r.ogg
pak/soundlq/fx/spells/tg/tg_tshock
pak/soundlq/fx/spells/tg/tg_tshock/fx_tg_tshock_cast_l.ogg
pak/soundlq/fx/spells/tg/tg_tshock/fx_tg_tshock_cast_r.ogg
pak/soundlq/fx/spells/tg/tg_tshock/fx_tg_tshock_stage0_l.ogg
pak/soundlq/fx/spells/tg/tg_tshock/fx_tg_tshock_stage0_r.ogg

Seems to me as if those are all SFX for the casting FX though, not the spell FX. But we'll see.

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3 hours ago, Lindor said:

I'm gonna take a look at D2F, oh boy, what will I be seeing there?

With my current download speed, it would take me around six hours to download it again:sigh:

  • Sad 1
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48 minutes ago, Lindor said:

With my current download speed, it would take me around six hours to download it again:sigh:

Good friend I would *hot spot* you our speed if I could

:hugs:

gogo

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7 hours ago, Lindor said:

I'm gonna take a look at D2F, oh boy, what will I be seeing there?

probably :diablo:
and if you open the wrong door: :butcher:

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I have playtested the new Dragon Mage a little bit, namely the new summoning aspect, Commander of the Dragon Forces. He's certainly a lot of fun to play and apart from one thing I find him very well balanced. The main DPS is coming from the stonecreatures, but they have trouble to hit. But when you're fighting bosses, the protectors root them so the stonecreatures are more likely to hit. This synergy makes them better against boss enemies. At low levels it's still trouble fighting them, but at higher levels they melt bosses in a reasonable amount of time. But the playstyle is certainly not for everyone, you don't really do anything, your creatures do all the work. Your main work is strategizing which creatures to summon as you can have only three of them buffs, but you have four from the aspect and two more optional from the dragon magic aspect. It's more of a strategic than of an action based playstyle. And the best thing is, you have enough skill slots to take every defensive skill and still do very good damage.

The one thing however which I find problematic is the destroyer damage is too high. But you kinda need it in lower levels when your permanently summoned creatures are dying to the boss enemies. And it's also the only thing you can actively do during combat. It's fun, sure, to blow everything up, but you only need two summons to kill the griffin. That combined with your summoned creatures makes you pretty strong.

 

Also some thoughts to the underworld inquisitor. While it's better to play with the skeleton root ability as he finally has an attack against multiple enemies now, I still don't like to play him. The summoned ghosts constantly get in your way, but his spells are all short ranged. Still needs forever to get through large groups of enemies. And he isn't even the same amount of better against boss enemies as he is worse against groups. His buff, while looking cool, is pretty bad. He dies very quickly against ranged fighters and spells. I know it's a bit of a controversy, some find the inquisitor buffs like the best buffs in the game, some don't and I belong to the second group. The protective reflection buff, while being great if it reflects, is completely useless against hard-hitting attacks. If one gets through, you die. You need something that works consistently not chance based. The soul stealing buff isn't really that protective in the first place, and it doesn't work at all against boss enemies. And the pain buff is kinda lame, the thing where you get damage for being low health is ueless as being low health is not something you want, especially in later game, and the mods of the buff just give straight damage or damage reduction without any explanation. It's not something I like.
What he really needs is consistent protective but non OP buffs for each aspect and a second Area of Effect spell for Underworld. But there is no space in underworld aspect for that final requirement without sacrificing some other spell. If I had to sacrifice one, it would probably be the ghost creating spell. But the visuals are so good. Maybe I can make this spell Area of Effect, succin the life out of multiple enemies, but not making them ghosts afterwards by changing the spellclass. Or maybe combine it with the buff. Like the life stealing buff Flix created for the dark angel in D2F.

I'm struggling a little bit with spell creation lately. I want every playstyle to have access to at least one protective buff, but I don't want to just give everyone a shield spell. I want something creative. For the inquisitor, he will probably get a lightning shield for his second aspect, The life succin buff for his third aspect but I don't have a good idea yet for his first aspect.

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You want reliable not chance based damage reduction that is not op like mitigation and can be "explained" somehow? How about armor bonuses. You can "train" your resistance against fire or poison(certain toxins) and the Inquisitor would surely be one to dabble in such self improvements :)
Armor would also never become as op as mitigation.
If you want some explicable damage mods on such a buff, it would make sense that once you learned more about these elements, you could also learn how to use them more effectively.
Fire and poison would also have the benefit that there's no overlap with the other aspects, as the middle one is magic/phys and the underworld is more a cold thing than a burning hell here.

Not sure how the skills work, so this is probably impossible, but damage lore has the ability to scale the damage of the burning and poison dot effects. This modifier would thematically fit the Buff I just imagined pretty nicely and finally create a build option to actually use burning/poisoning for damage as even with damage lore it is not worth using in the base game. I doubt it's possible to just put that skill modifier on a buff but if it is possible, it would fit here. 


While brainstorming other reliable defense mechanisms I had another dumb idea. It might be possible to add the "flat mitigation" of an energy shield to a character without really adding an energy shield. With a shield size of at least 1 and an absorbtion rate of 0% all damage would go to life but the flat mitigation should still apply...

There's also that Inquisitor buff mod that lets others take damage for you. On some kind of minion summoning buff that might work though I have no clue why you'd be running around with a bunch of bodyguards :)

And then there's pool like life and energy shield.

Otherwise I'm running out of options for reliable defense against enemy hits. There just aren't many mechanics in the game for that.


Maybe there was some helpful inspiration among my dreaming :)

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Okay here is my experienced based, not backed up with numbers, opinion about this:

On 9/9/2024 at 12:24 AM, SLD said:

How about armor bonuses. You can "train" your resistance against fire or poison(certain toxins) and the Inquisitor would surely be one to dabble in such self improvements :)
Armor would also never become as op as mitigation.

Unfortunately Armor becomes pretty useless in my experience. It makes a huge difference if you have 0 or 100 armor, but it makes little to no difference if you have 100 or 1000 armor. If you want to survive some severely hard hitting attacks, then armor is not of much use. It's still the best option I see, other than just increasing your life pool. Also the most dangerous things are stuff like the crystal area crystal's spells and dragon spells. And I don't like that even with spell resistance I'm having a super hard time surviving those. The game lacks some good balanced defense mechanic. It has OP mitigation and it has armor which falls off very quickly. It doesn't have things like flat mitigation e.g. (except for energy shields). Because of that, everybody is reliable on mitigation lategame no matter what. You're not even skilling the energy shield on TG for the shield, you're getting it for the mitigation. Just think about how bad this is.
Also Energy shields always have the issue of not regenerating. The Temple Guardian has the possibility to make it regen in combat, yes, but the game always takes a couple of seconds to switch between in-combat and out-of-combat, and during this time you're not getting any regeneration. This happens so frequently ingame, that shield regen is basically useless, even if you had like a million per second.

On 9/9/2024 at 12:24 AM, SLD said:

It might be possible to add the "flat mitigation" of an energy shield to a character without really adding an energy shield. With a shield size of at least 1 and an absorbtion rate of 0% all damage would go to life but the flat mitigation should still apply

Funny idea. But no way to have an enegy shield without having the blue energy shield bar being displayed next to your health bar.

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It wouldn't be out of character for the Inquisitor to have an energy shield. He does have access to T Energy tech after all. Or, try adding the flat mitigation token to a different buff spellclass. Some spellclasses will be more friendly to unfamiliar tokens than others. 

  • Like! 1
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1 hour ago, Flix said:

It wouldn't be out of character for the Inquisitor to have an energy shield. He does have access to T Energy tech after all.

Yeah. He's a Sith-Anducar-Hybrid. He's getting the Lightning Shield we've been talking about.

Spoiler

1CX2sc7.png

But that's for his Force Aspect. The Philosophy of my mod is that every playstyle you want to play should be viable. And in order to survive you absolutely do need a protective buff in this game. So, if you do not want to force the spell damage based Inquisitor to go Hybrid, then each of his Aspects needs its own distinct protective buff. It's different for some other character classes where some Aspects are just strictly support like the HE Elven Magic, but for the Inquisitor, he needs three protective buffs.

1 hour ago, Flix said:

Or, try adding the flat mitigation token to a different buff spellclass. Some spellclasses will be more friendly to unfamiliar tokens than others. 

Hmm. The bonus is BONUS_SHIELDBLOCK. It's worth a try, but it sounds pretty difficult to test. I think I know how but it will probably be a little bit time intensive, designing and spawning an enemy who always does the same, predictable amount of damage to the character, making sure the character can survive it indefinitely and then iterate through all the different spellclasses and check the damage the enemy is dealing. And this then needs to be done for both spell and weapon damage.

  • Like! 1
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Man. The trollrock. Constantly getting hit by Crystal spells with, what is it, 5% percent damage? The dragon breath. Bloodclaw. All those things are truly impossible to survive. I gave my Inquisitor all defensive skills at lvl 75 and tens of thousands of armor from the buff, he can't even survive a single hit. It's absolutely devastating. Dodge or die. This is not fun. You're supposed to feel superman at endgame. And you do - against certain enemies. Against others however you're but a fruit fly. This game is so impossible to balance. I think maybe instead of trying to find a good buff, it would be easier to nerf some enemies. But then the challenge is gone. You're supposed to feel like superman, yes - but only after a couple hundred hours of playing the game. Before that it should be hard. A long but not too long way to endgame. Don't know if I can ever achieve that kind of balance.

  • Like! 1
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On 9/11/2024 at 3:31 PM, Lindor said:

Also Energy shields always have the issue of not regenerating. The Temple Guardian has the possibility to make it regen in combat, yes, but the game always takes a couple of seconds to switch between in-combat and out-of-combat, and during this time you're not getting any regeneration. This happens so frequently ingame, that shield regen is basically useless, even if you had like a million per second.

That one is completely new to me. But I admit, as it can only happen on temple guardians, I don't have much experience with that class. I always thought the in combat regen would be permanent without any interruption, just like life regen.
 

On 9/11/2024 at 3:31 PM, Lindor said:

Also the most dangerous things are stuff like the crystal area crystal's spells and dragon spells. And I don't like that even with spell resistance I'm having a super hard time surviving those.

I never understood why one would even try using spell resistance at all. It can at best win you the spell intensity/resist check lowering the damage by 30%. Taking 21k instead of 30k damage does not seem like a reasonable way of making a character tougher, especially when it only works against spells and it took a skill + investment into it.
 

On 9/11/2024 at 3:31 PM, Lindor said:

The game lacks some good balanced defense mechanic. It has OP mitigation and it has armor which falls off very quickly. It doesn't have things like flat mitigation e.g. (except for energy shields). Because of that, everybody is reliable on mitigation lategame no matter what.

OP mitigation is in nomal game balance only OP at the end. The first 50% aren't OP at all the last percent definitely is :)
Having things like flat mitigation don't help at all in this game. If you however could get flat mitigation in amounts that would help against the above mentioned 30k damage hit, then flat mitigation would be even more OP than the %-based one.

And the armor formula is known, If you are unhappy with the effects of armour investment vs endgame boss damage, well you are the modder so ultimately you choose the available amounts of armour and damage on both sides.
 

On 9/11/2024 at 9:32 PM, Lindor said:

Constantly getting hit by Crystal spells with, what is it, 5% percent damage?

By design, with hits of 5% damage, you would need around 20 in quick succession to die. Against small hits like those the chance based defenses like block and reflect are acceptable alternatives.
 

On 9/11/2024 at 9:32 PM, Lindor said:

Man. The trollrock.

On 9/11/2024 at 9:32 PM, Lindor said:

But then the challenge is gone.

I think the trollrock is one of those "slightly" telegraphed attacks, that you can, with the use of "immense skill", avoid getting hit by entirely.
Sry, but this one just deserved some "trolling" :)

Edited by SLD
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6 hours ago, SLD said:

By design, with hits of 5% damage, you would need around 20 in quick succession to die. Against small hits like those the chance based defenses like block and reflect are acceptable alternatives.

I've looked it up.

Spoiler

mgr.defineSpell( "enemy_ghost_schock_1", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_GHOSTSHOCK2_C",
    fxTypeSpell = "FX_GHOSTSHOCK2",
    fxTypeCastSpecial = "",
    duration = 750.000000,
    animType = "ANIM_TYPE_MAGICA",
    animTypeApproach = "",
    animTypeRide = "",
    animTypeSpecial = "",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_dotdamage_magic", 700, 350, 0, 42 },
        entry1 = {"et_life_leech_rel", 50, 2, 0, 5 },
        entry2 = {"et_spelldamage_physical", 560, 280, 0, 133 },
    },
    fightDistance = 300.000000,
    aspect = "EA_ENEMY_ANY",
    cooldown = 2.000000,
    soundProfile = 0,
    cost_level = 300,
    cost_base = 300,
    focus_skill_name = "skill__enemy_focus",
    lore_skill_name = "skill__enemy_lore",
    spellClass = "cSpellGhostShock",
    spellcontroltype = "eCAtype_a_effect_attack",
    sorting_rank = 0,
})

At spell lvl 1 they deal 5% LL. At spell lvl 100, which is reasonable to assume for lategame, they deal 25% LL. At spell lvl 200 they deal 45% LL. I truly believe now that the spell is just broken levels of OP. Instead of trying to get the character to survive that, I'm gonna nerf the spell to deal a fixed amount of 2.5% LL independently from spell lvl. I really didn't want to nerf the enemies in my mod, I wanted the characters to become gods instead, but here we are. Because the only defense I see against this is giving each character 100% spell reflection chance in lategame. And I'm not gonna do that. Oh and btw:

6 hours ago, SLD said:

I think the trollrock is one of those "slightly" telegraphed attacks, that you can, with the use of "immense skill", avoid getting hit by entirely.
Sry, but this one just deserved some "trolling" :)

Spoiler

mgr.defineSpell( "enemy_troll_rock", {
    eiStateName = "cSpellCast",
    fxTypeCast = "FX_TROLLROCK_C",
    fxTypeSpell = "FX_TROLLROCK",
    fxTypeCastSpecial = "",
    duration = 10.000000,
    animType = "ANIM_TYPE_SM02",
    animTypeApproach = "",
    animTypeRide = "",
    animTypeSpecial = "",
    causesSpellDamage = 1,
    tokens = {
        entry0 = {"et_damage_any_rel", 0, 30, 0, 5 },
        entry1 = {"et_spelldamage_physical", 750, 1500, 0, 133 },
        entry2 = {"et_chance_areasplash", 1000, 0, 0, 5 },
    },
    fightDistance = 525.000000,
    aspect = "EA_ENEMY_ANY",
    cooldown = 15.000000,
    soundProfile = 0,
    cost_level = 100,
    cost_base = 200,
    focus_skill_name = "skill__enemy_focus",
    lore_skill_name = "skill__enemy_lore",
    spellClass = "cSpellTrollRock",
    spellcontroltype = "eCAtype_a_missile_attack",
    sorting_rank = 0,
})

At lvl 100 they'd deal ((1500*100+750)/10)*(1+0.03)=15527.25 points of damage.
To comparison, the 'hard hit' spell of the power inquisitor, the force push, deals 3570 points of damage at lvl 100.
It's like getting hit by four and a half of the inquisitor's hard hit spell simultaneously.
And, since it's dealing splash damage, you're having a hard time avoiding it.
Yeah.
And there are more spells like this in spells.txt.
sakkara_bomb, boss_krake_flutwelle, boss_golem_steinwurf, boss_golem_erdbeben, boss_krake_tinte, all these have ridiculous scaling.

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Note to self:
These are all the spellclasses that work as buff and work with token "et_range_area":

  • cSpellTwSchockpulse
  • cSpellBossCmKaelteAura
  • cSpellDmSchutzrunen
  • cSpellTwTkampfschild
  • cSpellInqSeelenfaenger
  • cSpellGrpBoostDmg
  • cSpellTwKampfaura
  • cSpellSeKampfhaltung
  • cSpellSkUmlenkung
  • cSpellHeFeuerhaut
  • cSpellGenericSelfBoostPulsed
  • cSpellSeLichtaura
  • cSpellHeKristallhaut

And cSpellSeLichtaura doesn't work with any tokens that provide armor

EDIT: annoyingly cSpellSeLichtaura is the only of those spellclasses where "et_range_area" is being used in an entry where the fourth flag is not 0. For all the other spellclasses, et_range_area might not work as expected, providing a higher hit range. cSpellBossCmKaelteAura is one of those cases where having a larger et_range_area does change nothing. I hate it. Everytime I have an idea, the game comes laying stones in the way.

Edited by Lindor
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