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Sacred Underworld - Combat Art Damage Cap


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Posted (edited)
19 hours ago, SLD said:

some weird diminishing returns formula at work 

No way! It only gets better with time. Like wine. :agreed:

Edited by Sethi22
  • Like! 1
Posted
3 hours ago, Sethi22 said:

No way! It only gets better with time. Like wine. :agreed:

Believe me young one, when 900 builds you have played, look as good Sacred will not.

A severe lack of little green emojis I have just found.

  • Haha 1
Posted (edited)

Well I was hoping for some more masters to show up in this topic, but it seems we're alone, so we can talk about anything really.  Sadly I lost my Niobium daemoness who had blazing discs on her, because I accidentaly overwrote the exported character and now she's gone. Forever. So I can't check what was happening there, but as far as I remember, together with Infernal power it was really powerful even in Niobium. So it might be the same as with Testosterone and Poison mist, that it was above the cap, because it devastated everything. (But I'm not sure, don't count on it!!!)

(((((Apart from this, going completely offtopic, I would like to tell you, why exactly I think Sacred1 is getting better with age. Because it's an old man's game! I'm 44 now, and I played them all, @SLD, Path of exile, Last Epoch, Grim dawn, Titan, you name it... All the way back to Diablo 1. I was completely hooked on Path of Exile for years, spent days in Path of Building, I bought new character slots because every one of them was filled with level 90+ characters... But just like you, my eyes gave up. All those flashing lights that are present in every newschool arpg are completely unacceptable for me now. And Sacred 1 is the most beautiful, eye friendly arpg I have ever seen, even better than Diablo 1-2. It really stands out, and I don't think anything close to it will ever come out now. There are no annoying flashing lights in it! 0! (Only at the cutscenes maybe, but that's ok, you can skip it.) And I can play with it for hours without my eyes popping out of my head, or getting a headache. That's the main reason. Sacred 2 is second on my list, almost as eye-friendly! So this is why I love the Sacreds more and more with each passing day. :wub: (And all the rest of course, the great soundtrack, the funny gravestones and so on...) But most of all, the eye-friendly graphics! It's instant relaxation for my eyes, my soul, it's the (only) way to go if you want to continue hacking and slahing after a certain age, I think! (I don't have proof, maybe others are equipped with better eyes than me, I don't know. Only my feelings here. I definitely CAN'T play any new arpgs any more, that much I know. And to have any kind of fun with a game, first you have to be able to play it!)

In the end, I was spending far more time in Path of building than in the actual game, because my eyes said BOOM! after 10 minutes of Path of Exile (in the mines for example.) And then I realized, there's no point in this. Why care about a game, that I can't play any more? And the same applies to all the rest of the arpg games coming our way these days. They are all labeled "ugly, new school, flashy nonsense" in my book now. I hate them all with passion! Sacred 1-2, Diablo 1-2. That's it!)))))

 

Edited by Sethi22
  • Appreciation 1
Posted

I can remember having some discussions across multiple threads about this, but it's mostly a single post. There's a lot of information out there that it just guess and hasn't properly been confirmed though.

I had e.g. some conversation with one of the creators of the ReBorn mod, the discussion was very toxic though and I don't recommend reading it.


Here's what I definitely know because I tested it ingame way back in the days:

  • All Battle Mage spells are capped, but because some of his spells have a lot of hits and/or CC like stun, he's still playable in lvl 255, it's just not a pleasant experience but it is possible
  • All Seraphim spells are capped and a spell dmg based Seraphim is absolutely unplayable in lvl 255, even with cheated gear
  • Not a single Dark Elf Trap is capped, when they hit they can all reach values above the cap and this has nothing to do with testosterone


That's it for confirmed knowledge. If you want to test more, you can download the test characters I uploaded way back in the days. The characters themselves are cheated to get them unskilled, but the gear they have was honorfully farmed by killing Anducar a couple thousand times (he drops at least one safe set/unique on every death).

Now my personal opinion:
For me when I found this out this killed the fun of Sacred. The dream of putting enough hard work into your character until it's overpowered is dead for the characters I'd like to play. The only way around is mods, but there's very few mods and those touch things which I never wanted to be touched. I'd like to have smth like Flix's PFP for Sacred 1. Or an official remake of the game which removes the cap. That would be nice. But until then I'm rather focusing on Sacred 2.

  • Thanks! 1
Posted (edited)

(Look, we're not alone after all! :JC_hurrah:) Thanks for dropping in, and for clearing the mist a bit more! Well, I have no idea about what happens on level 255, but I was able to beat Nio Anducar with my capped dwarf in the end. Without ever dying. So being capped really sucks, but I wouldn't say it destroys the game. You won't be OP, that's for sure! You might be right about the Seraphim though, my only spell Sera never even reached Nio, she died in Platinum, or maybe even Gold Valley, I don't remember any more. It looked really bad, compared to other characters I tried. ((Luckily, BFG Sera in Sacred 2 is the most OP thing ever, so there's a bit of compensation for our pain!)) I don't do Sacred 1 mods either, so I'll stick with what we have.

You say Testosterone has nothing to do with the traps being capped or not. Then my theory of Infernal power pushing the daemoness spells above the limit is also in danger! I'm an idiot for deleting her, I forgot I had no saves, only the exported girl and overwrote it. I might just try your test characters for this! Thanks for pointing me to them! (I already knew they existed, but I was afraid of what I would find there. I remember how going into the cheater's room in Titan Quest with all the set items on the table completely ruined the game for me afterwards.) There are things an honest, hard working, well behaved  player like me should never see! :ohmy:

Edited by Sethi22
  • Like! 1
Posted

From my experience, the most OP thing ever is the full Ettol'Rahc-Notwen's Breeze set.

I can see why after getting a feeling of what the end game looks like, there's not much reason left to play Sacred anymore. On other games like Age of Empires and Dungeon Siege, cheat codes are a fixed and important part of the game.

On Sacred it's different. The task to get to 255 is incredibly difficult, you dream of getting there and once it's done, you realize there's nothing there. That's why I think Sacred might not have been that good of a game after all. It makes the player hunt for an unreachable dream. Once you realize that, it feels kinda hollow. It's sad because the game has had so much potential. I wanted to feel what it feels like to play a character all the way up until its stats are perfect so that he would shred all Boss enemies in seconds. But it's not possible in general. There are very few playstyles that work like that because they're exploiting some not-so-well thought through game mechanic like the bow set I mentioned. And for those it's like an all-or-nothing situation: You either have the set and deal absurd amounts of damage, or you don't.

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Posted (edited)

Well I never aimed so high, to be honest. My goal has always been beating Niobium Anducar without ever dying. And since that can be achieved even with a capped character, I'm content. (In Sacred 1, my most OP experience was the poison trapper so far. I wanted to try Ettol set with a wood elf (or a vamp), as I have dozens of it stored away, but other projects interfered with my plans, and I strayed from the path. But I'll definitely try it after your post, thanks for the tip!

And the BFG Sera in Sacred 2 I felt was OP on both sides. Both offense, AND defense. I had hundreds of thousands of energy shield with her, that combined with the damage she does... Now that was pure supremacy!:woot:)

I'll ask my next guest who comes to my home to have a look at your test characters, to see if the daemon spells can go over the cap! That's a good idea! I'll cover my eyes, so I won't see anything inappropriate, but still get the info! :D

Edited by Sethi22
  • Haha 1
Posted (edited)

Oh this is great! I have two masterminds in my little topic now, this is getting exciting! I'll let you guys do the rest from here, I'll just sit back and enjoy...:cool:

Edited by Sethi22
Posted

Okay, Hi all - maybe I'm a little late to the party :)

Truth be told I've mainly played CA based builds, the spell builds I've played I haven't taken much further than lvl 50-60. 
I just wasn't a fan of my main damage source being dependent on a flat damage value on a spell that can't change beyond eating more runes. 
I had read somewhere before about a spell cap as well so that doubled my cautiousness in playing spell builds. 
Thanks for the Spell Sera warning, was planning to test lightning strike in the future, now that dream's dead haha. 

Anyway, I did a little poking around in the game - this might or might not be relevant to this conversation but here it is. 
As you concluded spells that hit more times for a smaller amount can be scaled much further down the road, so I wanted to check what the hardest
hitting 'spells' or flat-damage abilities are. I tried to look for flat damage values at level one and damage increase per rune, but my googling skills turned out insufficient.
So I opened each character individually and picked a few Spells from almost every class that I felt hit the strongest for these classes. Then I (after a ton of 2 rune trades) got 
a rune for each dropped them in multiplayer and proceeded to make new character after new character (with Default Skill 0, so they don't influence on the damage of the Spells).
This is what I found, I'll color code the damage types for ease of reading - questions and conclusions will be after that:

____________________________________________________________________________

CLASS \ skill              | Level 1 Spell Damage & Damage Components | Level 2 Spell Damage and Damage Components | Percentage Increase (if my math is correct)

Seraphim:
   Lightning Strike:      55 = 10 0 45 0   |  90 = 18 0 72 0     | 63.6%

Demon:
   Blazing Disc:            33 = 16 17 0 0   |  54 = 26 28 0 0     | 63.6%

Wood Elf:
   Thorn Bush:             59 =   0 0 0 59 |  95 =  0 0 0 95        | 61%

Dwarf:
   Cannon Blast:           68 = 68 0 0 0    109 = 109 0 0 0    | 60%
   Mortar Granade:      68 = 34 34 0 0 |  108 = 54 54 0 0    | 58.8%

Dark Elf:
   Bottomless pit:         67 = 0 33 0 33 | 108 = 0 54 0 54     | 61% 

Battle Mage:
   Fireball:                    75 = 0 54 21 0 | 119 = 0 86 33 0    | 58.6%

____________________________________________________________________________

Now something that surprised me is the Wood Elf's Thorn bush, as it has the second highest damage component, only second to the Cannon Blast.
However, if I remember correctly - almost everything has physical resist of some sort. So it's the highest non-physical damage component. The size of the 
component matter because when you scale with X Spell Damage % (or even just X Damage %) it only scales one damage type per item and since weaker hitting attacks / dmg components 
are more severely punished by resistances we'd want to focus on one damage type as much as we can, so we take the largest component in any spell and focus on that.
That makes Thorn bush arguably better for scaling than the hardest hitting Spell ( at level 1 ) Fireball. 
Has anyone tried scaling Thorn Bush, does it have a cap, if no, I'd love to try and make a Wood Elf Spell Build (Druidess :P) and while we're on the Wood Elf - how did the Spider Arrow damage
scale, did it scale with anything from the character or just the level of the CA? 

Second of all about the percentage, I've never really tracked and tested damage increases per rune eaten, I just follow the golden rule if CA cooldown falls beyond X, eat rune until it's equal to X.
I assume it falls down some - do we have numbers on all CA/Spells that I've missed somehow - like we have the Skill return based on Points invested. 

7 hours ago, SLD said:

Her LVL 415 Energy Bolts do around 11k magic damage at that point but only increase by around 800 magic damage by adding another "50% increased damage". Assuming you scale that to lvl 510 (~x1.25) we get 14k dmg +1k per 50% increase, so to hit cap you'll need around 50x50%=2500% bonus damage from gear.

Is this really how badly Spells scale? The first thing that pops into my head is a wood elf I have at 82 w/ level 60 gear, that does between 250k - 800k (depending on crit) w/ explosive arrow(lvl64) and between 10-25k w/ very lightly invested into Penetrating Arrow and that's w/ the multi-hit applied I think. I can also think of a not so optimal lvl50 dual wield gladiator that hit for at least 30k w/ Hard Hit.
 
One last thing, it might be common knowledge but I hadn't considered it at least, spells that hit multiple times like Ice Shards on the BM can proc on-attack modifiers on every discrete hit of the 
attack. So 2% split, if you hit 10 times is closer to 20% than 2% on a per cast basis. I started an Ice Mage some time ago and remember having a 2% Split modifier from one item and splitting enemies every encounter I even had a fight with 2 orcs that turned into a fight against 6, w/o pulling any more orcs :D Is this a META leveling strategy perhaps haha. 

  • Appreciation 1
Posted (edited)

Oh, welcome, welcome, you're not late at all! :crigon_04: Please take a seat! You have done a great job and hats off for the beautiful colored letters too, even a half blind old drunkard like me can see them. I'll leave the math to you guys, I only want to tell you about two spells I've tried. Thorn bush I found really strong, although I only played it on lower levels. But I read it somewhere that it keeps its potential later too, and I believed it. I still think poison is the best damage type in this game, considering the low poison resist of the monsters in the Valley (and that's the place that matters really.) It's painfully slow though! It can be shot with a bow so it explodes, but taking out everything with that... Well, I'll leave that build for my really old days. I can see myself thornbushing everything 90 years old...:D But not any sooner! (Poison tendrils would be a nice addition, but I'm really not familiar with that spell...)

Ebolts Sera I played, and the damage was really low. It was ok in silver, maybe gold, but like SLD said, that 10K damage in later stages is nowhere near enough! I don't know about the rest of her spells, Ebolts was the only thing I really played (together with RBOL of course.)

Keep it going all of you, we'll get to the bottom of this!

Edited by Sethi22
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Posted
12 minutes ago, SLD said:

What exactly would you have expected the "special damage" to be? I mean it says it does a bunch of % extra special damage and as far as I can tell that is exactly what it does.

Converting it to a special damage type that the opponents have no resistances against. The guy said it wouldn't do that, it would just multiply whatever damage type you're dealing by a hidden, very high amount.

14 minutes ago, SLD said:

I guess with H11:) you meant a bow woodelf with 2 seperate mistakes in the abbreviation. If not please enlighten me :) 

Yes. Human error. I'm used as H11 as abbreviation for high elf in Sacred 2, but I meant W11 als abbreviation for Wood elf. I'm not even sure if the two abbreviations exist in english, in german it does because "eleven" is "elf" in german.

17 minutes ago, SLD said:

Ah, I understand. You just like playing weird stuff :)

That pretty much sums it up, ye:3lmao:

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Posted (edited)

Good to know, I was wondering about this H11 also, but didn't dare to ask! I thought it was some kind of secret code people with brains use and all know, and if I ask about it, I will get booooed for being dumb again. :blush2:

(And about the Ebolts Sera, you never said it wasn't enough SLD, that's true. You said it was like 11K at level 130 or something like that. I just checked my "corpse", she was only 118 when she died, with some 7K damage on the tooltip with some random gear. I don't remember how it happened, but she's dead now for sure. That kind of damage being "not enough" was my conclusion. A really good player might make her beat the game with it, but for me, that spell was disappointing and I don't think I'll ever make an ebolts Sera again, only If I want to punish myself for something...)

 

Edited by Sethi22
Posted (edited)
18 hours ago, SLD said:

I howeverdon't understand why you'd shoot for the hardest single hitting skills unless you want to run into the cap.

Assuming not all skills are capped (e.g. Dark Elf ones) you'd always want to go for the largest base over which to apply X Spell Damage % or X Damage % modifiers.
For Battle Mage, which we know for a fact is capped on all Spells - you'd always want to scale a spell that isn't that high in damage to begin with, but I just hope, rather than assume 
that, say, WE's Thorns for example is one of the uncapped ones. 
 

18 hours ago, SLD said:

I don't understand why you would scale damage solely with single elemental % rolls.
The resist idea is correct.
But we wouldn't "want to focus on one damage type as much as we can, so we take the largest component in any spell and focus on that". That is the whole point of this thread.  for example: Mortar Grenade beats Cannon Blast because both hit cap mortar just does it with two elements effectively dealing twice as much damage in endgame(Ignoring the "bug" of Cannon Blast hitting twice "sometimes").
That makes Thorn bush one of the worst spells on that list assuming you do hit the cap with it and if you don't it will be a really bad skill in the endgame doing less than 100k damage per hit. Unless of course thorn bush isn't capped at all and you can scale it beyond the cap value. Then it would still at best beat the skills on the list that are capped.

 Again, agree - assuming there is a cap, which is why I asked if anyone's taken thorns to higher levels. Because if it isn't capped, it will be the hardest hitting, most scalable spell due its highest single-element damage.

18 hours ago, SLD said:

I was first surprised, that you listed the % increase in your list. Reason for that is, that as far as I know the flat increase per CAlvl is a fixed amount. That should also explain why you now thnk that it "falls down some". Relatively it does, of course.

I don't exactly think it falls down, but I assume it does an 'additive' 50% increase of damage level over level seems like a lot.
 

18 hours ago, SLD said:

How often per second does your gladiator use hard hit:) The ~10k damage on Ebolts is "enough" for farming platinum sakkaras. It's certainly not the greatest build in raw damage but it's not necessarily unplayable either.
Spell damage does however scale really badly independent from that.

I try keeping all CA's w/ the lowest possible cooldown relative to their animation as well, no point in having a CA be off cooldown while it's still being 'performed'. It's usually around the 1-1.5s mark.
So about a time per second, but it's a very low level Hard Hit, less than 1/40th the level of the Sera's Bolts, also your Sera's level is almost 3x his. I'm not saying your build isn't good or that you've not done a good job, I was just really wondering if spells scale so poorly that there's even comparison to be made between such a vast difference in both CA and character levels. I really haven't played w/ a focused spellcaster build past 50 so it's a genuine question, I'm trying to figure out which out of the many builds I want to try I should just cross off (like scaling Lightning Strike on Sera as her primary single target dmg dealer).
 

18 hours ago, SLD said:

No, that is just a mistake on your part. Split cannot apply twice on the first target and can't happen at all to the split copy, so two orcs can at best turn into 4. How do I know for sure? Well, builds with 99% split chance(9x11% socketed) and the icon set would otherwise create hundreds of mobs out of one.
 

 Well another orc might've snuck in why I wasn't looking (was quite zoomed in) but I can't be all wrong - I proc split on every engagement w/ ice shard @only 2%. Maybe I'm just witnessing statistical anomalies lol. I'm running PureHD, so it's not exactly vanilla Sacred, but as far as I know they've only fixed a few bugs other than the graphical side, so I doubt they've rebalanced / tinkered with how the game works. 
 

18 hours ago, SLD said:

Sad. It's the only build with its own emoji :JC-tumbleweed:

 haha, that gave me a good chuckle

 

18 hours ago, Lindor said:

Converting it to a special damage type that the opponents have no resistances against. The guy said it wouldn't do that, it would just multiply whatever damage type you're dealing by a hidden, very high amount.

That sounds like a second critical strike only with 100% chance by default and using both I'd assume would result in crazy scaling. 
I've a question to those of you who have played enough spell characters and have run into the spell damage cap:
 - Does crit help scale it beyond the cap, assuming application of crit damage multiplication happens after the base damage is capped?
(and a bonus one) Have you tried it with one of those sets with the 'secret' damage - does the secret damage scaling help scale the damage, since we now know it's more of a multiplication rather than 
resistance avoidance?

 

20 hours ago, Sethi22 said:

Oh, welcome, welcome, you're not late at all! :crigon_04: Please take a seat!

Thank you for having me, it's you who mentioned this thread in another thread me, you and SLD were writing very off-topic things into haha. Not going to mention it lest I anger the great GOGO.
But that's how I found this one, clicked on your profile and snooped around your activity haha. 

(Edit: Fixed and I.e. for an e.g.)

Edited by xeyp
SDL > SLD
  • Like! 1
Posted
12 hours ago, Lindor said:

Converting it to a special damage type that the opponents have no resistances against. The guy said it wouldn't do that, it would just multiply whatever damage type you're dealing by a hidden, very high amount.

Well the ingame impact has never "felt" like a "very high amount" and it "felt" more like the given number of up to 14% that may or may not ignore resistances would be accurate. Are you sure that what he told you is anywhere near correct?

12 hours ago, Lindor said:

Yes. Human error. I'm used as H11 as abbreviation for high elf in Sacred 2, but I meant W11 als abbreviation for Wood elf. I'm not even sure if the two abbreviations exist in english, in german it does because "eleven" is "elf" in german.

exactly what I meant with the two mistakes. H->W and 11 only working in german...
"Human error", be proud of it :)
 

6 hours ago, xeyp said:

but I just hope, rather than assume 
that, say, WE's Thorns for example is one of the uncapped ones. 

So far the Dark Elf traps are the only confirmed uncapped skills and they are not "spells". I don't share in your hope but you are right not to assume.

6 hours ago, xeyp said:

Again, agree - assuming there is a cap, which is why I asked if anyone's taken thorns to higher levels. Because if it isn't capped, it will be the hardest hitting, most scalable spell due its highest single-element damage.

"hardest hitting" "spell" yes, most scalable, not necessarily. You have the Hell Disk on your list, you can have multiple of those at once so overall damage can't be compared that easily. And you have 3 skills on that list that aren't "spells" at all. So the thornbush would only beat mortar grenade if you could scale it past 131k and the bottomless pit will always win no matter what.
 

6 hours ago, xeyp said:

I don't exactly think it falls down, but I assume it does an 'additive' 50% increase of damage level over level seems like a lot.

I'm confused what you're trying to say. My understanding of the Ca scaling is it gives a base dmg at lvl1 and a flat increase per level that makes for some standard linear scaling. The regen time works the same. Why would it be any different?

6 hours ago, xeyp said:

I try keeping all CA's w/ the lowest possible cooldown relative to their animation as well, no point in having a CA be off cooldown while it's still being 'performed'. It's usually around the 1-1.5s mark.

A hard hit with a full second animation? That sounds quite slow, but I don't have any experience here to contradict that.

6 hours ago, xeyp said:

I was just really wondering if spells scale so poorly that there's even comparison to be made between such a vast difference in both CA and character levels. I really haven't played w/ a focused spellcaster build past 50 so it's a genuine question, I'm trying to figure out which out of the many builds I want to try I should just cross off (like scaling Lightning Strike on Sera as her primary single target dmg dealer).

I haven't made any high lvl spell casters either. The Ebolts are a spell but it's just a super fast auto attack with range so I wouldn't count that.
I would never consider something like lightning strike even if it did infinite amounts of damage. Killing one enemy per CA doesn't seem too interesting to me. Maybe it's just my modern greed of aimlessly slaughtering with speed :)

6 hours ago, xeyp said:

 Well another orc might've snuck in why I wasn't looking (was quite zoomed in) but I can't be all wrong - I proc split on every engagement w/ ice shard @only 2%. Maybe I'm just witnessing statistical anomalies lol.

That every hit rolls the split chance is correct. My argument was just about the split more than once per enemy part.

6 hours ago, xeyp said:

 - Does crit help scale it beyond the cap, assuming application of crit damage multiplication happens after the base damage is capped?

Yes it does. It's just the value on your CA icon that is capped (the round thing you put in the bottom right slots). What ends up being applied and shown down there is capped everything that happens afterward should be fine. That's why %damage increase runs against the cap and Survival Bonus or widd don't.

6 hours ago, xeyp said:

(and a bonus one) Have you tried it with one of those sets with the 'secret' damage - does the secret damage scaling help scale the damage, since we now know it's more of a multiplication rather than 
resistance avoidance?

I would argue that we don't "now know" that.
Regardless, there's no reason to believe that the special damage would be affected by the cap. 
As far as I always understood the secret damage it is supposed to give 14%(or less if not Niobium) of your damage as extra resistance ignoring damage on top. Not sure if it does ignore resistances and wether it is "14% of damage dealt" or "14% of damage taken by the enemy" but I also never felt it was far off from this so I never did any investigating int that. If you do have one of those sets however, you could easily run some test equipping/unequipping a piece that is otherwise not damage affecting.
 

6 hours ago, xeyp said:

SDL

Not again! :)

  • Like! 1
Posted (edited)
7 hours ago, SLD said:

Well the ingame impact has never "felt" like a "very high amount" and it "felt" more like the given number of up to 14% that may or may not ignore resistances would be accurate. Are you sure that what he told you is anywhere near correct?

No. Not at all.

I can quote him, but I recommend not following the link to read through the entire discussion. He was an extremely toxic and elitist person. Communicating with him was extremely difficult because of the language barrier, he just interpreted everything I wrote in the worst possible way and it was impossible to clarify as he was believing that everything he says is correct and everything I say is incorrect.

E.g. he did not understand that calling someone a liar is disrespectful because it implies intention, I tried to explain it to him but he just said "I did not write that you are lying on purpose". Or when I told him that I used an editor to get the characters unskilled but farmed the items legit, he just wouldn't listen and say it's all cheated. And when I told him that it's impossible to legit get the characters unskilled in Vanilla, he said he would've done it with a mod. As if there was any difference between a mod and an editor, both requires tweaking the code. Or when I told him that there are single damage type builds which don't work, and a proper rebalance mod should make them work. He just said that there are no single damage type builds because they don't work. The list goes on and on. I'm still getting enraged today when I'm reading it.

Okay after the lengthy warning, here the quote:

On 11/28/2020 at 9:04 PM, MetaL said:

Especial damage types not exist, these final set bonuses just multiply all your damage (up to 2,34 times for niobium). And 10-12% of your total damage showed as separate number of "especial" damage type. So it's just a damage multiplier and other color for part of your damage. I even saw code of this, because in ReBorn we fixed this crazy damage multiplier to values that presented in description.

I think that he really believed it, but I'm neither sure that it's correct nor that it's incorrect. From what I saw ingame it wasn't really possible to draw a definite conclusion. Also I tried to tell him that multiplying the damage dependent on the enemies armor and resistances with converting the damage type can mathematically work out the same as dealing some fixed percentage of the damage as special damage. Again he didn't listen. And believed to know everything better because he saw the code.

It would be kinda nice to settle this once and for all. If somebody wants to make a test series and take screenshots of the enemy health bars to draw conclusions about the amount of damage he actually took, go for it. But for me, I had spent enough energy on this, it wasn't worth it. Because even if it turned out that the sets worked as it is implied ingame, he would've been too stubborn to listen and let himself be convinced.

Edited by Lindor
  • Sad 1
Posted
19 minutes ago, alfchaval said:

Using socketed weapons when cheating is overkill and unnecesary, one ring is more than enough.

If you want to one-shot anything using spells and don't mind cheating, a big amount of Wounds Increase Damage Dealt will do the work, you don't even need to lower your life too much, as soon as a mob hit you once you will be able to do insane damage.

 image.png.bbb292c02b2a368033c5bb8bdc9a3848.png

WIIDD… most favorite mod EVER ..very risky specially in HC … rip many in underworld
😳

gogo

  • Like! 1

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