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In the skill tree, the level of skill is normal;epic;legendary
If you only out one value in there, then that is used across all difficulties. Like that elemental resistance, it says the skill level is 1. That creature has that level one skill in normal, epic and legendary. Armor passive is listed as 90;234;450 so it changes between difficulties. Let's have a look at the skill configuration. You need to add all active skills from the skill tree here. Skill configuration tells the monsters when and what skills to use. Monsters can be ordered to use skills at certain range. ShortRangeMin and ShortRangeMax define the minimum and maximum distance that the target can be away from the caster. It's not much use to use a melee skill if the target is still far away. ![]() Once you've defined the ranges (min and max for short, medium and long), you can assign the monster some special attack. Browse it, make sure it's one of the skills in your skill tree. The timeout tells how soon after detecting that the skill should be used, it is actually used. That's how I understand it. The delay tells how often the skill can be used, it's time in seconds. The chance (it's percentages) is used if you don't want the skill to always go off. The monster may detect that "Oh, I'm low on health, I should heal!" but if the skill has less than 100% chance to activate, the monster won't always heal. The monster can have more than one special attack. Let's say he has two special attack that he uses at melee range. You can give the other 75 chance, and the other 25 chance, so the first one is more likely to be used. SpecialAttackRange tells the range that the skill is used at. Remember, you defined these ranges previuosly. AttackSkillName is the name of the default skill that the monster uses. An attack skill like Onslaught or Psionic Touch. BuffSelf skills are buffs that the monster will cast on itself, like Earth Enchantment. BuffOther is used to buff allies, like with Heat Shield. Heal skill is the skill that the monster uses to heal...dyingSkilName = used when the monster dies. Berserk, don't know about that, maybe used when the monster is low on health. ChainInitialSkill and ChainNextSkill, apparently you can chain skills, one is used right after the other. Hope this helps a bit.
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75 Harbinger | 70 Conqueror | 70 Conjurer | 70 Diviner | 70 Spellbreaker | 68 Ranger | 65 Elementalist | 65 Evoker | 65 Bone Charmer | 62 Guardian | 61 Brigand | 61 Thane | 61 Templar | 60 Battlemage | 60 Warden | 59 Haruspex | 58 Slayer | 58 Champion | 55 Druid | 52 Paladin | 50 Oracle | +++ Guide for All Skills Attribute Guide Custom Mastery Guide Last edited by Poinas; 07-03-2009 at 10:27 AM. |
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Yeah, sorry I missed this, but poinas got it right. I'd only add that you can use any skill as their default attack skill, not just melee skills. The liche king, for example, has his ranged attack as his default skill. Also, the chance to perform a special attack processes once when the monster comes into that attack's range, if it fails, the monster won't perform that attack until the cooldown on it has passed. If a ranged monster doesn't have any ranged attacks it can make, it will attempt to move close to the target to melee, even if it doesn't have any melee skills or weapons, it'll still run over and punch you (and if you take away it's melee attack animations, it'll run up to you and stand there helplessly.
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Thank for you answer Poinas and thank you Munderbunny, now i undertand but have tow question more:
1- The numbers in chance to use, or in another parts like the tap of resistences are percentages? 2- The penalization of resistences that receive in epic (40%) and legendary (100%) is only for our char, this no happen to the mobs? |
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Sorry, i made mistake let me question again:
The number that we can place in the tap of resistances are percentajes? A example physical resistance: 35.00000? With the tap of The chance to use are weights? |
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