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ric7202

Ric's Ranged Shadow Warrior for Enhanced Edition Mod

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Posted

I have a question for the experienced with dryads here. I have noticed that the double shot mod on Ravaged Impact doesn't work as well anymore. In vanilla it most often shot at two targets simultaneously, but now it mostly shoots twice at one target. Which in a way is good too, considering the Challenge Mode, but I miss the old way. Is it just me or have any1 else had the same experience with RI?

And is Darting Assault nerfed? I think I remember that it used to have much more projectiles. My DA is lvl 22 and have only 4 projectiles, even with the mod to increase the number of projectiles.

  • Like! 1
Posted
2 hours ago, ric7202 said:

. I have noticed that the double shot mod on Ravaged Impact doesn't work as well anymore. In vanilla it most often shot at two targets simultaneously, but now it mostly shoots twice at one target.

I always expected it to shoot twice, or buggedly thrice, at the same target. It should only ever switch targets, if the first one dies. All my experience in any mod with this skill has been like this. The only thing that I think might change this behaviour is the homing mod. If you doubleshoot while having that one it might home in on 2 different targets instead...

 

 

2 hours ago, ric7202 said:

Darting Assault nerfed? I think I remember that it used to have much more projectiles. My DA is lvl 22 and have only 4 projectiles, even with the mod to increase the number of projectiles.

3 +1 matches the numbers from the wiki and at least at low levels I expect them to be accurate. The wiki is at best at CM patch level, so your number from EE is not a nerf, just unchanged. The scaling at higher levels is a different question. I don't have any experience there.

I just checked, both in EE and cm patch the CA gets:

entry1 = {"et_missile_count", 900, 45, 0, 8 },
and
entry5 = {"et_missile_count", 300, 11, 1, 8 },

So projectile number should be exactly identical.

  • Thanks! 1
Posted
11 hours ago, SLD said:

I always expected it to shoot twice, or buggedly thrice, at the same target. It should only ever switch targets, if the first one dies. All my experience in any mod with this skill has been like this. The only thing that I think might change this behaviour is the homing mod. If you doubleshoot while having that one it might home in on 2 different targets instead...

 

 

3 +1 matches the numbers from the wiki and at least at low levels I expect them to be accurate. The wiki is at best at CM patch level, so your number from EE is not a nerf, just unchanged. The scaling at higher levels is a different question. I don't have any experience there.

I just checked, both in EE and cm patch the CA gets:

entry1 = {"et_missile_count", 900, 45, 0, 8 },
and
entry5 = {"et_missile_count", 300, 11, 1, 8 },

So projectile number should be exactly identical.

Hmm. The thing is, I have until very recently played from a DVD-install with subsequent CM-patch and all that, and I can swear that both Ravaged Impact and Darting Assault behaved differently then. One of my toons were specifically built upon that and worked very well. But, as I went and got the STEAM version, things changed. They must have had a different CM-patch version for that I guess. I distinctly remember that I easily got 6 or more shots even at low levels levels (under 20). And RI DID fire at two targets simoultanelusly, that was what the whole build was centered around. Unless there was only 1 target within range, then he got both shots of course. Dang... I almost feel I have to revert to the DVD-install just to check that I haven't gone completely bonkers (more than usual anyway :D ) 

  • zomgod! 1
Posted (edited)
46 minutes ago, SLD said:

Somehow I believe you have gone completely bonkers, but it ain't the first time in this thread and last time you did prove me wrong...

The numbers from scripts/shared/spells.txt under "dr_hu_angriffsserie" are easily changeable. Not sure wether there are any current mods that do so, but this one at least can be explained.

RI on the other hand, should never act like that.

The basis of all this goes back to sacred 1. Basically almost all characters there had the CAs "hard hit", "multi-hit" and "attack".
All three with distinct melee and ranged behaviour.
Sacred 2 basically went the same route and while the CA names don't give much of a clue here, at least the "hard hit" ones are easily noticeable by the CA's picture. They all look like a fist.
The "hard hit" ones are "Demonic Blow", "Callous Execution", "Dedicated Blow", "Soul Hammer", "Magic Coup" and "Ravaged Impact". They all work exactly the same. While RI is the only one that can be modded for an extra projectile, it still works like all the others do when they have more than one hit to deliver (in case of dual wield). They all switch target only if the first target is already dead or unavailable(e.g if it moved out of range).

These rules don't end with "hard hit"s. The attack type combat arts launch a series of melee attacks against the same target or fire multiple ranged projectiles, again at the same target. Target switching only in case of kill/ unavailability.
The attack type ones are "Frenzied Rampage", "Pelting Strikes" and "Battle Extension".

And then there are the "multi-hit" ones. In melee they strike absolutely everything in their area of effect. With ranged weapons they shoot at multiple targets simultaneously up to a maximum number, targets again aquired in a specific area, usually a larger one.
The multi-hit skills are "Scything Sweep", "Ruthless Mutilation" and "Darting Assault".

I am not quite sure, what the "multi-hit" skills do whith a ranged projectile weapon, when there are fewer targets than possible projectiles. As far as I know they just shoot all of the extra projectiles evenly spaced in a cone, but that one might be wrong. It is however true for the "darting assault" rework in D2F, the Amazon's "Multiple Shot".
In cases of a non projectile ranged weapon, meaning a blowgun, "multi-hit"s only fire one shot per target available up to the maximum number of shots. Leftover shots are ignored.


So the rules are pretty much set in stone here. As far as I know, noone has ever changed these behaviours measurably. And those CAs where certainly designed after their Sacred 1 counterparts. They are meant to fall into these three categories.

Now while we're at it, there are more weapon based CAs in Sacred 2. But I don't think there are more weapon based CA "behaviours".
We got "Mortifying Pillory", which I have never really used. I believe it follows "Hard-Hit" rules.
We got "Spectral Hand", which is obviously a "hard-hit".
Then there's "Assailing Somersault", also a "hard-hit".
And lastly there's "Archangel's Wrath", a weird one that uses everything at range, but also a "Hard-hit".

Now that I think about the categories, mechanically there might actually be only two different ones, as we know "hard-hit" CAs perform exactly like "attack" ones, should they have more than one hit to deliver. 

One other thing to note is, that in cases of auto targeting/homing projectiles like they can be modded on archangel's wrath can seek out different targets. So I assume the same goes for RI modded with "Trail". That may look like different behabviour, but it's actually part of the "homing" mechanic not the CA that these homing projectiles come from.


To get back to this thread, even the weird behaviour of the wet poodle's frenzied rampage on foot does still behave according to the rules. It fires often and slowly over a long period of time and acquires new targets only when the current one is dead or unavailable. It seems weird at first, but mechanically it's still the same, at least as far as I understand it. I still did not get to testing that one myself.


I hope I dumped all the relevant information from my mind about what I expect and why I don't have a problem with your Darting Assault stories, but I do have a hard time believing the Ravaged Impact ones. 
I'm certainly interested in hearing or seeing more about anything that contradicts my expectations.

For the darting assault projectile number in your "DvD install", the values from spells.txt would be enough to calculate the exact projectile count at a given CAlvl. I think Maneus has done that over in his Sacred 2 weapon damage calculation thread. Should be somewhere page 4 or later in his thread...

For the Ravaged Impact behaviour, I only believe it when I see it :)
Maybe there is more I don't know about this game. Your wet poodle discovery already made me want to play this thing, maybe you can find more weird stuff that I subsequently will have to play :cow:

Right... now I def have to install the old DVD version again. The only reason I did switch over to Steam was to have full compatibility between my laptop and the desktop. For some reason the DVD-version didn't play well in the laptop. I wonder if I can run 2 versions on my desktop... 

Edit: I guess not. I won't get the install option unless I uninstall the steam version. Or run a virtual instance or somthing. 

Edited by ric7202
  • Like! 1
Posted

Maybe you could just install one, copy the game directory, uninstall, install the other, copy that too, empty the installation directory  and then use symbolic links to connect one or the other version?

No idea if that would actually work (but if it did, maybe you could do the same with saved games and config files and make a script to automate it).

  • Like! 1
Posted
6 hours ago, BorgonVile said:

Maybe you could just install one, copy the game directory, uninstall, install the other, copy that too, empty the installation directory  and then use symbolic links to connect one or the other version?

No idea if that would actually work (but if it did, maybe you could do the same with saved games and config files and make a script to automate it).

Whooaahh that's waay over my paygrade and security clearance :D :D I don't do scripts. 

Posted

Well crepe it! I installed DvD version and all the patches and Ice & Blood and CM-patch both 0.150 and 0.160 and got neither of them to work. The game started allright, and I could access all my savegames, but whenever I tried to start a game, either single or LAN, I got Connection Error code 10 and was thrown back to the lobby. I tried all solutions found online, but to no avail. So I give up and go back to Steam and will never get the answers I looked for. But I know in my heart and head what I had and will cherish the memories, even if no one else believes it. 

  • Haha 1
Posted
46 minutes ago, ric7202 said:

Well crepe it! I installed DvD version and all the patches and Ice & Blood and CM-patch both 0.150 and 0.160 and got neither of them to work. The game started allright, and I could access all my savegames, but whenever I tried to start a game, either single or LAN, I got Connection Error code 10 and was thrown back to the lobby. I tried all solutions found online, but to no avail.

Hmm, googling that problem immediately led me back to another topic on darkmatters. For everyone there the problem more or less mysteriously vanished :)
I also use an old release version, so that shouldn't be a problem...

 

50 minutes ago, ric7202 said:

So I give up and go back to Steam and will never get the answers I looked for.

Well, you still have the dvd and never is a very long time...

51 minutes ago, ric7202 said:

But I know in my heart and head what I had and will cherish the memories, even if no one else believes it. 

What exactly would RI with "shooting 2 separate targets" instead of "same target twice" be worth? Where is the benefit of that? Is there anything I'm missing here?
It is the one thing I don't believe, but I also don't think it would help much... :connie_xmas-moose:

Posted (edited)

@Flix Just a quick question. Is there any particular reason as to why the Shadow Warrior starts multiplayer games in the Shadowy Catacombs instead of the usual Island Of Many Roads everyone else starts on?

Edited by ric7202
Posted (edited)

Annnd now some textures for weapons and armors are gone. Dash it!! More and more problems.. sigh... Note to self in future - don't fix it if it's working!!!

Edit: For some strange reason I had the game installed on two different harddrives and there was some weird conflict because of that. Well, it's sorted now. 

Edited by ric7202
  • Like! 1
Posted
22 hours ago, ric7202 said:

@Flix Just a quick question. Is there any particular reason as to why the Shadow Warrior starts multiplayer games in the Shadowy Catacombs instead of the usual Island Of Many Roads everyone else starts on?

That sounds weird indeed. To clarify, we are talking about "campaign" games, right?

Posted
6 minutes ago, SLD said:

That sounds weird indeed. To clarify, we are talking about "campaign" games, right?

It is true for all 3 types: Campaign, Free Play and Player vs Player. 

To be clear: I choose LAN, Multiplayer, and then in the lobby I create one of the above games, and it always start in the catacomb with the Shadow Warrior. All other charachters start on the Island of many roads. 

Posted
32 minutes ago, ric7202 said:

It is true for all 3 types: Campaign, Free Play and Player vs Player. 

To be clear: I choose LAN, Multiplayer, and then in the lobby I create one of the above games, and it always start in the catacomb with the Shadow Warrior. All other charachters start on the Island of many roads. 

I had a hunch that it might be that way for SP characters so I tested that in game. Turns out, that no matter what I do I cannot reproduce your freak behaviour...
In Multiplayer everything spawns on the Island, SW or not. In SP fresh characters spawn at the start of their campaigns.
I have played almost all current mods (EE, D2F, Addendum, just CMPatch) and certainly had at least one SW (or Barb in D2F) in all of them. I always played multiplayer and I never had a character spawn elsewhere than the MP island. So whatever you have done must differ from what I have played... The only differences I know of between our game versions is
1. Steam, which should not matter at all
and 2. I think you play with the "free for all quests" module. Can you turn that one off and try again? It's the only idea I have here and it kinda would make sense to spawn at the campaign quests then, but it would not make sense that it only affects SWs...

Why does all the weird stuff always happen to you?
Did you anger someone who always played caster dryads? :)

Posted (edited)
4 hours ago, SLD said:

I had a hunch that it might be that way for SP characters so I tested that in game. Turns out, that no matter what I do I cannot reproduce your freak behaviour...
In Multiplayer everything spawns on the Island, SW or not. In SP fresh characters spawn at the start of their campaigns.
I have played almost all current mods (EE, D2F, Addendum, just CMPatch) and certainly had at least one SW (or Barb in D2F) in all of them. I always played multiplayer and I never had a character spawn elsewhere than the MP island. So whatever you have done must differ from what I have played... The only differences I know of between our game versions is
1. Steam, which should not matter at all
and 2. I think you play with the "free for all quests" module. Can you turn that one off and try again? It's the only idea I have here and it kinda would make sense to spawn at the campaign quests then, but it would not make sense that it only affects SWs...

Why does all the weird stuff always happen to you?
Did you anger someone who always played caster dryads? :)

Good idea, I'll turn off Free for all and try again. 

Edit: Yesss!!! that did the trick. Now he started on the island like all the others. Maybe the reason for this is that the SW is the only one to start his campaign underground and you can't go there from the outside because the quest unlocks the door out?

Edit 2: So I was wrong about the door, it is unlocked all the time. However, when I have the Free for all Quest mod turned off, the campaign quest (Revisitation) for the SW doesn't show up down in the Shadowy Catacomb. So, that's the difference. 

I think weird stuff happens to me because I try all kinds of weird stuff in my games that perhaps few other people would even consider. Like trying to go outside the map just to see what's behind the limit. Or jump onto and ride one of the dragons :D 

Edited by ric7202
Posted (edited)

Squishy has currently hit a wall. He is lvl 45 now and his squishiness is beginning to show, especially in areas with many ranged enemies. I just got 1-shotted outside Kufferath castle by an archer. And Kobold shamans shooting with their staves are also hitting hard. 2 hits and you're in deep trouble. 

I took Smithing and Bargain at lvl 8 and 12, and it has given me good stuff, but less uniques and sets compared to a build with Enhanced Perception. That choice also meant spending less points on skills providing better survivability. So, if I'm to make another toon, using the good stuff Squishy has found, I think it would be a good idea to wait with Smith and Bargain and take Constitution, Toughness and perhaps another defensive skill earlier on and boost them as much as possible. The Frenzied skill and the weapons used are putting out sufficient damage anyways to get through most enemies easily, so far at least. A bit less offensive and a lot more defence is what I think is needed at this point. I´m currently still wearing a few low level pieces of Denderans Set and that is limiting me quite a bit now. The set bonuses are no longer cutting it and can easily be outweighed by things shopped, so I think that'll be my next move before I continue the journey. 

Edit: So... after switching some gear and supplied him with some nice rings and amulets he is more up to the task now. Only thing now is that I happened to get a few + all combat art jewellry in my gear so the regen time went up quite a bit, but that will be fixed in a few levels. 

Edited by ric7202
Posted
On 11/12/2024 at 12:20 PM, ric7202 said:

Good idea, I'll turn off Free for all and try again. 

Edit: Yesss!!! that did the trick.

The nose did it again :connie_xmas-moose:
 

6 hours ago, ric7202 said:

The set bonuses are no longer cutting it and can easily be outweighed by things shopped

I thought the set bonus was %leech which can't be outweighed by anything shopped...

Posted (edited)
1 hour ago, SLD said:

The nose did it again :connie_xmas-moose:
 

I thought the set bonus was %leech which can't be outweighed by anything shopped...

Partly correct I think. There is 1%LL with the low lvl Denderans Set, which means if the target has 1000 hp, it leeches 10 p. At 900 it leeches 9 p and so on. so the amount leeched goes down for each hit. A fixed LL of say 100 stays constant so the lower hp the target has, the greater impact each hit has. Now say that a boss has 100 000 hp. A 1% LL there is 1000p which is much better than 100 of course, and will fill up your own hp much faster. In low and mid lvl Silver, the mobs have not that high hp, so they are easily killed and doesn't provide that much LL-points from a %LL source of 1%. A target with say 2000 hp goes down in 2 hits, which means 20p LL the first hit and perhaps 10p the second hit, a total of 30p leeched. With 100 fixed LL you'll get a total of 200p leeched. So, for most mobs at this lvl, a fixed LL is better, except for bosses. 

Now of course you can have both fixed LL and %LL on at the same time, but the other stats and number of socks on the low lvl Denderans limits how much you can boost things. Most Denderans set pieces have only 1 sock at Bronze level, so you have to give up on a lot of other good things if you just put LL-rings in them, and more importantly, none of them have built-in Regen-per-hit stat. Since that doesn't come on rings or amus anymore (that I know of) you'll be hard pressed to get regen times down otherwise. Just by changing to other armor pieces you can get 2 or 3 socks in every piece which opens up to a whole other dimension of nice things to boost your toon with, like double dmg below a % threshold (I got mine up to over 70%) or WIDD or +all CA or evade or reflect or whatever you feel you need atm. 

So until I get my hands on higher lvl of Denderans with more socks in, giving up that 1%LL is vastly outweighed by things shopped and other armor pieces. 

Edit: 

Ohh and another thing I discovered is that the Minotaur buff is actually quite useful as a distraction to draw fire away from you. It is definitely something I'll use more once I get Concentration up to Master. I tried it out at low lvl for a while just to see how it works, and even at lvl 1 it is strong enough to withstand a horde of Kobolds in Silver. Sadly there is very little information in game about it, like how much dmg it does, or how much life it has, and how big increase each lvl gives. 

Edited by ric7202
  • Like! 1
Posted

This is the newly upgraded Squishy taking on the Octalagmus. 2 Octs actually, but it went well anyway. Just prior to this I went to see the Orc Cave and got to run it 4-5 times and it was easy peasy. My regen is now down to 7 seconds and it's ok as I have 1 sec regen-per-hit from a couple of set pieces. Still not able to use the Frenzied non-stop, but even single shots (left clicks) takes down most mobs in 1 or two hits, so running around with both mousebuttons held in works very good. 

 

Posted

And here Squishy gets a little squeezy with Magmadur. 

 

Posted (edited)
12 hours ago, ric7202 said:

Partly correct I think. There is 1%LL with the low lvl Denderans Set, which means if the target has 1000 hp, it leeches 10 p. At 900 it leeches 9 p and so on. so the amount leeched goes down for each hit.

No. The %leech is always based on the maximum life so it would be 10 at 1000/1000 and still 10 at 900/1000. The only exceptions to that rule are dimitrius' addendum and the new d2f testversion 16, which base it on current health. 
 

12 hours ago, ric7202 said:

So, for most mobs at this lvl, a fixed LL is better, except for bosses. 

That I can kinda agree with. When you're not fighting tanky things, ll% is not very useful.
 

12 hours ago, ric7202 said:

So until I get my hands on higher lvl of Denderans with more socks in

The level doesn't matter here. You could get the same level denderans from silver, with the higher socket count.
 

12 hours ago, ric7202 said:

Regen-per-hit stat. Since that doesn't come on rings or amus anymore (that I know of) you'll be hard pressed to get regen times down otherwise.

I think you're right about it no longer being as easily accessible in EE. The ring of hearscales has quite a low value but technically is a ring which still has this mod though.
 

12 hours ago, ric7202 said:

which opens up to a whole other dimension of nice things to boost your toon with, like double dmg below a % threshold (I got mine up to over 70%) or WIDD or +all CA or evade or reflect or whatever you feel you need atm. 

I have no clue how you survive with that stuff in your sockets, or how you manage to hit anything. But your videos show that your approach, at least in the early difficulties, seems more effective than mine. I always look at the planned end result, not the way to get there and that gives me a less complicated geraring process, but also a less effective character along the way.

I'm so curious to see what my version of this build would feel like, but sadly I managed to get myself stuck on this dumb blacksmith project, that still has to level ~36 levels to reach niobium... And I'm so not motivated to play the needed 20+ hrs of pure level grind... But I planned to offer the smith as a download so I can't just leave him "unfinished".
Maybe I'll get through all this someday :cow:

Edited by SLD
  • Like! 1
Posted
59 minutes ago, SLD said:

No. The %leech is always based on the maximum life so it would be 10 at 1000/1000 and still 10 at 900/1000. The only exceptions to that rule are dimitrius' addendum and the new d2f testversion 16, which base it on current health. 
 

That I can kinda agree with. When you're not fighting tanky things, ll% is not very useful.
 

The level doesn't matter here. You could get the same level denderans from silver, with the higher socket count.
 

I think you're right about it no longer being as easily accessible in EE. The ring of hearscales has quite a low value but technically is a ring which still has this mod though.
 

I have no clue how you survive with that stuff in your sockets, or how you manage to hit anything. But your videos show that your approach, at least in the early difficulties, seems more effective than mine. I always look at the planned end result, not the way to get there and that gives me a less complicated geraring process, but also a less effective character along the way.

I'm so curious to see what my version of this build would feel like, but sadly I managed to get myself stuck on this dumb blacksmith project, that still has to level ~36 levels to reach niobium... And I'm so not motivated to play the needed 20+ hrs of pure level grind... But I planned to offer the smith as a download so I can't just leave him "unfinished".
Maybe I'll get through all this someday :cow:

What a strange way to use the concept of %. But ok. Doesn't matter in this case. 

The level of armor affects defence, doesn't it? Granted, at these levels the difference is not big, but every little bit helps. Since I switched to armor with a little higher defence, I don't suffer as much. 

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