Newsgroup: it.comp.giochi.rpg
Titolo: [Sacred] Perchè la vampiressa lampeggia?

Brillava di Luce propria, avevo un particolare equipaggiamento e adesso non
ci riesco piů. Sembrava anche piů forte. Forse combinando l'equipaggiamento,
ma con quale criterio? Unico discriminante, era che appariva una icona
inedita, in alto a sx nella zona dell'equipaggiamento (per intenderci a
sinistra dell'elmo), che se ci passavi sopra usciva "Resistenza fisica 15%"
(forse che sia un bonus? Ma dovuto a che?).
Vi prego, mi spiegate?

 ha scritto nel 
messaggio news:L%2nd.186348$b5.92...@news3.tin.it...
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 Vi prego, mi spiegate?
Secondo me lampeggia perché vuole sorpassare.
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MHUAUH LOL
Ok, volevo sdrammatizzare ^_^
Mi spiace non lo so!

Avete anche notato che se c'č quell'icona (che per inciso a me non c'č piů e
non riesco a farla tornare, ha anche io forgiato come te, ma non ho piů
l'icona), il personaggio acquisisce un' "aura" bianca lucida? E sembra che
aumentino le stat....
Chi ne sa di piů?


> e a tutti da resistenza 15% ?
L'icona appare anche se si indossa un oggetto di set che elenca tutti
i pezzi mancanti.. 

Armor glow / resistance bonuses appear when you combine items 
(armor/jewelry/weapons) with certain qualities. There are four basic 
kinds of armor glow, which correspond to four resistance types: 
physical, fire, magic and poison - each giving a +15% bonus to a select 
resistance. All manifest themselves by a vivid change in how your 
character looks and are reflected in the inventory screen [I].
     * every character class can combine up to 3 glow effects
     * 4 glows are not possible (in 1.66 and earlier at least)
     * you can't combine 2 armor glows of one type - e.g. two physical 
for a total of +30% physical res. Only different armor glows can be combined
Now more on getting the glow and the associated bonus. Glow appears when 
you collect enough "glow points":
     * you win a glow point from an item (armor/weapon/jewelry) for a 
dominant resistance
       E.g.: you have a helm with 30 physical, 20 magic and 25 fire 
resistances. You a get a glow point in physical glow from this helm.
     * you win a glow point from an item for dominant damage type
       E.g.: you have a sword with 50-70 physical, 20-30 fire, 10-40 
magic damage. You get a glow point in physical glow from this sword.
     * each socketable item (all armor and weapons) can win you 2 glow 
points (both for one type of glow or for different, doesn't matter)
       E.g.: you socket a ring with 24-50 magic damage into the helm 
from the first example. You get a point in physical glow and a point in 
magical glow from this upgraded helm. Same for weapons if you socket 
them with jewelry bearing resists.
     * if you have an item with two dominant resistances or max damages 
this item won't generate any glow points
       E.g.: a helm with 30 physical, 30 magic and 25 fire resists 
yields no glow points
       E.g.: a sword with 50-70 physical and 10-70 fire damage yields no 
glow points as well
     * there are no rings/jewels with both damage and resists so only 
one point is possible on them
Now what to do with these glow points:
     * to get a physical glow and associated +15% to physical res you 
need 8 glow points in physical
     * for fire/magic/poison glows you need only 6 glow points each
     * these figures are valid for all character classes
To get the max possible - 3 glows - you need to accumulate either 20 
points (two elemental 6*2 and physical 8) or 18 points (three elemental 
6*3). All character classes can acquire three armor glows: from the 
Seraphim who wears less than anybody (21 points possible) to the Dark 
Elf and Vampiress who can wear the most (25 points possible). Repeat: 4 
glows are not possible.
You can manipulate dominant resistances/weapons by socketing jewelry in 
armor and weapons. However this is subject to bugs: you may be able to 
change dominant resistance from physical to magic but the item will 
still generate a physical glow point. Or you may socket a ring in this 
item with fire damage and won't get a fire glow point. There're just too 
many details about this to write them all in full here. Here are a few tips:
     * base armor resistances matter a lot: cloth or textile pieces 
normally have dominant poison resists, metal or chainmail - physical, 
made of skin - magic or fire. These items willingly give respective 
second glow point from socketed damage-bearing rings with adequate 
damage type. To win a different glow point with the help of 
damage-bearing rings you will usually have to fill all possible slots 
with such rings and even then there's no 100% guarantee
     * to change the dominant resistance on an armor piece one amulet 
(or ring; amulets just grant higher resistances) with different type of 
resist may not be enough even if resists on this amulet greatly outweigh 
the inherent dominant resist of the item. You will need to socket one 
more amulet with desired resistance to tip the balance. Then you can try 
socketing damage-bearing rings of similar element for a second glow point
     * you have better chances of successfully manipulating glow points 
on items with a higher number of sockets
     * best items for this sort of manipulations are those with no 
dominant resistance/damage (having two or more equal resists or max 
damages; see above examples); they don't require many amulets or rings 
to win glow points
The question remains: is it worthwhile taking care of armor glows? First 
of there are WE runes with +15% to all resistances - a single rune of 
this kind equals four glows. At later character levels vendors start 
selling jewelry with higher bonuses even - consequently armor glows 
can't be treated as serious improvements to your character equipment. 
This may change following new patches from Ascaron that are destined to 
increase difficulty (that's just what patches are about). Taking care of 
armor glows will become prudent then.
Yet even now high-res players may find these bonuses helpful and the 
question arises - are three glows a must? Basically you will always get 
an armor glow of some sort on your character just because class-specific 
armor and weapons tend to bear certain dominant resistance or damage 
type. You will probably unwillingly get physical glow on melee fighters 
and magical - on casters. This usually reflects that your character is 
in good standing: as you should know from other articles in the 
Resistances section going mono-elemental damage is more efficient than 
multi-elemental, so by having a lot of similar-type damage on your 
weapons, jewelry and socketable items you will win a distinct armor glow.
If you decently match your primary damage type against weakest resists 
of monsters in the current area of Ancaria the glow will change often. 
Furthermore if you concentrate on your own resistances trying to match 
them against the most common damage type of these same monsters you will 
most likely get a second armor glow. Getting a third glow is associated 
with going multi-elemental or sacrificing damage rings for 
resistance-bearing rings and amulets. Thus having three glows is 
generally a bad idea. Well unless all you want is to ... show off :-)
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 ha scritto nel messaggio
news:JRgnd.1353$C94...@tornado.fastwebnet.it...
[...mega cut...]
molto interessante, dove hai trovato queste informazioni?
ciao
pierresimon

http://www.sacredins.com/
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