Difference between revisions of "Sacred 2:Armour Lore"
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− | + | {{Languages}} | |
+ | |||
+ | __NOTOC__ | ||
+ | ===http://www.sacredwiki.org/images/Sacred_2/Skills/armorlore.gif '''Armor Lore'''=== | ||
+ | Increases armor protection and reduces the regeneration penalty caused by armor. Grants the ability to wear higher-level armor without a penalty to [[Sacred 2:Run Speed|movement speed]]. | ||
+ | |||
+ | * [[Sacred 2:Armor|Armor Resistance]] Bonus +X% (refer to table below) | ||
+ | * [[Regeneration Penalty|Regeneration Penalty]] from armor equipment -Y% | ||
+ | * [[Sacred 2:Items/Usable Item Levels|Item level without penalty]] Z | ||
+ | |||
+ | |||
+ | {|class="skills" width="90%" cellspacing="0" | ||
+ | |-class="skillsth" align="center" | ||
+ | |width="120px" align="left"| Skill level | ||
+ | |1||10||20||30||40||50||60||70||74||style="color:#ffffff;"|75||80||90||100||110||120||130||140||155||170||185||200 | ||
+ | |-align="center" | ||
+ | |class="skillslc" align="left"|Armor Bonus, +%: | ||
+ | |9,8||41,7||71,5||96,9||118,5||137,3||153,6||168,1||173,5||'''180,8'''||195,1||221,1||243,8||264,2||282,2||298,3||313,1||332,5||349,5||364,5||377,7 | ||
+ | |-align="center" | ||
+ | |class="skillslc" align="left"|Regen Penalty -%: | ||
+ | |−0.4||−4.7||−9.0||−13.0||−16.6||−20.0||−23.0||−25.9||−27.2||'''−36.0'''||−37.5||−40.2||−42.8||−45.2||−47.3||−49.3||−51.2||−53.7||−56.0||−58.1||−60.0 | ||
+ | |} | ||
+ | |||
+ | |||
+ | <center>{{titlebar|C09709|[[/Full Table|Click here to see the full table]]}}</center> | ||
+ | |||
+ | ===[[Sacred 2:Skill Mastery|Mastery]]=== | ||
+ | * Further reduces the regeneration penalty. | ||
+ | |||
+ | |||
+ | ===Properties=== | ||
+ | * Increases '''existing''' armor (resistances). | ||
+ | |||
+ | * Especially effective in combination with [[Sacred 2:Toughness|Toughness]] skill (which provides all armor types). | ||
+ | |||
+ | * This skill will unlock item attributes that require Armor Lore skill (''like "Defense (Armor Lore)''). | ||
+ | |||
+ | * In the later game, [[Sacred 2:Damage Mitigation|Damage Mitigation]] % becomes a fairly common armor modification that requires Armor Lore Mastery (75 or more hard skillpoints) to unlock. | ||
+ | |||
+ | * "Item Level Without Penalty" reduces the speed penalties for equipping high-level armor, and can help with unmounted [[Sacred 2:Run Speed|run speed]]. This skill doesn't allow equipping armor above certain threshold (which depends on character level - see [[Sacred 2:Items/Usable Item Levels|Items/Usable Item Levels]]) | ||
+ | |||
+ | |||
+ | ===Breakpoints=== | ||
+ | * Item level without penalty is increased by one for every two skill points spent, starting at character level value. It is capped at 250. | ||
+ | |||
+ | * Regeneration time bonus depends on [[Sacred 2:Character Class|character]] level and [[Sacred 2:Items|item]] quality. It decreases at every level-up, forcing you to spend more points into this skill. | ||
+ | |||
+ | * The Armor Bonus is increased in steps as shown in the [[/Full Table|Armor Lore full table]]. | ||
+ | |||
+ | |||
+ | The '''Armor bonus''' at a given skill level x is given fairly precisely by the following formulas: | ||
+ | * '''400'''*(x+1.5)/(x+100) Pre-Mastery | ||
+ | * '''600'''*(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, attack and defense at x=75: 75 is the first mastery level, so we take the mastery formula and we have | ||
+ | |||
+ | 600*(75-32.5)/(75+66) = 600*42.5/141 = '''180.85''' | ||
+ | |||
+ | This value compared with the table value is a good example of the precision the formulas offer. | ||
+ | |||
+ | |||
+ | ===See Also=== | ||
+ | ---- | ||
+ | *[[Sacred 2:Skills|Skills]] | ||
+ | *[[Sacred 2:Combat Arts|Combat Arts]] | ||
+ | *[[Sacred 2:Items|Items]] | ||
+ | *[[Sacred 2:Item Modifiers|Item Modifiers]] | ||
+ | *[[Sacred 2:Sacred 2 Player Contributed Guides|Player Contributed Guides]] |
Latest revision as of 13:36, 30 August 2014
Armor Lore
Increases armor protection and reduces the regeneration penalty caused by armor. Grants the ability to wear higher-level armor without a penalty to movement speed.
- Armor Resistance Bonus +X% (refer to table below)
- Regeneration Penalty from armor equipment -Y%
- Item level without penalty Z
Skill level | 1 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 74 | 75 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 155 | 170 | 185 | 200 |
Armor Bonus, +%: | 9,8 | 41,7 | 71,5 | 96,9 | 118,5 | 137,3 | 153,6 | 168,1 | 173,5 | 180,8 | 195,1 | 221,1 | 243,8 | 264,2 | 282,2 | 298,3 | 313,1 | 332,5 | 349,5 | 364,5 | 377,7 |
Regen Penalty -%: | −0.4 | −4.7 | −9.0 | −13.0 | −16.6 | −20.0 | −23.0 | −25.9 | −27.2 | −36.0 | −37.5 | −40.2 | −42.8 | −45.2 | −47.3 | −49.3 | −51.2 | −53.7 | −56.0 | −58.1 | −60.0 |
Mastery
- Further reduces the regeneration penalty.
Properties
- Increases existing armor (resistances).
- Especially effective in combination with Toughness skill (which provides all armor types).
- This skill will unlock item attributes that require Armor Lore skill (like "Defense (Armor Lore)).
- In the later game, Damage Mitigation % becomes a fairly common armor modification that requires Armor Lore Mastery (75 or more hard skillpoints) to unlock.
- "Item Level Without Penalty" reduces the speed penalties for equipping high-level armor, and can help with unmounted run speed. This skill doesn't allow equipping armor above certain threshold (which depends on character level - see Items/Usable Item Levels)
Breakpoints
- Item level without penalty is increased by one for every two skill points spent, starting at character level value. It is capped at 250.
- Regeneration time bonus depends on character level and item quality. It decreases at every level-up, forcing you to spend more points into this skill.
- The Armor Bonus is increased in steps as shown in the Armor Lore full table.
The Armor bonus at a given skill level x is given fairly precisely by the following formulas:
- 400*(x+1.5)/(x+100) Pre-Mastery
- 600*(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, attack and defense at x=75: 75 is the first mastery level, so we take the mastery formula and we have
600*(75-32.5)/(75+66) = 600*42.5/141 = 180.85
This value compared with the table value is a good example of the precision the formulas offer.