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Dusty Cellar => Hellgate: London - Saviours Inc. => Topic started by: Minor_Deity on November 02, 2007, 02:41:48 AM

Title: Mini-Game/Mods and other FAQs
Post by: Minor_Deity on November 02, 2007, 02:41:48 AM
Ok since this thread got stickied I figured I'd clean up the this post and put more info in it. Pulling most of this from the Gamespot article here (http://www.gamespot.com/features/6182055/p-2.html).

Gave it a cleaning up and a dressing down for our local use. Made a couple corrections as well. If you have a correction or info that you think should be added post it in this thread. As of now lots of stuff is being worked on and is subject to change.

MP grouping

Bring up up your Friends Console.
To add a Friend - Enter the character name and select Add. Currently that character must be online to be added.
To group with a Friend - Right click the character name in the Friends console and select the Party option. You should have their portrait now on your UI.
To get to the same place as your Friend - Right click their portrait and select the Open Portal option. This will allow you to get to the same "version" of an instance as your friend(s). ie You can be in the same station and you'll never see each other if you do not load into the same version of it. Like Diablo even though your partied you can go anywhere separately. It is not like Guild Wars where one person in the party going into, or out of, an instance brings the rest of the party along for the ride. Since this game is "instanced" you'll only be together for bad guy pounding if you enter the same version of the instance.


Mini-Game

(http://www.howlinmad.com/sitecontent/Hellgate/minigameicons.jpg)


Item Rarity

Common (Grey): Common items have no special properties, and are all alike. If you find two common Tempest Rifles, for instance, they’ll have the exact same stats (in rare cases you may find common items with different mod slots).

Enhanced (Green): Enhanced items are superior versions of common items. They’ll typically have one special property and will deal more damage or have more armor by default, and will almost always give you rare components when broken down.

Rare (Blue): Typically they’ll have two enhancements and will be more powerful yet than the enhanced items.

Legendary (Orange): Legendary items are the kings of the randomly-generated heap, with the capability of holding three or four special properties.

Unique (Golden): Unique items are a bit different in Hellgate London than they were in, say, Diablo II. Instead of being premade by the game’s designers, uniques in HGL are randomized, just like lower-level loot: they will have unique names, however, and will usually be quite a bit more powerful than any other item that you’re likely to find. (Sometimes the randomness of these items can result in a bunch of mods that simply aren’t that useful; don’t hesitate to deconstruct a unique if it’s just not good enough for you.) If you find a unique item for a class that’s not your own, be sure to offer it up in chat channel to other players; you’re likely to earn quite a bit of cash for it.


Mods

Defensive Enhancements

    * Attribute +X: Some weapons and equipment will come with a bonus to a certain attribute, like Strength or Accuracy. When equipped, you’ll immediately gain a bonus to that stat. Some pieces of armor will grant you a bonus to all of your attributes at once, and are highly prized.

    * Adds X [Status Effect] Defense: If an item says that it adds to your Stun or Ignite defense, this means that it will help prevent you from being afflicted by the particular status effect that it guards against. As you proceed through the game, more enemies will resort to Igniting you, Phasing you, and so on, so these defenses are necessary, especially for guardians. Some items will add to all special damage effect defenses at once.

    * Health Regeneration: Health regeneration will let you automatically restore lost health over time. Your character has zero health regeneration initially, so the only one you can regenerate health in the early going is with health injectors. Health regeneration will decrease your reliance on injectors, but it’s pretty slow; still, if you have a lot of downtime between fights, or can rely on minions to take most of the hits, you can still find this to be pretty useful.

    * Hit Point Bonus: Some armors will give you either a percentage hit point bonus or a static number. The percentage bonuses are usually preferred, as a 10% bonus to hit points will result in bigger bonuses as you invest in Stamina.

    * Power Point Bonus: We’ve only seen +X increases to power points; we’ve never noticed any percentage based increases here. Still, those enhancements might be out there.

    * Minion Damage/Minion Armor: Adds a percentage increase to your minion’s armor or damage. Pretty handy, but useless if your class can’t summon minions, obviously.

    * +X Luck: Luck is essentially the Magic Find stat from Diablo II repeated. High luck stats will let you get more items from enemies and will increase the chance that enemies drop enhanced and rare goods. Only Flagship really knows how much Luck effects these variables, but if Diablo II is any indication, you’ll need a lot before the effects become clear.

    * Increases Use of Class Skills by X%: This allows you to use your skills more often. Most activated skills have a cooldown on them. If you have a 10-second cooldown on an ability, for instance, and get a 20% Increased Use enhancement, that cooldown will be reduced to eight seconds.

    * Decreases Power Cost of Class Skills by X%: All skills for the listed class will cost a few percent fewer power points to use.

    * Movement Speed +X%: Although rare, this enhancement is pretty handy, as it will increase your default movement speed at all times.

    * Melee Speed Bonus +X%: This increases your swing rate for all melee weapons. Usually this percentage will be pretty small.

    * Thorns: Some armors will have a Thorns effect with a number after it, usually something small. This will deal damage of the amount and type listed to any enemy that strikes you. It’s a small amount, but it adds up, especially for Guardians.

Offensive Enhancements

    * Increases damage by X%: All damage dealt by the weapon will be increased by the listed percent. Most mods that offer this ability have pretty small damage increases, but some can go up to 20% or higher. This stacks with elemental damage increases offered by other mods.

    * Adds X% Elemental Damage: Usually a mod will let you add a small percent of elemental damage to your weapon. Although this doesn’t appear to increase the damage the weapon does (probably a display bug), it actually does. Say you have a weapon that deals 100 physical damage per shot, then add a +10% toxic damage mod. The weapon would henceforth deal 100 physical damage and 10 toxic damage per shot. These mods are decent ways to increase a weapon’s damage while also making it easier for you to deal damage that’ll reduce your minigame numbers.

    * +X To [Status Effect] Attack Strength: If you have a weapon that deals a certain kind of damage, there’s usually a small chance for it to confer a status effect on your foes. For instance, fire-based weapons will sometimes cause an enemy to Ignite, causing them to lose 5% of their total health every second. If you can find a mod that adds +100 to Ignite attack strength, then you greatly increase the chance for this status effect to be applied with each hit. It’s unclear what the base chance of these effects going off is, and it’s likewise unclear how much your Attack Strength affects it (the game is pretty cagey about these stats). Note that adding an Ignite Attack Strength mod to a weapon that deals only electricity damage is useless; a weapon that deals only electrical damage will never cause an enemy to Ignite, even if you add a mod like this to it.

    * +X% Damage to [Enemy Type]: Whatever damage you dealt will be increased by the listed percentage, but only against a particular type of enemy. This is less useful than mods that add a blanket increase to damage or increase damage of an elemental type, but can still be handy, especially if you want to farm a boss of a particular type.

    * Critical Chance Multiplier [Enemy Type] +X%: The percentage increase here is pretty large, but in most cases the effect is actually fairly small. If you have a 1% base chance to achieve a critical strike, and a mod gives you a +80% chance to achieve a critical on Beasts, then your critical chance only goes up to 1.8%. In general, it’s best to wait until you find a mod with the following enhancement instead.

    * Critical Chance Bonus +X%: Typically the bonuses here are pretty small, usually something like one or two percent. However, that’s because they add a chance to crit to all of your attacks, and are additive instead of multiplicative. If you find a mod that adds 2% critical chance, and only have the base 1% critical chance, then your critical chance will go up to 3% against all enemies. Pretty handy, especially for critting classes like some Marksmen or Blademasters.

    * Critical Damage Bonus +X%: This number will typically be pretty large. If you happen to get a critical hit with a weapon with this stat, then the damage you deal on the hit will be increased by the given number. Every 100% here equates to a standard hit, so if you have 100% critical damage, you deal double damage on a crit; 200% is triple damage, and so on.

    * Shield Overload: Shield overload acts much like critical damage, but is only applied to an enemy’s shields. If you have a 100% shield overload rating, then you deal twice as much damage as you normally would to an enemy’s shields on every hit. When the shields drop, or if an enemy doesn’t have shields, then this mod basically becomes useless, but still: plenty of enemies have shields.

    * Shield Penetration: This stat will let a weapon’s damage actually avoid an enemy’s shields. If you have 30% shield penetration, then 30% of your damage will ignore the shields and hit an enemy directly. This is pretty handy, since some enemies have a lot more shielding than they do health, and even a small percentage of penetration can let you turn a tough fight into a pushover. Note that you also can’t apply status effect to shielded units; having shield penetration, however, will let your weapon punch through the shields and apply Phasing, Ignite, etc.

    * Energy Consumption -X: Some weapons have constant energy drains, such as Nanodyne Firestarters and Zeus Rifles. These mods will allow these weapons to fire longer without draining themselves down to 50% damage.

    * Splash Damage Radius Increase: For weapons that deal splash damage, this will increase the radius of the effect, letting you hit more enemies with a single shot.

    * Accuracy Degradation Decrease: These mods, when applied, will let you reduce the amount of accuracy degradation that occurs with ranged weapons when you hold down the fire button. It may also apply to movement degradation.

    * X% Chance to cause [Explosion Type] When It Kills An Enemy: When you kill an enemy with this mod equipped, you have a chance to issue forth an explosive effect of the type listed, like a Spectral Nova. Handy for dishing out the hurt against clumps of weaker enemies, but not as useful against tougher foes.

    * X% Chance to cause [Explosion Type] When It Hits An Enemy: Same as the above, but has a chance to occur each time your weapon connects with an enemy. The percent chance for this to occur is usually much smaller than the per-kill effects above, however.


Creating and Upgrading Items


Nano Forge

All you need to do is place an item into the left window nano forge, drag over the stacks of components that it asks you for, then click the Upgrade button and voila! Your item is magically better than it was before. Weapons do more damage, armor has more armor, and everyone’s happy. It’s worth noting that it seems to be better at upgrading weapons than armor, however.

There are some side effects to the nano forge, though. Upgrading a weapon will increase its item level, which can have some deleterious effects: items can be upgraded to the point where you’re no longer a high enough level to use them, for instance. An item that gets upgraded may also wind up increasing its level beyond what the mods in it can handle. Each mod has a maximum item level on it; if you upgrade a weapon above this limit, the mod will cease to function.
This is an issue players are looking to have addressed. Having a Level Cap on the mods makes no sense. In other words, having an Item level Requirement to keep you from putting a high level mod in a low level item makes sense. But not the other way around.
Also, a change from beta, the retail game put in a 5 upgrade cap. This is being slammed fairly hard as well, since FSS had been promoting the whole "take a low level item you like all the way to end game". Progressing a chosen weapon or piece of armour as your character progressed via Upgrading and Modding was a cool feature. It remains to be seen if this was a temp fix to some serious balance issues that they will be addressing or a permanent nerf.
:razz:



Item Crafter

Almost all towns will have two merchants: a buy-and-sell merchant that you’ll need to buy analyzers from, and an item crafter. When you speak to him or her, the item crafter will offer you a menu of items that you can create using your components. The items that are available are randomized, and will sometimes be completely useless to you.

With that said, though, sometimes you’ll luck out and be able to create a really nice item at the crafter. She offers the ability to create up to Legendary items on occasion. However, these items will usually require a substantial amount of components to craft, to the point where you probably won’t have enough materials to make a new item more than once a level or two. Still, if you luck out, you’ll be able to use the item crafter to make some wicked armor and weapons. Be sure to check her inventory every time you hit town and hope for something great.


Augmentrix 3000

If you have a lot of spare cash, then the Augmentrix 3000 can be used to add new properties to a weapon or piece of armor, even if it already has a number of them already. You can choose to add Common, Rare, or Legendary properties to anything you put in the Augmentrix, with rapidly escalating prices. Even common properties can be beneficial, though; we’ve lucked out with +2% critical chance, +30% damage to demons, and other handy upgrades that were relatively cheap. At higher levels, though, you’ll have greater risk for greater reward, as the upgrades you can provide to your weapons will presumably be even more effective. There’s always the chance that the upgrade you get won’t be useful to you, however.

Each item can have up to five modifications, but it doesn’t appear that you can add more than three mods with the Augmentrix. Still, you probably won’t be spending much of your cash at the buy-and-sell merchant, so the Augmentrix is a great place to spend it if needed. Items upgraded at the Augmentrix also don’t increase their item level, which is handy.


Blueprints

One of the rarest ways to craft comes in the form of blueprints. Blueprints drop like any other item, off of monsters or treasure chests. When you find one, it’ll go into your inventory; right-click on it. That’ll pop up a crafting window which you can place components into and make whatever object the blueprints are for. If it’s something you like or need, feel free to make it; otherwise, you can trade it or sell it to a vendor.
Title: Re: Mini-Game
Post by: Tarr on November 02, 2007, 02:47:33 AM
I've finished this twice now (both since yesterday, ironically, not once in the beta) and once I got a pile of craptastic greens. The second time I got a legendary crusader shield though.
Title: Re: Mini-Game
Post by: Tarr on November 04, 2007, 01:27:20 AM
BTW, sticky this thread plskthxggroflcopter.
Title: Re: Mini-Game
Post by: Pixelated on November 04, 2007, 05:34:48 AM
BTW, sticky this thread plskthxggroflcopter.

Good idea. Done.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Minor_Deity on November 04, 2007, 05:51:10 AM
*Edit*
Info moved to first post. :-D
Title: Re: Mini-Game/Mods and other FAQs
Post by: Dust on November 07, 2007, 05:22:25 AM
Request from a non playing person: Dye Kits. What effects do they have, and why do people want the wasp one? What other ones are there?
Title: Re: Mini-Game/Mods and other FAQs
Post by: Darkness on November 07, 2007, 08:31:08 AM
Regarding grey items, they are "more" upgradeable in the various forges than other items and if you get a grey item with a lot of mod slots (I have a sniper rifle with 5 I think), this will be cheaper to upgrade in the augmentrix and canbe upgraded more in the nanoforge.

So some grey items are really worth holding onto, much like certain items with lots of sockets were in D2.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Death_Dealer on November 07, 2007, 08:21:39 PM
Request from a non playing person: Dye Kits. What effects do they have, and why do people want the wasp one? What other ones are there?

I believe the dye kits were only available if you were a pre ordered the game and were a beta tester. I had the Wasp drop for me and I ordered at Amazon. I basically just adds yellow pinstriping to your char's armor. Lava is another sought after dye kit. I believe the kit that drops for you depends on where you bought the game.

Btw, did anyone manage to get one of those flaming halloween masks? I did manage to gather enough parts to make a bot before FFS disabled the holiday items. He doesn't do much but does manage to tank for me a bit.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Tarr on November 07, 2007, 09:34:40 PM
I got the mask. It doesn't do a whole lot except look really cool.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Sssith on November 08, 2007, 08:22:51 AM
Spectral monsters...where are they?  That is the only thing missing to complete my first mini-game but as far as I can tell they are not around yet.  I'm in Covenant Station.
Title: Re: Mini-Game/Mods and other FAQs
Post by: lone_wolf on November 08, 2007, 01:18:24 PM
Spectral monsters...where are they?  That is the only thing missing to complete my first mini-game but as far as I can tell they are not around yet.  I'm in Covenant Station.

you should be able to find some in the british museum if i recall right
Title: Re: Mini-Game/Mods and other FAQs
Post by: Gohanman on November 12, 2007, 08:36:46 AM
Time for some questions. I'll just start listing 'em out and see how many answers are known. I'm sure I'll end up framing some of them in D2 terms. Here we go:

1. Attributes: besides allowing you to equip things, what effect do points in strength, accuracy, willpower, and stamina have? My instinctive impressions is str/dex/nrg/vit (respectively), but I imagine it's not a straight correlation.

2. Attack info: the left side of the inventory screen serves pretty well for showing some LCS-type info. I can see defense, life, power, and elemental resistances. But conspicuously missing is a) attack damage and b) AR (is there even an equivalent chance to hit?). I can see that my sword does more damage than my shield bash, but where do I look to see how much? Can I compare the damage of shield bash vs. shield turn anywhere? Etc.

3. Cooldown times: I'm at a bit of a loss for how this works. As near as I can tell, when you use any skill with a cooldown, a cooldown timer starts on other skills, too (all skills with a timer maybe? skills in the same group?). The skill you use is available again after its listed time, but I don't get what's going on with the other skills. I know that it's not all skills taking the time of the skill you used (since they don't all come back from red at once), and I know the skills you didn't use don't take their full cooldown (easily observed since Shield of Faith has a ridiculous 40 second timer). Does anyone what know how this actually works?

4. I know the FAQs skill says the mechanism behind +X to [status effect] attack is unknown. Is the same true for +X to [status effect] defense?

5. Is there a blocking mechanism? I haven't really noticed myself going into any blocking animation. I'm curious since high blocking was damn effective in D2.

6. How and in what order to the various defenses work? Does Armor work strictly against physical type damage? Do shields absorb elemental damage? Are status effect defenses [resistances] applied before or after shields?

7. Has anyone got far enough to find out whether there are immunes later in the game - elemental, physical, or both?

More things may occur to me later.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Sssith on November 12, 2007, 09:36:10 AM
1. Attributes -- I think you are on the mark there.  As an Evoker I am really only interested in Willpower [energy] and Stamina [health].

3. Cooldown -- I am not positive but I think it is only a cool down on the skill that you used.  As in my Blink {which I don't have yet}.  It will teleport me but at level one I can only use it once every 20 seconds.  If I couldn't use another skill during that time I would be screwed.  So it really has to only be a cooldown for the skill you used.

Can't really answer the other questions.  I am curious about the answers also.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Gohanman on November 12, 2007, 09:53:39 AM
3. Cooldown -- I am not positive but I think it is only a cool down on the skill that you used.  As in my Blink {which I don't have yet}.  It will teleport me but at level one I can only use it once every 20 seconds.  If I couldn't use another skill during that time I would be screwed.  So it really has to only be a cooldown for the skill you used.

I have Anchor, Shield of Faith, Shield Turn, and Prayer of Healing (names may be slightly wrong) on my hot key bar. After I got Prayer, I noticed that several skills on the hot key bar turned red & started ticking off seconds when I used Prayer. This may have been happening with all timered skills (I'll test more tonight), but I only noticed it with Prayer. Probably because I wasn't busy fighting when I used it.
Title: Re: Mini-Game/Mods and other FAQs
Post by: lone_wolf on November 12, 2007, 01:20:42 PM
I answer what i found out by playing reading the manual and checking the various forums.


1. Attributes: strenght lets you equip hevier armor asnd deal more melee damage, accurency up your % damage at a critical hit and decrease the spread of your crosshair, it also lets you equip more powerful guns, willpower make sure you can use more powerful mods since those req will and it also boosts your "mana" pool and its regen. stamina also lets you equip more powerful armor and it gives you an higher life but no regen. 

2. right click on your weapon or shiled and you will see the true damage there

3. as far as i can tell it affects all skills from the same line of skills but i could be wrong

4. that effect is known, it gives an higher chance to cause sfx aka ignite phase etc, as for +X to [status effect] defense it gives you an higher chance to avoid having that effect happening to you. hight shock and ignite defence is a great thing to have just remember not to neglect phase and poison too

5. not that im aware off

6. armor migrate all damage done to you but dont protect against status effects, shileds on the other hand do protect you agaisnt status effects for the short while they stay up, it appears as if shields apply first then status affect defences.

7. sorry dont know
Title: Re: Mini-Game/Mods and other FAQs
Post by: Gohanman on November 12, 2007, 01:44:45 PM
2. right click on your weapon or shiled and you will see the true damage there
Does that include active modifiers (e.g., str increase melee damage)? Doesn't help with skill damage, but it's a start.

Quote
6. armor migrate all damage done to you but dont protect against status effects, shileds on the other hand do protect you agaisnt status effects for the short while they stay up, it appears as if shields apply first then status affect defences.
Maybe I am off base in thinking of status effects (is SFX the preferred abbreviation?) as resistances.

Would it be more correct to look at it this way:

All attacks have two components: direct damage and SFX. A sword might do 5-9 physical damage and have a 3% chance to cause Stun, for example. Armor reduces direct damage (all kinds). Bonsuses to SFX attack and defense affect the chance of SFX being inflicted.

And to clarify - shields *completely* block SFX? As in, you cannot cause SFX unless you knock down their shields first (or maybe have a weapon w/ shield penetration)? I may have to completely re-think my build [again].

On an unrelated note, I think the shields (piece of armor) and shields (magic barrier above armor) terminology is going to get annoying.
Title: Re: Mini-Game/Mods and other FAQs
Post by: lone_wolf on November 13, 2007, 01:01:21 AM
Quote
2. right click on your weapon or shiled and you will see the true damage there

Does that include active modifiers (e.g., str increase melee damage)? Doesn't help with skill damage, but it's a start.

6. armor migrate all damage done to you but dont protect against status effects, shileds on the other hand do protect you agaisnt status effects for the short while they stay up, it appears as if shields apply first then status affect defences.

Maybe I am off base in thinking of status effects (is SFX the preferred abbreviation?) as resistances.

Would it be more correct to look at it this way:

All attacks have two components: direct damage and SFX. A sword might do 5-9 physical damage and have a 3% chance to cause Stun, for example. Armor reduces direct damage (all kinds). Bonsuses to SFX attack and defense affect the chance of SFX being inflicted.



And to clarify - shields *completely* block SFX? As in, you cannot cause SFX unless you knock down their shields first (or maybe have a weapon w/ shield penetration)? I may have to completely re-think my build [again].

y

On an unrelated note, I think the shields (piece of armor) and shields (magic barrier above armor) terminology is going to get annoying.

2 not that im aware of some people have begun to create formulas for checking the damage if they are correct or not i dont know(if they are some skills of the blademaster are seriously broken). Skill damage of the evoker is farely easy to handle though, the damage of you spells are directly affected by the amount of damage your focus item does not the damage you can see like 40 sectral direct rightclick instead on the item and you see its power and elemental strenght

6 that would be correct as far as i have seen through testing and read about from others. (about shileds) yep as far as i can tell atleast i cant get an status effect on me until my shields are depleated. That is also the reason i tend tio look for shield overload and shield penetration on all of my gear.

and your right the temonology is going to be annoying
Title: Re: Mini-Game/Mods and other FAQs
Post by: Gohanman on November 13, 2007, 07:45:37 AM
I payed more careful attention to cool down times last night and here's what I found:

The following skills were on the hot key bar:
Shield of Faith (group Shield*)
Anchor (group Shield)
Shield Turn (groups Shield, Swordsmanship)
Prayer of Healing (group Prayer)

* ingame.de skill planner doesn't list a group here, so I'm guessing

When I use Prayer of Healing, here's what happens:
1) all four skills go red - Prayer of Healing has a timer listed, none of the others do
2) after approximately one second, Shield of Faith and Shield Turn come back, more or less simultaneously
3) after an additional one or two seconds, Anchor comes back

Since there are no timers, I'm just estimating, and maybe badly. I have definitely observed the following though:
1) Anchor takes noticeably longer to come back
2) The effect is reciprocal (i.e., when I use Anchor, everything goes red and it takes an extra second or two for Prayer of Healing to return).

My guess is that using any timered skill disables all timered skills for a short count (probably one second). I'll play with Shield of Faith and Shield Turn a bit to see if I can confirm this. I have no idea what relationship between Anchor and Prayer of Healing causes the extra lag though.

NEW QUESTIONS:
* Does experience gained scale as well as monster strength when partied? Do you level faster solo or /players 8?

* I assume there isn't, but double checking: is there any way to add a player to your friends list instead of a character (e.g., Minor_deity instead of ShawnOfTheDead)? Seems like it would be really useful.

* What happens when you complete the mini game? I had a big text message pop up randomly (directly above the hot keys) a couple times last night and thought it might signify completing the mini game (for lack of any other explanation), but I didn't notice any drops.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Minor_Deity on November 13, 2007, 08:54:05 AM
Whenever you complete the mini-game a bunch of random items drop. Even if you are in a station.

AFAIK they still have not added a way to add the player instead of individual characters.

Sorry, I haven't been playing much. Busy week(end), with the motorcycle rally, V day and whatnot. As a result I am not as up to date on the new shite that has come to light.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Sssith on November 13, 2007, 01:25:15 PM
Some information of interest...

Mod information: 
http://forums.hellgatelondon.com/showthread.php?t=36340
http://forums.hellgatelondon.com/showthread.php?t=37458

Augmenting & modding info:
http://forums.hellgatelondon.com/showthread.php?t=36340


Title: Re: Mini-Game/Mods and other FAQs
Post by: Gohanman on November 20, 2007, 07:21:09 AM
Does anyone know if the Shield Penetration mod affects all attack skills? Like if I have an evoker with 10% shield pen armor on, can I lash someone through their shields?
Title: Re: Mini-Game/Mods and other FAQs
Post by: Sssith on November 20, 2007, 07:55:13 AM
Oh yeah baby!  Shield penetration and Evokers is a marriage made in heaven.  A certain amount of damage, based on the amount of shield penetration you have, will go right through the shield.  I have a Lasher in progress right now and I recently scored some shield penetration.  I also recently found a mod for non-evoker weapons that has shield penetration.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Gohanman on November 25, 2007, 07:26:38 AM
New discovery (at least to me):

Uniques appear to actually work just like they did in D2. I found the same unique mind control weapon twice now and they have identical mods; what can vary is the number attached to the mod (e.g., one is +12 all attributes, the other is +14). Obviously it's just one item, but the odds of 5 or so different base mods randomly matching are pretty slim.

I found this really interesting from a build planning standpoint (plus grailing potential!), since I was previously under the impression that uniques just had specific names and completely variable mods. Although every unique I've found has really, really steep stat requirements.
Title: Re: Mini-Game/Mods and other FAQs
Post by: mn4nu on November 26, 2007, 08:07:38 AM
I found this really interesting from a build planning standpoint (plus grailing potential!)
Don't even go there.  Sick bastards like me will never be able to quit if grailing is a possibility.  :P
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on January 26, 2008, 03:34:52 PM
In case anyone missed it, here's an official statement on how Luck works:
http://forums.hellgatelondon.com/showthread.php?t=60772

;)
Title: Re: Mini-Game/Mods and other FAQs
Post by: Sssith on January 26, 2008, 03:57:31 PM
I found this really interesting from a build planning standpoint (plus grailing potential!)
Don't even go there.  Sick bastards like me will never be able to quit if grailing is a possibility.  :P

First you need to start playing the game.  :-P

Haven't had a chance to read the whole thing about Luck but the first thing that jumps out at me is that wearing luck will not help if you are running bosses.  Since it only reduces the chance that Normal items drop.  It will only be useful for general questing.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Somethingsin on January 26, 2008, 05:29:51 PM
and the general consensus is that luck doesn't work at all, or may even reduce drop rates
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on January 27, 2008, 06:58:16 AM
Having played around with it, here's a tip on game settings:

Wondering what exactly low, medium, high, very high anti-aliasing modes are? Wonder no more (applies to Nvidia... No idea about ATI):

Low = 2xMSAA
Medium = 4xMSAA
High = 16x (4xMSAA + 16xCSAA)
Very high = 16xQ (8xMSAA + 16xCSAA)

No options for 8x or 8xQ.

That explains a bit. I've been playing on high AA, but the VRAM usage is more than I like, resulting in low framerates (20s) in stations. Think I'll drop to medium and see what that does for VRAM. Based on my Oblivion experience, that should cut at least 100MB off VRAM usage. My preferred setting is 8x, but there's no option for that... might try forcing it through the driver and see what happens.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Tarr on January 27, 2008, 07:40:53 AM
I've had no fps issues in the game at all except for going up or down stairs in stations (particularly Covent Garden) and that's game programming. My FPS never dips any other times with max settings. This is why I overpaid for a PC :D
Title: Re: Mini-Game/Mods and other FAQs
Post by: Sssith on January 27, 2008, 07:55:42 AM
So what setting should I use for my nVidia 7600 Go?
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on January 27, 2008, 09:03:23 AM
I've had no fps issues in the game at all except for going up or down stairs in stations (particularly Covent Garden) and that's game programming. My FPS never dips any other times with max settings. This is why I overpaid for a PC :D

You have a 640MB card. That's why. VRAM usage typically floats around 600MB in a station with DX9, high AA, everything else maxed, at 1680x1050. Hence, why I get a drop on my 320MB card - but only in stations - I still get great FPS in instances. ;) And I didn't overpay. :P

@Sssithy: Depends on your resolution and other settings. Try medium. If no probs, then gg (4xMSAA is a great medium between quality and performance). If it lags/stutters/dies, try low. A 7600 won't do 16X, so if you even have a "high" option, it's going to be something else (7-series and 8-series do different types of AA; there's no CSAA on anything older than 8-series).

Actually, on a 7-series, low might be 2x, medium 4x, and high 4xQ. I can't remember what the options were on my old card.

Bah, just try 'em and see what you like. :lol:
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on February 01, 2008, 11:45:05 AM
Good guide to playing Hardcore here on the official forums. (http://forums.hellgatelondon.com/showthread.php?t=73874)
Title: Re: Mini-Game/Mods and other FAQs
Post by: Tarr on February 02, 2008, 02:08:48 AM
Hmmm...nah, I'll pass on HC, just like I did in D2. :P
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on February 02, 2008, 07:08:44 AM
I'm seriously thinking of giving HC a go after I finish normal.

Unrelated bit I meant to post a few days ago, just in case there was someone here who wasn't aware of it... Although you can't use gyro braces from the CTRL key when you're stunned, you CAN use them if you have them hotkeyed. With a stack on a hotkey, stun-lock is not so much of an issue. ;)
Title: Re: Mini-Game/Mods and other FAQs
Post by: Sssith on February 04, 2008, 12:03:33 PM
If you are an Evoker you live and die by your foci.  To say that there are confusing elements to this is an understatement.  To help myself out I have tracked down this resource:

http://forums.hellgatelondon.com/showthread.php?t=35740

Highly recommended reading if you are going to play an Evoker.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Sssith on February 04, 2008, 12:52:01 PM
Also of interest....

http://forums.hellgatelondon.com/showpost.php?p=661093&postcount=1

That link is full of useful links.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on February 07, 2008, 03:44:38 PM
A bit of trivia:

The amount of crafting components you get from an item is dictated by its current value. So: ID'ing stuff, which increases its value, will increase the materials you get. Still, my experience is that ID'ing greens usually increases the value by 20 P, for the price of a 25 P analyzer. ID'ing has no bearing on whether or not you get a nanoshard, however, which is pure fickle fate and can come from any item, even grey ones.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on February 08, 2008, 08:33:54 PM

Damage formula figured out for evokers' focus and spells...

If you have one focus, the "power" rating (only visible in the "examine" window) is the damage it does.
If you have two foci equipped, they are added together but only at 60% efficiency each, so it is possible to do less damage with two than with one if one is very much higher than the other.

Example: You have two foci. One has a power rating of 70 and the other has a power rating of 40. Using them together, you'd do [(70 + 40) * 0.6] = 66 damage.

Title: Re: Mini-Game/Mods and other FAQs
Post by: Gohanman on February 08, 2008, 10:38:53 PM
Interesting. That means many of the spells deal identical damage and just proc different effects, right?

Related, since you've played one a bit: how does it work out for dual-wielding blade masters? I've been hearing 75% damage at the swing rate of the slower weapon.

Also, how do the attack skills work? For example: does Sword of Reckoning swing both swords at the same time, just one, or one after the other? Does Sword of Justice alternate swords for 3 swings, alternate for 6 swings, or swing both simultaneously 3 times? Hopefully you understand what I'm trying to ask, if you don't use those particular skills. I'm not sure the best way to word it.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on February 08, 2008, 10:50:17 PM
Yeah, it's 75% damage of each sword but done simultaneously; the swing speed is dictated by the slower sword.

SoR - dunno, don't use it.

SoJ - this is my bread-n-butter skill. It swings both swords simultaneously 3x each, for 6 hits pretty much instantly (the animation is lightning-fast, takes less than 1 second for all 6 hits even with the "very slow" swords). It's a one-click kill on almost anything non-rare/legendary up to everything I've encountered so far (level 33 mobs). When done with a pair of Cinderspikes, the effect is glorious (6 explosions doing a heap of damage each, 1 second later :lol:). That said, I still prefer a Righteous Star and Flame Column - I'm pretty much guaranteed to either phase or ignite ever time I swing...

I'm actually planning to write up a BM guide, since I think I have a pretty good grip on how it plays out. From level 31-50, it's just going to be more of the same as far as skills/equipment/stats go.

Oh, and Whirlwind is a friggin' blast. :D
Title: Re: Mini-Game/Mods and other FAQs
Post by: Gohanman on February 11, 2008, 11:24:25 AM
I don't know if this is news to anyone else, but I just discovered it last night.

You can identify quest rewards BEFORE you choose which one you want. Extremely nice on quests that give legendaries as a reward, and useful for the ones that give a choice of (blue) mod.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on February 11, 2008, 11:26:36 AM
Neat. Didn't know that one. :)
Title: Re: Mini-Game/Mods and other FAQs
Post by: Sssith on February 11, 2008, 11:47:47 AM
So you go and identify all the stuff just to see which one to pick?

I've also wondered what the 'Choose for me.' does?  Does that mean they will give you the best one or only the one that matches your class?
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on February 11, 2008, 11:55:41 AM
It will automagically match your class when the choice is obvious (armor/weapons that are class-specific). If it's a less obvious choice, such as when it's a bunch of mods, it seems to be random. They're almost always junk anyway, so I just let it choose and half the time it'll pick things like tech mods for my evoker...
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on February 11, 2008, 12:09:05 PM
Neat.

Hellgate London printer-friendly map + mini-game, current to patch 1.1 and Stonehenge:

Clicky! (http://www.hglondon.net/mediaitems/54f2bd56fcec5c7bc583113d7a49a301.jpg)
Title: Re: Mini-Game/Mods and other FAQs
Post by: Gohanman on February 11, 2008, 01:42:02 PM
I just let it choose and half the time it'll pick things like tech mods for my evoker...

Really? I *always* get ammo when I let it pick. Every single time, regardless of character.
Title: Re: Mini-Game/Mods and other FAQs
Post by: Pixelated on February 11, 2008, 02:23:29 PM
Maybe that's it then. Ammo. As I said, they're worthless so I don't pay attention. ;)
Title: Re: Mini-Game/Mods and other FAQs
Post by: Tarr on February 12, 2008, 01:23:33 AM
Yanno, if you're able to ID them, they're probably not all useless. I've gotten good ones from quest rewards (Helloooooo damage +15%)