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Messages - icefreeze

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Are there any new rebalancing tweaks done to the already existing skills or on the epic/legendary (even monster infrequent) items? If yes, is there a way to find out what exactly is changed?
- Yes! Check out the patch log when the dlc/update information released.

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Are there any new monster infrequent items? No need for specifics here, just yes or no will be enough.
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Are there any new affixes for rare items? Atlantis added the Tinkerer, but i'm hoping for more possibilities to get interesting rare and magic loot.

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Are there any new rebalancing done to the monsters? Are the pets AI and the way monster react to them changed. I think i've read somewhere that pet AI is improved, but how exactly? The major problem i have with previous updates was monster ingnoring the wolves at all times and chasing the player instead, which in my opinion is not how it should be. The enemies should prioritize the wolves, not you, since they are the bigger threat to the them, when you're focused on a pure summoner build.
- Not much change. Nymph is more useless than ever because the last "useful" of her is cast Overgrowth's dmg absorption effect for character almost not casting now.

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How are the new electrum orbs different that the orbs you can gamble with gold in Atlantis? I''m sure they're better, but are they really worth all the frustration of playing with a severely nerfed character? Especially when the only viable way to farm electrum fast is to enable all the curses... but then how is it even possible to play with a total of -200% resistance penalty on legendary difficulty?
- You can buy gears that drop from specific acts from specifics curse orbs.
- Play the game wisely and it will be ok. Game not that hard if you have good enough game knowledge and do it right.

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Is the speed you gather elecrum determined by the level of the monsters? Meaning, the harder (higher level) the area is, the better the electrum gain? Or is it just 1 electrum per kill/ for each curse, or a total of 8 with all curses? If yes, then what is stopping me to farm just the starter area of Helos, up to the shaman where i'll be safe once i'm overlevelled for the area? Doesn't seem like a very well thought out feature in my opinion.
- I don't care about this much so i don't aware it. Some items you only can get from the Electrum orbs of new act.

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Anything else new that i'm missing to mention? Endgame content, or interestig feature i don't know about? I've already noticed the 3rd stats tab in the character screen with the additional information. Really cool and useful stuff.
- There is Hardcore Dungeons that unlock in ac1 - Greek, act2 - Egypt and act3 - Underworld. There are specific items and special potions that drop only there, like reset all attribute/dex/str potions.



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Atlantis / Re: Obscured Visibility vs Ravages of Time
« on: 07 January 2023, 04:45:00 »
Obscured Visibility will helps you reduced enemies physical if it's different to 0% + reduced their armor value by %.

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There is issue when i try to added one fragment Essence of Hermes' Sandal relic to leg armor that already added the same one fragment before, it just can't be added.
The added one i made by created with formula buyed in shop, the new one loot from the world.

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Phantom Strike, Shield Charge you mentioned at previous post are melee attack skills..

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Modifications / Re: Returnin player looking for a working XMAX
« on: 13 October 2022, 20:34:10 »
I'm using this: https://www.nexusmods.com/titanquestanniversaryedition/mods/18?tab=description
No crap "balanced", increased lootchance bla bla, just increased enemies number.

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%Elemental or %Lightning boni do not increase electric burn, though it is being resisted by lightning resistance.
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Against non-demons, Distortion Wave inflicts only around 75% of the damage the DR ring offers (767 at ultimate level versus 1084)
...I hate to say it, but even here, a Haruspex build is probably the best choice. (At least he will be a different flavor among the hordes of bow/spear users…)
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The latter can also be done with Storm and Squall. While not quite as effective on the -resists side, and more fragile, a Prophet can also be played in many other ways than just Sleep / DR / Squall, combining all the possibilities (and personal defenses) of this build with the offensive power of a Storm mage. Definitely worth a try.
..This also makes it safe to Phantom Strike / Shield Charge into groups and deliver -resists with your weapon, which can be an even greater debuff than Flush Out with the right relics and gear. ....
As a weapon, nothing beats the Soulflay Fork, though any weapon with +% total damage from Tyrant prefix and/or Thanatos relics is good.
IF you want to spread gear-based -resists for even more damage, e.g. in boss fights, you could start by hitting them with the Fingerbone of Boreas / Winds of Asphodel (or any weapon with Sheng Nong relic), before proceeding with your main attack. Templars may also use the Defiler (Sapros light) combined with the Shield of the Korybantes if you can hold it. The Frail, an early alternative to Archmage’s Clasp, is a good addition in both cases.
As a shield mainly used for protection, Hephaest’s is nice for those who can carry it (Templars), which is helped by its additional req reduction. Otherwise, anything that gives resists (normal/epic greens, with a turtle shell) or reduces recharge time is welcome. For lots of DA, choose Soldier’s Unyielding Will.
Or, if you don’t want to invest in strength at all, just get Santa’s Peppermint from the secret passage.
7) Conclusion..
- Since AE version, +% Elemental dmg boost EBD soures, the same with Burn and Frostburn.
- EBD value of Psionic Immolation (DW) at max lvl+4 is 767 EBD/4s, while Temporal Rift (DR) is 723 EBD/4s, at current game version (beta patch v2.10.21415) and i believed it is what happened since AE till now.
- Storm give more benefits for EBD builds type than Hunting, Squall give huge to survival abilities, and Eye of the Storm (Wisp) give huge boost to EBD too. Those are experience in actual gameplay, not just theory.
- You need good OA to applied RR from melee weapons to enemies at late game (need about 850 OA to not missed on late game enemies often). Mean required to invest attribute to Dexterity or gears focusing on Dex, OA => reduced the benefits from those gears for +%dmg modified or Intelligence. The same with shield which required decent Str to equip.

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Atlantis / Re: Shaman build help
« on: 20 August 2022, 05:02:30 »
It depends on enemies that you face. But max out Vitality resistance is always recommend.
You can find a Legendary Demon's Blood charm with completion bonus that added fire res which will fill your character's vitality and fire res. Fire res is very important at late act5.

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Atlantis / Re: Shaman build help
« on: 11 August 2022, 07:07:13 »
If you want more dmg with max cap recharge reduction & +4 all skills, you can refer this gears build of mine:
https://youtu.be/aQFSOVImYC4?t=902

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Atlantis / Re: Shaman build help
« on: 03 August 2022, 07:55:52 »
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1. Im really enjoying thrown weapons and using Thunder Strike, but noticed that you used a bow in your primary weapon slot - why was this? Did you find it easier to use a bow? Are there better end-game bows than thrown weapons?

2. I’ve always enjoyed caster builds and have been loving using Thunder Strike>Life Drain to wipe mobs, but I’m not sure that this would work in Legendary without any Resist Reduction. Would a Vitality Resistance reduction focus, spread by Thunder Strike to finish with Life Drain, be viable CC on Legendary? Then using the auto attacks to wipe up anyone who survived.

3. Just on that last point, are Vitality Damage and Elemental Damage are both enhanced by Intelligence, right? (Sorry, bit of a noob question but I’m a bit rusty).

4. Finally, how much base Dex should I invest in before dumping all my points into Int/Health/Energy? I’m at 390 base now (which is what your account had).

Thanks in advance!
1. The build that use Nidbow for its grants skill which deal vitality dmg. This grants skill on bow has 0s recharge time, with fixed % to procs from attacks/skills that deal dmg on enemies. Spam any attacks/skills to procs this grants skill quite often and works well with Necrosis (Deathchill Aura).
- Rune give the best benefits to dualwield throw weapon, and it's very well if you using Menhir Wall often to block enemies for defense (required have recharge reduction from gears or using Sacred Rage skill of Rune).
2. You can come clone to enemies then using Life Drain with max possible Souldrain + max out Deathchill Aura/Necrosis, after this combo almost enemies die, you can finished by Thunder Strike. Necrosis reduced enemies Vitality resistance alot, so you should using it any time if focus on Vitality dmg as main dmg source.
3. Yes, Vitality scale the same with any elemental direct dmg from Intelligence; Vitality decay scale the same as any elemental DoT from Intelligence.
4. It depends on our how you play your character, the gears you equip.
Like i always like to using gears that give recharge reduction, so i invest enough attribute to equip gears requires, then mostly attribute invested to the attribute that increased the dmg source character do, some into health, energy if it's really worth it.

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Atlantis / Re: Shaman build help
« on: 16 July 2022, 09:51:11 »
Not guide, but i have build showcase videos for you. Skill, gears, attribute allocation near the end of every (almost) videos.
https://www.youtube.com/channel/UCsLYsGLgG7ijfJ66R6xtjIA/search?query=shaman

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Guides AE / Re: Resistance Reduction Guide by apocalypse80
« on: 03 May 2022, 09:34:21 »


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:
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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 (??)
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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
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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.
- Undead, Ghost, Construct, Device don't have hard immune to Bleeding, poison, life leech, slow..., they just have "immune" in general. There is a way to removed those "immune":

- Slow or Armor reduction effect works similar to RR effect. The effect on weapon, armor, rings, amulet, artifact and buff skill will stacked. Weapon and weapon or shield will not. All the sources listed before not stacked with sources from skill that don't using weapon/shield to deal dmg like Poison Gas Bomb.
- Slow and -%total speed is different type, slow be resists by slow resistance while -%total speed not. -%total speed can stacked, example Deathchill Aura and Fatigue (Plague).

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Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 22 March 2022, 06:11:21 »
@nargil66 you mean version 0.9g for the latest one?

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Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 10 January 2022, 06:20:12 »
Icefreeze thanks for your help. I have made the "Custom Map" folder and i think it will work in the  Custom Maps Game. Now as for the folder "Database". What do you mean it is located in the game folder? I have installed TQ through Steam, so that means that "Dayabase" folder will be i side steam folder which is located at C:\ Steam or because it isn't located at Documents\My Games\Titan Quest-Immortal Throne.
Thanks again.
"Database" folder located in the game folder that steam downloaded/installed, where you can find the run game file.

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Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 09 January 2022, 06:08:30 »
Hello guys! I just need tour help. These skins are amazing and well done for that because it needs so much work but I really cannot understand how they can be installed. I don't have a folder called "Database" or any other folder so i don't know where to put the files. Can someone make a complete guide for installing those skins?? Also i cannot find any folder called "Custom Maps" or any file called "database.arz" and i am really confused trying to install them a few months now. I will appreciate your help.
- "Database" folder located in game foler.
- "Custommaps" folder located in "...\Documents\My Games\Titan Quest - Immortal Throne\"; if there is no "custommaps" folder, just created one then put the mod custom map version into that folder.

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This is my Neidan mastery overview video:

Just remember to turn on video's subtitle/cc to read the detail.

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