Difference between revisions of "Sacred 2:Ravaged Impact"

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(Added CA Video)
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==Innate Abilities (Lvl 1)==
 
==Innate Abilities (Lvl 1)==
* 100% Physical Damage modified by weapon elemental damage types.
+
* 100% [[Sacred 2:Physical|Physical]] Damage modified by weapon elemental damage types.
 
* Damage: 21-21
 
* Damage: 21-21
 
* Projectiles: 1
 
* Projectiles: 1
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|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
 
|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
 
|
 
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* '''Perforate''' - Chance to cause open wounds damage over time. (24.7% + 0.3% per CA level chance)
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* '''Perforate''' - [[Sacred 2:Chance to inflict Open Wounds|Chance to inflict Open Wounds]] ([[Sacred 2: Damage over Time|damage over time]]). (24.7% + 0.3% per Combat Art level chance)
* '''Envenom''' - Some of the damage will be converted into poison damage. (50% + 2% per CA level phyical to poison damage conversion)
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* '''Envenom''' - Some of the damage will be converted into [[Sacred 2:Poison|Poison]] damage. (50% + 2% per Combat Art level physical to poison damage conversion)
 
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----
 
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|width="90px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
 
|width="90px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
 
|
 
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* '''Breach''' - Chance that enemy armor value will be ignored, and that full damage will be inflicted. (20% + 0.5% per CA level chance)
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* '''Breach''' - Chance that enemy armor value will be ignored, and that full damage will be inflicted. (20% + 0.5% per Combat Art level chance)
 
* '''Trail''' - Projectiles will home in on the target.
 
* '''Trail''' - Projectiles will home in on the target.
 
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|width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span>
 
|width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span>
 
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* '''Blast''' - Chance that an explosion will occur when hitting the target. (50% + 0.5% per CA level chance)
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* '''Blast''' - Chance that an explosion will occur when hitting the target. (50% + 0.5% per Combat Artlevel chance)
* '''Double Shot''' - Two shots in quick succession. (+1 projectile, actually fires 3 projectiles with bow/blowtube)
+
* '''Double Shot''' - Two shots in quick succession. (+1 projectile, actually fires 3 projectiles with bow/[[Sacred 2: Blowguns|blowpipe]])
 
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The following skills and attributes will affect this combat art:
 
The following skills and attributes will affect this combat art:
 
* [[Sacred 2:Tactics Lore|Tactics Lore]] will increase its [[Sacred 2:Damage|Damage]] by increasing the damage the weapon deals.
 
* [[Sacred 2:Tactics Lore|Tactics Lore]] will increase its [[Sacred 2:Damage|Damage]] by increasing the damage the weapon deals.
* [[Sacred 2:Combat Discipline|Combat Discipline]] will increase its [[Sacred 2:Damage |Damage]] and reduce its regeneration time if this Combat Art is placed within a combo.  This increase in [[Sacred 2:Damage |Damage]] is direct; it increases the +xx% that the CA adds to base damage.
+
* [[Sacred 2:Combat Discipline|Combat Discipline]] will increase its [[Sacred 2:Damage |Damage]] and reduce its regeneration time if this Combat Art is placed within a combo.  This increase in [[Sacred 2:Damage |Damage]] is direct; it increases the +xx% that the Combat Art adds to base damage.
 
* [[Sacred 2:Concentration|Concentration]] will reduce the Regeneration Time.
 
* [[Sacred 2:Concentration|Concentration]] will reduce the Regeneration Time.
* [[Sacred 2:Speed Lore|Speed Lore]] will increase its Chance to Hit indirectly by increasing your attack rating.
+
* [[Sacred 2:Speed Lore|Speed Lore]] will increase its Chance to Hit indirectly by increasing a player's attack rating.
 
* Specific Weapon Lores will also add to chance to hit indirectly.
 
* Specific Weapon Lores will also add to chance to hit indirectly.
 
* [[Sacred 2:Capricious Hunter Focus|Capricious Hunter Focus]] will directly decrease regeneration times, as well as increase the maximum level of the CA that you can use.
 
* [[Sacred 2:Capricious Hunter Focus|Capricious Hunter Focus]] will directly decrease regeneration times, as well as increase the maximum level of the CA that you can use.
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*If using ranged weapons, keep regen low ( 0.5 - 1 s ) and take Double Shot upgrade, then spam it on harder mobs, or bosses.
 
*If using ranged weapons, keep regen low ( 0.5 - 1 s ) and take Double Shot upgrade, then spam it on harder mobs, or bosses.
*'''BUG''': On the console version, Ravaged Impact does not take into account the intelligence boost from Acute Mind if wielding a staff.  The display will say that this is the case, but tested in game numbers prove it other wise.
+
*'''BUG''': On the console version, Ravaged Impact does not take into account the [[Sacred 2:Intelligence|Intelligence]] boost from [[Sacred 2:Acute Mind|Acute Mind]] if wielding a staff.  The display will say that this is the case, but tested in game numbers prove it other wise.
 
*The gold Blast mod is very effective when using melee weapons and surrounded by enemies packed in tight.
 
*The gold Blast mod is very effective when using melee weapons and surrounded by enemies packed in tight.
  

Revision as of 00:15, 16 October 2011

01.gif Devastating attack with the equipped ranged or close combat weapon.

Aspect

DRY_Asp_01.png - Capricious Hunter

Innate Abilities (Lvl 1)

  • 100% Physical Damage modified by weapon elemental damage types.
  • Damage: 21-21
  • Projectiles: 1

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze

MODicons_10.gif Silver
  • Breach - Chance that enemy armor value will be ignored, and that full damage will be inflicted. (20% + 0.5% per Combat Art level chance)
  • Trail - Projectiles will home in on the target.

MODicons_08.gif Gold
  • Blast - Chance that an explosion will occur when hitting the target. (50% + 0.5% per Combat Artlevel chance)
  • Double Shot - Two shots in quick succession. (+1 projectile, actually fires 3 projectiles with bow/blowpipe)

Skills and Attributes

The following skills and attributes will affect this combat art:

  • Tactics Lore will increase its Damage by increasing the damage the weapon deals.
  • Combat Discipline will increase its Damage and reduce its regeneration time if this Combat Art is placed within a combo. This increase in Damage is direct; it increases the +xx% that the Combat Art adds to base damage.
  • Concentration will reduce the Regeneration Time.
  • Speed Lore will increase its Chance to Hit indirectly by increasing a player's attack rating.
  • Specific Weapon Lores will also add to chance to hit indirectly.
  • Capricious Hunter Focus will directly decrease regeneration times, as well as increase the maximum level of the CA that you can use.

Usage Strategies

  • If using ranged weapons, keep regen low ( 0.5 - 1 s ) and take Double Shot upgrade, then spam it on harder mobs, or bosses.
  • BUG: On the console version, Ravaged Impact does not take into account the Intelligence boost from Acute Mind if wielding a staff. The display will say that this is the case, but tested in game numbers prove it other wise.
  • The gold Blast mod is very effective when using melee weapons and surrounded by enemies packed in tight.

Pros and Cons

Pros

  • Very powerful single target attack
  • Can be modded using the Blast modification into an Area of Effect attack

Cons

  • Has the potential to miss being a weapon based Combat Art
  • Starts off only being a single target attack


Stats Chart

Level Regeneration Time Damage Projectiles
1 5.2s 21-21 1
2 7.0s 22-22 1
Ravaged Impact without Modifications


See Also

Gallery