Difference between revisions of "Sacred 2:Magic Coup"
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* '''Life Leech''' - Leeches life from the target and adds it to the caster's life. (5 + 5 per CA level lifeleech) - This works exactly the same as [[Sacred 2:Life leeched per hit|Life Leeched +X]] and is modified by [[Sacred 2:Delphic Arcania Lore|Delphic Arcania Lore]], but not by +% Damage. | * '''Life Leech''' - Leeches life from the target and adds it to the caster's life. (5 + 5 per CA level lifeleech) - This works exactly the same as [[Sacred 2:Life leeched per hit|Life Leeched +X]] and is modified by [[Sacred 2:Delphic Arcania Lore|Delphic Arcania Lore]], but not by +% Damage. | ||
− | * '''Steal Mana''' - Steals combat art energy from opponents. ([[Sacred 2:Regeneration per hit|Regen per Hit]] effect, | + | * '''Steal Mana''' - Steals combat art energy from opponents. ([[Sacred 2:Regeneration per hit|Regen per Hit]] effect, 0.95s + 0.05s per CA level regenerated) |
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==Skills and Attributes== | ==Skills and Attributes== | ||
The following [[Sacred 2:Skills|skills]] will affect this combat art: | The following [[Sacred 2:Skills|skills]] will affect this combat art: | ||
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* Any [[Sacred 2:Weapons|weapon]] lore applicable to the weapon in use (for example, [[Sacred 2:Sword Weapons|Sword Lore]] when the High Elf is wielding a sword), will increase this combat art's [[Sacred 2:Chance To Hit|chance to hit]] by increasing the [[Sacred 2:Attack Value|attack value]]. Weapon lore skills won't affect Magic Coup in any other way however. | * Any [[Sacred 2:Weapons|weapon]] lore applicable to the weapon in use (for example, [[Sacred 2:Sword Weapons|Sword Lore]] when the High Elf is wielding a sword), will increase this combat art's [[Sacred 2:Chance To Hit|chance to hit]] by increasing the [[Sacred 2:Attack Value|attack value]]. Weapon lore skills won't affect Magic Coup in any other way however. | ||
− | * '''NOTE:''' Despite some expectations [[Sacred 2:Ancient Magic|Ancient Magic]] and [[Sacred 2:Tactics Lore|Tactics Lore]] will NOT have an effect on Magic Coup. | + | * '''NOTE:''' Despite some expectations [[Sacred 2:Ancient Magic|Ancient Magic]] and [[Sacred 2:Tactics Lore|Tactics Lore]] will NOT have an effect on Magic Coup. While Tactics Lore does increase the base weapon damage it doesn't raise the damage on Magic Coup in the same proportion, which stays unaltered even at Tactics Lore Mastery level. |
The following [[Sacred 2:Attributes|attributes]] will affect this combat art: | The following [[Sacred 2:Attributes|attributes]] will affect this combat art: | ||
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* Magic Coup has its own built in attack value based on CA level, saving you from having to take a weapon lore skill. Although weapon lore skills will improve attack value, they are unnecessary since Magic Coup will hit so often, especially if the '''Target Focus''' mod is taken. | * Magic Coup has its own built in attack value based on CA level, saving you from having to take a weapon lore skill. Although weapon lore skills will improve attack value, they are unnecessary since Magic Coup will hit so often, especially if the '''Target Focus''' mod is taken. | ||
* The built in attack value and it's ability to proc the Regen Per Hit multiple times through the mod 3a '''Stray Damage''' allows casters to eat more runes without worrying about regeneration times. | * The built in attack value and it's ability to proc the Regen Per Hit multiple times through the mod 3a '''Stray Damage''' allows casters to eat more runes without worrying about regeneration times. | ||
+ | * Works with ranged weapons. | ||
'''Cons''' | '''Cons''' | ||
− | *Possibility to miss. | + | *Possibility to miss. |
− | * | + | *The resulting damage dealt will always be mostly Magic, even if a converter of different element is used in the weapon. The final conversion happens in Magic Coup itself, which converts all non-Physical and the stated % of Physical damage into Magic. |
== Stats Chart == | == Stats Chart == | ||
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+ | * Deals 120 + (0.2*CA Level) % of base weapon damage and 140 + (0.3*CA Level) % of base weapon damage with '''Heavy Damage'''. | ||
+ | * Hidden attack bonuses are both flat and % based. Flat bonus is 20 + (35*CA Level) and the percentage bonus is 50 + (2*CA Level). Magic Coup will thus always have vastly higher attack value (and hit chance) than what is listed on the character screen. | ||
+ | * Conversion from Physical to Magic damage follows a formula: 1 - (1000 / (1500 + (20*CA Level))). So at CA Level 100 for example, it would be 1 - (1000/3500), which results in ~71.5% conversion of Physical Damage to Magic Damage. Keep in mind that any non-Physical damage is always converted fully (100%) so socketing a converter into the weapon will help increase the portion of Magic damage. It is possible at later levels to make Magic Coup deal almost exclusively Magic damage. | ||
==See Also== | ==See Also== | ||
*[[Sacred 2:High Elf|High Elf]] | *[[Sacred 2:High Elf|High Elf]] |
Latest revision as of 15:30, 6 August 2023
This is a Hybrid Damage Based Combat Art
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Delphic Arcania Lore - improves combat art damage (including the life leech effect of the Life Leech modification), critical chance and casting speed, allows for modification points.
- Delphic Arcania Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
- Concentration - directly reduces regeneration time for this combat art.
- Combat Discipline - will lower its regeneration time if it is placed in a combo.
- Damage Lore - will improve the chance, duration, and strength of any secondary damage effects triggered by Magic Coup, based on the damage types on the equipped weapon (particularly Open Wounds and Weaken, since this CA converts damage to magic).
- Speed Lore - will increase its chance to hit indirectly by increasing a player's attack rating.
- Any weapon lore applicable to the weapon in use (for example, Sword Lore when the High Elf is wielding a sword), will increase this combat art's chance to hit by increasing the attack value. Weapon lore skills won't affect Magic Coup in any other way however.
- NOTE: Despite some expectations Ancient Magic and Tactics Lore will NOT have an effect on Magic Coup. While Tactics Lore does increase the base weapon damage it doesn't raise the damage on Magic Coup in the same proportion, which stays unaltered even at Tactics Lore Mastery level.
The following attributes will affect this combat art:
- Strength will increase damage for melee weapons, and chance to hit
- Dexterity will increase damage for ranged weapons (and some melee weapons), and chance to hit
- Intelligence will increase damage for magic staves
- Stamina will lower regeneration time
- Willpower will increase damage for Lightsabers (Community Patch Only)
Usage Strategies
- With sufficient regen per hit Magic Coup can be spammed by holding down the right mouse button and fighting as if it were a normal left-click attack.
- Suggested modifications: Target Focus, Life Leech, Stray Damage
Pros and Cons
Pros
- The mod 2a Life Leech (leech life enhanced by Delphic Arcania Lore ) and the mod 3a Stray Damage (area of effect) work good together, the combat art will drain life from all the opponents nearby.
- Magic Coup has its own built in attack value based on CA level, saving you from having to take a weapon lore skill. Although weapon lore skills will improve attack value, they are unnecessary since Magic Coup will hit so often, especially if the Target Focus mod is taken.
- The built in attack value and it's ability to proc the Regen Per Hit multiple times through the mod 3a Stray Damage allows casters to eat more runes without worrying about regeneration times.
- Works with ranged weapons.
Cons
- Possibility to miss.
- The resulting damage dealt will always be mostly Magic, even if a converter of different element is used in the weapon. The final conversion happens in Magic Coup itself, which converts all non-Physical and the stated % of Physical damage into Magic.
Stats Chart
This chart shows stats from a Lvl 1 High Elf with no equipment and no Survival Bonus.
Level | Regen Time (s) | Damage |
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1 | 4.5 | 15-15 |
2 | 6.0 | 15-15 |
- Deals 120 + (0.2*CA Level) % of base weapon damage and 140 + (0.3*CA Level) % of base weapon damage with Heavy Damage.
- Hidden attack bonuses are both flat and % based. Flat bonus is 20 + (35*CA Level) and the percentage bonus is 50 + (2*CA Level). Magic Coup will thus always have vastly higher attack value (and hit chance) than what is listed on the character screen.
- Conversion from Physical to Magic damage follows a formula: 1 - (1000 / (1500 + (20*CA Level))). So at CA Level 100 for example, it would be 1 - (1000/3500), which results in ~71.5% conversion of Physical Damage to Magic Damage. Keep in mind that any non-Physical damage is always converted fully (100%) so socketing a converter into the weapon will help increase the portion of Magic damage. It is possible at later levels to make Magic Coup deal almost exclusively Magic damage.
See Also
Gallery
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