Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - UnBorn

Pages: [1]
1
Guides AE / Re: Resistance Reduction Guide by apocalypse80
« on: 03 August 2020, 02:41:09 »

Sort of remember cold damage staff have slow (30%), some patch note saying they includes slow to some new staff that were missing it.  It may be its discontinued, missing or bug the way they implement it.

I spend some time with accomplished hero testing slow and from what i can tell for now is
Deathchill Aura, Heart of Frost and weapon slow sims to add up.

Auras alone got larger impact when combined, probably because of lower value they have.
When you on top add weapon with 50% slow it's not as noticeable until you have side by side monster attacking you, then comparing to that monster there is noticeable difference.

Still whana test if reduced resistance influence monster slow resistances and overall effect of slow on them.
In less intrusive way, as to not kill monsters to fast so i can observe for certain its effects before confirming one way or another. After i may look into reduced armor mods.

2
Guides AE / Re: Resistance Reduction Guide by apocalypse80
« on: 02 August 2020, 12:12:03 »

This forum got plenty of modders who can control conditions and equipped monsters with whatever combinations they want and just take a look on character statistic in game.

I'm on my first run since TQIT so if nobody get to it i will try it then on my own when i get to that point.

So far as expected not in good place to test.
Tested lvl 3. cold damage staff, i could not see slow. Perhaps it's omitted on this base.
Rogue mastery and using weapon with slow. Can't say, test condition were horrible reptile that for some reason stop attacking from time to time.

I'm not sure if they perhaps even capped slow as many other things where in expansion.
Best bett will be using low values of slow on multiple sources to easily spot if they add up to more then solo.

3
Guides AE / Re: Resistance Reduction Guide by apocalypse80
« on: 02 August 2020, 03:44:10 »


You should also include known immunities and absorption resistances.
Most people will find out to late they got a problem. As it stand now that guide is only valid for elemental damage.
I find some notes here and there but as old forums are gone it's actually hard to find topics that discuss game Mechanic or in this case monster type/racial statistics.

Spoiler for Hiden:
---------------------------
From patch notes:
 Heroes and Bosses now have 75/80/85% and 85/90/95% resistance against % Life Reduction
- Heroes and Bosses now have 50/60/70% and 70/80/90% resistance against Mana Burn Damage
- Undead now absorb 70% Poison damage (on all difficulties) rather than having a resistance
- Traps and constructs now absorb 80% Poison damage (on all difficulties) rather than having a resistance
- Ghosts now absorb 60% Physical and Piercing damage (on all difficulties) rather than having resistances
- All hero monsters now have mediocre "hero" resistances instead of either having none or sharing those of bosses
- Natural Machine and Undead immunities to Fear, Bleeding, etc. cannot be removed
- Enemy Sleep, Slow and %Life resistances now increase with difficulty like all others
- Enemy Electric Burn and Vitality Duration damages now increase with difficulty like all others

- Creeping Slimes now absorb 75% Piercing Damage rather than having 80% Resistance
-Fixed missing immunities on Minotaur, Mummy, Ratman and Reptilian heroes (??)
----------------------------
from steam: Originally posted by ミメミ:

Regular Undead have 70% Poison Absorb, 50% Vitality Resistance, 1000% Life Leech and Bleeding Resistance
Ghosts have 60% Physical and Pierce Absorb, 50% Vitality Resistance, 1000% Life Leech, Bleeding, and Poison Resistance
Oozes have 75% Piercing Absorb and 25% Bleeding Resistance
Traps have 1000% Vitality, Bleeding, Life Leech, and Energy Leech Resistance, 100% Percental Health Damage Resistance
Bosses usually have 80% Life Leech and Energy Leech Resistance, 60-70% Energy Burn Resistance, 65-85% Percental Health Damage Resistance, 1000% Slow Resistance, 1000% Resistance vs. all debuffs (stun, trap, freeze, etc) and vs. Skill Disruption plus anything a specific boss gets on top.
Constructs have: 100% Vitality Resistance, 1000% Bleeding, Life Leech, and Energy Leech Resistance, 100% Percental Health Damage Resistance
------------------------------

I also got a question regarding effects like Slow.
Is it stackable ?
There are many sources, Cold staff (30%), auras, retaliation, on hit spells and attacks, buffs.
Is it affected with this global resistance reduction as Slow have its own resistance?

There is also armor reduction in this game, is it stackable?
Aside of Spirit mastery and flat armor reductions is there something more to it?

I may have missed if this is already posted on some place but it never hurt to have it in one place i guess.
Hope someone have more up to date and more comprehensive statistics so people can look on damage type and see what monsters are immune or have absorption to it when planing builds.

4
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 30 July 2020, 01:04:43 »
Uff i find so many bugs now so i sort of figured out how some people fide this balance playable.
Having still not experiencing Ragnarok or Atlantis im going back to vanilla and live this feedback before hand.
Ring having stun on hit, hidden enabling double attack with staff on dream mastery, some masteries are just unbelievable as Earth mastery and some are so behind its pain to compare, caravan space is huge but in reality 1/2 of visual representation in hard version but it's fine in custom quest map.
This need more testers as currently with so many mishaps its uncertain when it's exploit and when its a bug, it live impression of guilt instead of excitement.

5

There is one interesting fact about Adamantine Sickle of Kronos, it can be enhanced with relic or charm.

Also as video is busted, in short from what i know easy way to do it will be to agro telkine with help of pets before he cut off the chains and lose weapon, that way is 100% chance he will keep weapon.

From builds i seen easiest is to go with rune mastery for elemental conversion based builds.
Tho physical is strongest but required items substantially lover survivability.
But considering level needed to start such build even with reduced level requirements its just novelty of end game.

6
Soulvizier AERA / Re: Soulvizier AERA - General discussion
« on: 28 July 2020, 10:42:50 »

@lixiss
Soulvizier authors NEVER CARE ABOUT???

I played loot in my time and in version of mod i played game was perfectly fine, only thing i remember at one point was bit over tuned life regen on some uncommon monster pack that got fixed.
Most problems come from wanting more, before content was mostly epic and legendary difficulty.
If you have monster with 4 skills when hero have one it's obviously problem, you can't simply down scale monster levels.
From my point im perfectly fine with just old content and bug fixes, adding new things is very demanding for one person alone. Instead of fixing this he should just remove normal difficulty content making trouble and spend energy where it really matter mid-end game. I played similar games where content is sezonal and what work they keep and move to new things. Having fun in experiencing new things is also a concept.

7
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 28 July 2020, 09:17:01 »
@soa

-Negative resistances just give sloppy feel for supposedly start from zero concept.

- On start of game you find  white bow with 14 damage and broken bow with 22, graves with 24 armor where chest armor is like 9. Lots of int armors got more bonuses to armor and similar base armor to str base, geting impresion int base is more commonly stronger in defense. idk what is part of vanilla or mods but its there and it's not orderly.
- Souls should be reward for eventful event, as monsters who drop souls should be stronger when they cary soul. What make that monster dangerous should reflect in his soul like old souls, reduced defense ability or blade honing or something that make lots of pain in dealing with them and not just some common attributes.
Alos epic and legendary items are really strong in comparison so enchanting souls is a mast to enable build diversity. You already starve with resist and what not and monsters are way stronger so i dont see who or where say they were overpowered. Finding tailored soul is whole point.

-super charge is when you make what is strong early game even more stronger. For example getting 40 damage on aoe skill is not same as granting 40 damage to single auto attack.

-Souls again, well i got some testing with accomplished hero and omg i could not even dent that sea monster boss. If content is bonkers then hero should be among first as that is his reward.

-As for making Souls legendary its in essence to increase exclusives to allow for more power on such items.
I does not necessarily imply difficulty of game, it's just less mean more, less obstructed progres of game in general and more meaning to encounters and rewards.

-Skeletons if i remember from many years ago never spawned in those numbers and Ragnarok certainly have done no favors as well. Also those mages that spam skeletons i don't remember and they usually come as +1 to normal mages. All combined real spike in difficulty.

-War Dance need to be fixed its just crippling supposedly melee class.

-Aniketos the Sacrifier, Beastmean. Six is a lot, i must remind you that you can't have monster spewing 2-3 spells and have summons where player got one spell. Mathematically it does not add up.

-Broke and frustrated, that's a reward simply put.
-----------------------------------
I don't expect addressing every single problem but when introducing items and content its good to try and bandage some of them. For example adding mods on items or relics, charms with absorb 1-10 damage, life leech retaliation, freez retaliation or some other way to absorb excess and make things rolling is match simpler. It does not need to persist aside of those problematic areas but will have impact in smoothing the progression. Living path open as to not end up cornered and frustrated is all that's needed most of time.

8
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 27 July 2020, 17:12:37 »
Just restarted game so i figure to give some feedback. Started with Warfare Mastery.
- % resist on start of game that's just unreasonable

-Armor and weapon don't really follow some consistency in early game so it take a loot of time to look, hope this does not persist.

-Souls sims boring and uneventful, i don't see reason they have attribute requirements and sacrifice. After dropping first quest boss soul i just find out 80 int requirement strange for jewelry and after looking at some other souls in shop i find them obsolete.
Honestly they just supper charge certain builds that already got easy start of game and sims boring for what it's supposed to represent. Idk how balanced old souls where but i don't remember looking at them searching for what sacrifice they ask and what attribute i need. In my opinion souls should be just Legendary difficulty items with quality instead of this clutter. Its reasonable to get into this problem so limiting may be only way to make them actually matter as exciting concept.

-Skeletons before sparta consist mostly of massive range ambushes. I considering Ragnarok range weapons as a one of the reason, but still i find it unreasonable. Most aoe melee got restrictions on targets number so it not great place.

-War Wind changes as its called now War Dance is horrible, removing ability to charge is just bad when playing melee. Just imagine targeting archers or mages, now you move slow and when you get there they run off...

-After sparta i found the hero monster i encounter last time before quitting. Aniketos the Sacrifier, Beastmean. I mean you show me how you kill him at lvl 8? He summon like 10 magic beast that crit even this mele char. Those magic boars sims little less tanky then last time tho its hard to tell when he melt you in 3. sec. Also he got dodge and move constantly and you cant even target him when his summons surround you. My best take is 75% of his life with scroll that buff damage and battle rage, and that's only because he decided to not start summoning immediately.

-I got broke shopping potions and scrolls. Getting levels, items and still don't find a way to do added content. It's rather inconsistent feel to the game, dragging time, some balance problems got amplified. I mean you got limited with your abilities and potions are pain. Pets, retaliation and spells that dont care for target numbers can make it feel better. Most of time you can only click and hit where monsters reign supreme with skills and buffs. Yeah i feel like i'm hunted and rewards sims to bad to ever change that.
People look for rewards, new build ideas and challenges. That's a lot of rambling, but generally souls sims week as it stands now, concept of them sims to ben lost, and some changes hit painful and amplified balance problems.

Im frustrated for not wanting to skip content but i give more feedback as this is advertised as friendly to no legacy items game play.
Revisiting ideas oft mods, finding those eventful moments, meaningful rewards and keeping strong concept is not easy task so keep it up.

9
That's because you just exceeded a Mega download limit (like you can't download more than XXX Gb in a certain amount of time).

I figured that, there is a loot of trolling this days so you never know.
Restarting my modem fix it, i cant really complain for inconvenience.

10
I can't finish download.
stack at 98%

SVAERA_customquest_1.6 .zip
1012.5 MB1.01 GB
 Transfer quota exceeded. Resume

Idk is it because it count some errors it got during download or what but its just too convenient.


11
Install mod couple days ago, not played beyond a level up tho, cant decide going vanila first or streith to modded game.
Big problem i notice is Life potions are just unattainable, i know there i chest that drop them but what if i don't know or i can't even reach it?
Before we got the Rest skill and now we got to log in and out of game as idk how you can restore life in beginning of the game. I tried wendoring for heck of it like 3-4 time and still was unable to afford 1 single potion..
I mean people can cheat with caravan but for normal game is such waste of time standing unable to progres?
Will give more feedback as i probably gonna play vanilla and modded game for first time after Immortal throne expansion.
From first look i think some things with nature sims sort of old, rune mastery sims better, still not sure what to think of spellbreaker mastery swap even after all this time but its probably good to have things differently as i love that skill.

Pages: [1]

SimplePortal 2.3.7 © 2008-2024, SimplePortal