Difference between revisions of "Sacred 2:Damage"

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This page gives an overview of damage as well as the basic calculations on how damage is inflicted and resisted in Sacred 2.  More in-depth information can be found in each sub-topic.
  
 
== [[Sacred 2:Damage Types|Damage Types]] ==
 
== [[Sacred 2:Damage Types|Damage Types]] ==
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There are five elements used which involve damage:  
 
There are five elements used which involve damage:  
  
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Damage is calculated separately for each. It is important to understand resistances and how they are applied to damage.  Each weapon or spell that inflicts injury delivers some combination of these five damage types; perhaps all physical, perhaps half fire and half magic. In the discussion below, any reference to damage applies to any or all of the types separately. For example, physical damage and poison damage are each calculated using their respective damage and resistance values, then once computed, the two types are added to arrive at the final figure.
 
Damage is calculated separately for each. It is important to understand resistances and how they are applied to damage.  Each weapon or spell that inflicts injury delivers some combination of these five damage types; perhaps all physical, perhaps half fire and half magic. In the discussion below, any reference to damage applies to any or all of the types separately. For example, physical damage and poison damage are each calculated using their respective damage and resistance values, then once computed, the two types are added to arrive at the final figure.
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==[[Sacred 2:Armor|Damage Resistance: Armor]]==
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Damage is directly resisted by [[Sacred 2:Armor|Armor]] values.  Just as every player and opponent has a damage value for any of the 5 elements, so too do they have a corresponding armor value which directly counteracts or "resists" damage of that type.  The player gains primarily Physical armor through equipping Armor-type [[Sacred 2:Items|items]].  Armor values for the remaining four elements primarily come from equipping [[Sacred 2:Relics|relics]].
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==[[Sacred 2:Damage Mitigation|Damage Mitigation]]==
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Damage Mitigation is an extremely important aspect in Sacred 2. This powerful modifier causes a certain percentage of the damage a character takes to be completely omitted before any other damage calculations begin.
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== Damage Reflection ==
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If the target has a buff or CA that can reflect damage, this is checked to see whether it's successful. If it is successful, the target takes 0 damage and the damage calculation is run for the aggressor (theoretically this should mean that the damage could bounce back & forth if both the target and aggressor have high % chance to reflect).
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== Energy Shields ==
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[[Sacred 2:Energy Shields|Energy Shields]] have 3 statistics regarding damage:
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*Shield energy
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*Damage mitigation/reduction
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*Absorption Warding Energy.
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== Damage calculation ==
 
== Damage calculation ==
 
 
In Sacred 2, resistances (like damage) are an absolute figure, for example, 500, not 50%. They reduce damage by the following formula:
 
In Sacred 2, resistances (like damage) are an absolute figure, for example, 500, not 50%. They reduce damage by the following formula:
  
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'''3)''' Remaining damage is applied to the target's health.
 
'''3)''' Remaining damage is applied to the target's health.
 
 
 
== Damage Reflection ==
 
 
If the target has a buff or CA that can reflect damage, this is checked to see whether it's successful. If it is successful, the target takes 0 damage and the damage calculation is run for the aggressor (theoretically this should mean that the damage could bounce back & forth if both the target and aggressor have high % chance to reflect).
 
 
 
 
== Energy Shields ==
 
 
[[Sacred 2:Energy Shields|Energy Shields]] have 3 statistics regarding damage:
 
*Shield energy
 
*Damage mitigation/reduction
 
*Absorption Warding Energy.
 

Revision as of 01:50, 14 October 2013

This page gives an overview of damage as well as the basic calculations on how damage is inflicted and resisted in Sacred 2. More in-depth information can be found in each sub-topic.

Damage Types

There are five elements used which involve damage:

Damage is calculated separately for each. It is important to understand resistances and how they are applied to damage. Each weapon or spell that inflicts injury delivers some combination of these five damage types; perhaps all physical, perhaps half fire and half magic. In the discussion below, any reference to damage applies to any or all of the types separately. For example, physical damage and poison damage are each calculated using their respective damage and resistance values, then once computed, the two types are added to arrive at the final figure.


Damage Resistance: Armor

Damage is directly resisted by Armor values. Just as every player and opponent has a damage value for any of the 5 elements, so too do they have a corresponding armor value which directly counteracts or "resists" damage of that type. The player gains primarily Physical armor through equipping Armor-type items. Armor values for the remaining four elements primarily come from equipping relics.


Damage Mitigation

Damage Mitigation is an extremely important aspect in Sacred 2. This powerful modifier causes a certain percentage of the damage a character takes to be completely omitted before any other damage calculations begin.


Damage Reflection

If the target has a buff or CA that can reflect damage, this is checked to see whether it's successful. If it is successful, the target takes 0 damage and the damage calculation is run for the aggressor (theoretically this should mean that the damage could bounce back & forth if both the target and aggressor have high % chance to reflect).


Energy Shields

Energy Shields have 3 statistics regarding damage:

  • Shield energy
  • Damage mitigation/reduction
  • Absorption Warding Energy.


Damage calculation

In Sacred 2, resistances (like damage) are an absolute figure, for example, 500, not 50%. They reduce damage by the following formula:

damage taken = damage dealt * (damage dealt / (damage dealt + resistance))

So if the resistance is the same as the damage dealt, you will take 1/2 of the damage (500 * (500 / (500+500)) = 250 damage taken). If the resistance is twice the damage dealt, you'll take 1/3 of that. As previously mentioned, this damage calculation is run for each resistance separately and then summed up and a few other steps are taken and the end result is removed from your health.


Damage calculation from start to end (assuming a successful to-hit check is made):

1) Resistance is applied with the above formula.

2) Damage reduction is applied. This can come in several forms, either from item mods (conjecture), skills (Toughness & Warding Energy Lore if you are using an energy shield) and Combat Arts (the Temple Guardian's T-energy Shroud & the Seraphim's Warding Energy/Divine Protection)

2a) If you are using an energy shield (T-energy Shroud & Warding Energy/Divine Protection), some or all of the remaining damage will be taken off the shield energy and the rest will be taken from the target's health. T-energy Shroud takes 60% of incoming damage to the shield (therefore only 40% is applied to the Temple Guardian's health), Warding Energy takes 50% of incoming damage to the shield & Divine Protection takes 100% (therefore it grants immunity from damage until the shield energy runs out or the CA ends).

3) Remaining damage is applied to the target's health.