# Sacred 2:Toughness

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###

### **Toughness**

Adds a base resistance for each type of damage and reduces incoming damage.

- Armor per Damage Type + X (refer to table below)
- Opponents damage -X%

Skill level | 1 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 74 | 75 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 155 | 170 | 185 | 200 |

Armor: | 3 | 15 | 26 | 36 | 44 | 51 | 57 | 63 | 65 | 90 |
97 | 110 | 121 | 132 | 141 | 149 | 156 | 166 | 174 | 182 | 188 |

Damage Mitigation, %: | 0,3 | 1,5 | 2,5 | 3,5 | 4,4 | 5 | 5,6 | 6,3 | 6,5 | 9 |
9,6 | 11 | 12,1 | 13,1 | 14,1 | 14,8 | 15,6 | 16,6 | 17,3 | 18,2 | 18,7 |

### Mastery

- At Level 75 Toughness significantly improves damage reduction.

- Mastery of Toughness skill adds "Damage Mitigation: All Channels +x%" modifier which sums up with other damage mitigation modifiers the character has from equipment and CAs. If damage mitigation of particular damage type reaches 100% the character becomes immune to all damage of that time
**including DoT**.

### Properties

- Armor per Damage Type bonus is increased by Armor Lore.

### Breakpoints

- The bonuses are increased in steps as shown in the Toughness full table.

The **Armor per Damage Type bonus** at a given skill level x is given fairly precisely by the following formulas:

**153.15***(x+1.05)/(x+103.1) Pre-Mastery**300***(x-32.5)/(x+66) Mastery

The **Opponents' Damage reduction bonus** at a given skill level x is given fairly precisely by the following formulas:

**15.32***(x+1.05)/(x+103.1) Pre-Mastery**30***(x-32.5)/(x+66) Mastery

The bold marked numbers are the smallest upper bounds of this progression, which will never at any skill level be exceeded.

As an example, armor value at x=75: 75 is the first mastery level, so we take the mastery formula and we have

400*(75-32.5)/(75+66) = 400*42.5/141 = **90.42**

This value compared with the table value is a good example of the precision the formulas offer.