Difference between revisions of "Sacred 2:Damage Lore"
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− | ===http://www.sacredwiki.org/images/Sacred_2/Skills/damagelore.gif Damage Lore=== | + | ===http://www.sacredwiki.org/images/Sacred_2/Skills/damagelore.gif '''Damage Lore'''=== |
− | Increases the chance to trigger Secondary Effects (burn, freeze, weaken, poison) of the respective damage types. | + | Increases the chance to trigger non-physical [[Sacred 2:Secondary Damage Effects|Secondary Effects]] ([[Sacred 2:Chance for Burn|burn]], [[Sacred 2:Chance for Freeze|freeze]], [[Sacred 2:Chance for Weaken|weaken]], [[Sacred 2:Chance for Poison|poison]]) of the respective [[Sacred 2:Damage Types|damage types]]. |
+ | |||
+ | NOTE: [[Sacred 2:Chance to inflict Open Wounds|Wounds]] are exempt from the usual rules of other secondary damage effects and Damage Lore has not effect on them. There is no base chance to inflict them with normal physical damage and have to be obtained through other means (CA mods, or items). | ||
* Chance for Secondary Effect + x% | * Chance for Secondary Effect + x% | ||
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<center>{{titlebar|C09709|[[/Full Table|Click here to see the full table]]}}</center> | <center>{{titlebar|C09709|[[/Full Table|Click here to see the full table]]}}</center> | ||
− | + | ===[[Sacred 2:Skill Mastery|Mastery]]=== | |
− | |||
* At Level 75 Damage Lore increases effectiveness and duration of Secondary Effects. | * At Level 75 Damage Lore increases effectiveness and duration of Secondary Effects. | ||
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− | + | ===Properties=== | |
* The chance bonus stacks with any bonuses from items, though there are diminishing returns. | * The chance bonus stacks with any bonuses from items, though there are diminishing returns. | ||
− | * Mastering the skill increases the Effects' damage and duration, once they are triggered. | + | * Mastering the skill increases the Effects' damage and duration, once they are triggered. Non-damaging effects ([[Sacred 2:Chance for Freeze|freeze]], [[Sacred 2:Chance for Weaken|weaken]]) only have their duration increased. |
− | * Multiple effects can be triggered on a single hit, but only the "first" will get a graphical effect. Using certain Combat Arts | + | * Multiple different (not similar) effects can be triggered on a single hit, but only the "first" will get a graphical effect. Using certain [[Sacred 2:Combat Arts|Combat Arts]] character can trigger multiple different Secondary Damage Effects per hit. |
− | * A monster can be affected by multiple effects simultaneously, until their duration runs out. | + | * A monster can be affected by multiple different effects simultaneously, until their duration runs out. |
− | * Damage Lore increases the chance for the burning (fire), poisoning (poison), weaken (magic) & | + | * Damage Lore increases the chance for the burning ([[Sacred 2:Fire|fire]]), poisoning ([[Sacred 2:Poison|poison]]), weaken ([[Sacred 2:Magic|magic]]) & freeze ([[Sacred 2:Ice|ice]]) effects regardless of the source (normal hits with [[Sacred 2:Weapons|weapons]], weapon-based Combat Arts or non-weapon-based combat arts). |
− | * The mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip (eg, [[Sacred 2:Blazing Tempest|Blazing Tempest]]) | + | * The mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip ([[Sacred 2:Damage over Time|Damage over Time]], caused by [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]] - eg, [[Sacred 2:Blazing Tempest|Blazing Tempest]]). However, it is possible for a monster to be affected by two different types of [[Sacred 2:Damage over Time|DoTs]]: one from the Spell Damage Based Combat Art and one due to the monster being burned. |
− | + | ===Breakpoints=== | |
* The bonuses are increased in steps as shown in the [[/Full Table|Damage Lore full table]]. | * The bonuses are increased in steps as shown in the [[/Full Table|Damage Lore full table]]. | ||
− | |||
The '''Increase in Effectiveness''' mastery bonus at a given skill level x is given fairly precisely by the following formulas: | The '''Increase in Effectiveness''' mastery bonus at a given skill level x is given fairly precisely by the following formulas: | ||
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This value compared with the table value is a good example of the precision the formula offers. | This value compared with the table value is a good example of the precision the formula offers. | ||
− | |||
− | == Damage Lore' | + | ===Success of ''Damage Lore'' via [[Sacred 2:Weapon Damage Based Combat Arts|Weapon Damage Based Combat Arts]]=== |
+ | |||
+ | There are 5 [[Sacred 2:Damage Types|Damage Types]]. | ||
+ | Each of the four non-physical weapon-based damage types has a chance to trigger a [[Sacred 2:Secondary Damage Effects|secondary damage effect]]. Chance to cause [[Sacred 2:Chance to inflict Open Wounds|Wounds]] has no innate chance of being caused and has to be gained either through CA mods or items. | ||
+ | |||
+ | Damage Lore will enhance all secondary damage effects that are triggered from a melee or ranged weapon as long as the combat art being used belongs to the class of [[Sacred 2:Weapon Damage Based Combat Arts|weapon damage based combat arts]]. | ||
+ | For example, a player who is wielding a sword forged with a [[Sacred 2:Chunk of Lava|lava chunk]] in it, which provides [[Sacred 2:Chance for Burn|burn]] as a secondary damage effect cannot expect burn to trigger when using the [[Sacred 2:Cobalt Strike|Cobalt Strike]] [[Sacred 2:Combat Arts|Combat Art]]. | ||
+ | |||
+ | |||
+ | ===Damage Lore's effect on [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]]=== | ||
+ | ---- | ||
Damage Lore will '''only''' enhance via the following: | Damage Lore will '''only''' enhance via the following: | ||
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|-align="center" | |-align="center" | ||
− | |class="skillslc" style="background-color:#C67171;" rowspan=4|[[Sacred 2:High Elf|High Elf]]||[[Sacred 2:Ancestral Fireball|Ancestral Fireball]]||No | + | |class="skillslc" style="background-color:#C67171;" rowspan=4|[[Sacred 2:High Elf|High Elf]]||[[Sacred 2:Ancestral Fireball|Ancestral Fireball]]||No modification needed, '''Greek Fire''' or '''Inferno''' modification from [[Sacred 2:Incandescent Skin|Incandescent Skin]] will increase the likelihood of inflicting burning on the target |
|-align="center" | |-align="center" | ||
− | ||[[Sacred 2:Blazing Tempest|Blazing Tempest]]||No | + | ||[[Sacred 2:Blazing Tempest|Blazing Tempest]]||No modification needed, '''Inferno''' modification from [[Sacred 2:Incandescent Skin|Incandescent Skin]] will increase the likelihood of inflicting burning on the target |
|-align="center" | |-align="center" | ||
− | ||[[Sacred 2:Incendiary Shower|Incendiary Shower]]||No | + | ||[[Sacred 2:Incendiary Shower|Incendiary Shower]]||No modification needed, '''Inferno''' modification from [[Sacred 2:Incandescent Skin|Incandescent Skin]] will increase the likelihood of inflicting burning on the target |
|-align="center" | |-align="center" | ||
||[[Sacred 2:Incandescent Skin|Incandescent Skin]]||'''Inferno''' ( Will make all spells in [[Sacred 2:Arrant Pyromancer|Arrant Pyromancer]] [[Sacred 2:Aspects|Aspect]] to be more likely to set the target on fire, thus giving rise to a DoT that can be affected by Damage Lore) | ||[[Sacred 2:Incandescent Skin|Incandescent Skin]]||'''Inferno''' ( Will make all spells in [[Sacred 2:Arrant Pyromancer|Arrant Pyromancer]] [[Sacred 2:Aspects|Aspect]] to be more likely to set the target on fire, thus giving rise to a DoT that can be affected by Damage Lore) | ||
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||[[Sacred 2:Amplifying Discharge|Amplifying Discharge]]||'''Ice Bullets''' | ||[[Sacred 2:Amplifying Discharge|Amplifying Discharge]]||'''Ice Bullets''' | ||
|-align="center" | |-align="center" | ||
− | ||[[Sacred 2:Furious Emblazer|Furious Emblazer]]||No | + | ||[[Sacred 2:Furious Emblazer|Furious Emblazer]]||No modification needed |
|-align="center" | |-align="center" | ||
− | ||[[Sacred 2:Jolting Touch|Jolting Touch]]||No | + | ||[[Sacred 2:Jolting Touch|Jolting Touch]]||No modification needed |
|-align="center" | |-align="center" | ||
− | ||[[Sacred 2:Archimedes Beam|Archimedes Beam]]||No | + | ||[[Sacred 2:Archimedes Beam|Archimedes Beam]]||No modification needed |
|-align="center" | |-align="center" | ||
− | ||[[Sacred 2:Propelled Levitation|Propelled Levitation]]||No | + | ||[[Sacred 2:Propelled Levitation|Propelled Levitation]]||No modification needed |
|-align="center" | |-align="center" | ||
||[[Sacred 2:Source Warden|Source Warden]]||Damage Lore Mastery will enhance all of this Aspect's Combat Arts | ||[[Sacred 2:Source Warden|Source Warden]]||Damage Lore Mastery will enhance all of this Aspect's Combat Arts | ||
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− | Frost Flare ( | + | ===Combat Arts that have Damage over Time effects "built in" that will not benefit from Damage Lore=== |
+ | * [[Sacred 2:Blazing Tempest|Blazing Tempest]] | ||
+ | * [[Sacred 2:Frost Flare|Frost Flare]] | ||
+ | * [[Sacred 2:Cobalt Strike|Cobalt Strike]] | ||
+ | * [[Sacred 2:Energy Blaze|Energy Blaze]] | ||
+ | * [[Sacred 2:Eternal Fire|Eternal Fire]] (not really, but nothing affects EF) | ||
+ | * [[Sacred 2:Viperish Disease|Viperish Disease]] (not really, but nothing affects VD) | ||
+ | * [[Sacred 2:Levin Array|Levin Array]] | ||
− | |||
− | + | Combat Art mods that give a Damage over Time effect (modifications in parentheses): | |
− | Dislodged Spirit (Torture) | + | * [[Sacred 2:Blazing Tempest|Blazing Tempest]] (Conflagration) |
+ | * [[Sacred 2:Frost Flare|Frost Flare]] (Frost) | ||
+ | * [[Sacred 2:Gust of Wind|Gust of Wind]] (Poison Mist) | ||
+ | * [[Sacred 2:Clustering Maelstrom|Clustering Maelstrom]] (Gash) | ||
+ | * [[Sacred 2:Dislodged Spirit|Dislodged Spirit]] (Torture) | ||
+ | * [[Sacred 2:Eruptive Desecration|Eruptive Desecration]] (Plague) | ||
+ | * [[Sacred 2:Baneful Smite|Baneful Smite]] (Electrocute) | ||
− | |||
− | + | ===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 14:31, 5 August 2022
Damage Lore
Increases the chance to trigger non-physical Secondary Effects (burn, freeze, weaken, poison) of the respective damage types.
NOTE: Wounds are exempt from the usual rules of other secondary damage effects and Damage Lore has not effect on them. There is no base chance to inflict them with normal physical damage and have to be obtained through other means (CA mods, or items).
- Chance for Secondary Effect + x%
Skill level | 1 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 74 | 75 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 155 | 170 | 185 | 200 |
Chance of Effect, +%: | 1,3 | 6,1 | 10,6 | 14,5 | 17,7 | 20,6 | 23 | 25,2 | 26 | 27,1 | 29,2 | 33 | 36,5 | 39,5 | 42,2 | 44,7 | 46,9 | 49,7 | 52,4 | 54,5 | 56,5 |
Damage/Duration, +%: | - | - | - | - | - | - | - | - | - | 235,6 | 246,3 | 265,7 | 282,8 | 298,1 | 311,6 | 323,7 | 334,7 | 349,3 | 362,1 | 373,3 | 383,2 |
Mastery
- At Level 75 Damage Lore increases effectiveness and duration of Secondary Effects.
- Unlocks the "Additional Damage/Duration of Secondary Effects" skill property.
Properties
- The chance bonus stacks with any bonuses from items, though there are diminishing returns.
- Mastering the skill increases the Effects' damage and duration, once they are triggered. Non-damaging effects (freeze, weaken) only have their duration increased.
- Multiple different (not similar) effects can be triggered on a single hit, but only the "first" will get a graphical effect. Using certain Combat Arts character can trigger multiple different Secondary Damage Effects per hit.
- A monster can be affected by multiple different effects simultaneously, until their duration runs out.
- Damage Lore increases the chance for the burning (fire), poisoning (poison), weaken (magic) & freeze (ice) effects regardless of the source (normal hits with weapons, weapon-based Combat Arts or non-weapon-based combat arts).
- The mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip (Damage over Time, caused by Spell Damage Based Combat Arts - eg, Blazing Tempest). However, it is possible for a monster to be affected by two different types of DoTs: one from the Spell Damage Based Combat Art and one due to the monster being burned.
Breakpoints
- The bonuses are increased in steps as shown in the Damage Lore full table.
The Increase in Effectiveness mastery bonus at a given skill level x is given fairly precisely by the following formulas:
- 450*(x-32.5)/(x+66) + 100
The bold marked number is the smallest upper bound of this progression, which will never at any skill level be exceeded.
As an example, effectiveness increase value at x=75:
450*(75-32.5)/(75+66) + 100 = 450*42.5/141 + 100 = 235.64
This value compared with the table value is a good example of the precision the formula offers.
Success of Damage Lore via Weapon Damage Based Combat Arts
There are 5 Damage Types.
Each of the four non-physical weapon-based damage types has a chance to trigger a secondary damage effect. Chance to cause Wounds has no innate chance of being caused and has to be gained either through CA mods or items.
Damage Lore will enhance all secondary damage effects that are triggered from a melee or ranged weapon as long as the combat art being used belongs to the class of weapon damage based combat arts. For example, a player who is wielding a sword forged with a lava chunk in it, which provides burn as a secondary damage effect cannot expect burn to trigger when using the Cobalt Strike Combat Art.
Damage Lore's effect on Spell Damage Based Combat Arts
Damage Lore will only enhance via the following:
Character Class | Combat Art | Modification Name |
Dragon Mage | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown | |
Dryad | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown | |
High Elf | Ancestral Fireball | No modification needed, Greek Fire or Inferno modification from Incandescent Skin will increase the likelihood of inflicting burning on the target |
Blazing Tempest | No modification needed, Inferno modification from Incandescent Skin will increase the likelihood of inflicting burning on the target | |
Incendiary Shower | No modification needed, Inferno modification from Incandescent Skin will increase the likelihood of inflicting burning on the target | |
Incandescent Skin | Inferno ( Will make all spells in Arrant Pyromancer Aspect to be more likely to set the target on fire, thus giving rise to a DoT that can be affected by Damage Lore) | |
Inquisitor | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown | |
Seraphim | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown | |
Shadow Warrior | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown | |
Temple Guardian | Deathly Spears | Singe or Occult |
T-Energy Shroud | Derogate | |
Amplifying Discharge | Ice Bullets | |
Furious Emblazer | No modification needed | |
Jolting Touch | No modification needed | |
Archimedes Beam | No modification needed | |
Propelled Levitation | No modification needed | |
Source Warden | Damage Lore Mastery will enhance all of this Aspect's Combat Arts |
Combat Arts that have Damage over Time effects "built in" that will not benefit from Damage Lore
- Blazing Tempest
- Frost Flare
- Cobalt Strike
- Energy Blaze
- Eternal Fire (not really, but nothing affects EF)
- Viperish Disease (not really, but nothing affects VD)
- Levin Array
Combat Art mods that give a Damage over Time effect (modifications in parentheses):
- Blazing Tempest (Conflagration)
- Frost Flare (Frost)
- Gust of Wind (Poison Mist)
- Clustering Maelstrom (Gash)
- Dislodged Spirit (Torture)
- Eruptive Desecration (Plague)
- Baneful Smite (Electrocute)