Difference between revisions of "Sacred 2:Combat and Game Basics"

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==Auto Leveling==
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{{Languages}}
  
Auto leveling in Sacred 2 is a disputed subject, with many comparisons being made to Oblivion's method of increasing the monster to player difficulty via leveling. Sacred 2's auto-leveling is actually a completely different mechanism to Oblivion's method and is, in fact, needed for Sacred 2 to function properly.
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== Combat Basics ==
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Injury to both you and your enemies is calculated in "hit points". Once your hit points (or your enemy's) are depleted, your (his) life is ended. Your current life reservoir is reflected in the red portion of the oval around your portrait in the upper left corner of the screen. Your enemies' are reflected in a horizontal bar that appears when you target them by placing the mouse cursor over their image.
  
'''Oblivion vs Sacred 2 Auto Leveling'''
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Your effectiveness when fighting as regards to melee and ranged is determined by several factors.  In particular, the damage you inflict upon your enemies depends upon three main factors:
  
Many players interchangeably use the term auto-leveling with the understanding that leveling is handled the same way in both Oblivion and Sacred 2, while both in fact are different. An important consideration which distinguishes the two as being different, is that Oblivion would introduce a completely new monster type to offer a player challenge as his levels increased.
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* Your [[Sacred 2:Attack Speed|Attack Speed]] – How quickly do you strike your opponent?
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* Your "Chance To Hit" – How likely is it your blows will land?
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* The [[Sacred 2:Damage|damage]] dealt per hit – How hard do you hit?
  
It would be difficult for a player to do what a majority of gamers have done in the past, which is getting ahead of the power curve.  It is impossible to go and craft a ''perfect'' weapon, with the hope in returning to destroy the previous enemy with ease especially if was guarding a treasure chest that the player was curious about. This would have been impossible to do because the monster that was previously guarding the treasure chest had now changed into a more powerful monster to match the character's new level.
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Similarly, the injury they do to you depends upon the same factors, but in mirror image.
  
This is significantly different from simply having an adjustment to an enemy's ''level'' based upon a player's new ''level'':
 
  
Sacred 2 auto-leveling of enemies will have a rat (enemy) leveling from 1 to 40, which is different from Oblivion's method of increasing player difficulty which could, for example, have the same rat at level 1, but would now introduce a completely different and new monster type, a Minotaur for example,  at level 40.
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== [[Sacred 2:Armor|Armor]] ==
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Increased levels of [[Sacred 2:Armor|Armor]] provide greater Resistance by enabling more effective use of equipment, and also permit increased movement speed by reducing the encumbrances imposed. Armor may also affect the regeneration times of your Combat arts and plays a great part in balancing Combat Arts.
  
The two types of leveling found within Sacred 2 and Oblivion are distinct and markedly different from each other.
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== [[Sacred 2:Attack Speed|Attack Speed]] ==
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The rate of attack for any character is affected by her Attack Speed rating ("AS"), and also by the type of weapon in use. Some weapons, such as daggers, are intrinsically faster, while others, such as two-handed swords, are innately slower. Additionally, certain characters have a natural ability to use some weapons faster than other characters. You should be aware of this synergy. Selecting an appropriate lore (e.g. Hafted Weapons for use with Thaine's Axe) can increase attack speed. Your attack speed is not affected in any way by the enemy you are fighting.
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== [[Sacred 2:Chance To Hit|Chance To Hit]] ==
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Sacred 2 differs greatly from Sacred with the inclusion of new modifiers like evasion and others that make the process of choosing socketables and/or armor that offer benefits for hitting enemies successfully much more complicated. With Sacred, the only element a player had to consider was Attack, while Sacred 2 introduces evasion.  The Chance to Hit Calculator will calculate all chance to hit modifiers and easily help players determine if what they are wearing, socketed or wielded as weapon is increasing or decreasing their chance to hit.
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== [[Sacred 2:Combo|Combo]] ==
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Most Combat Arts can be placed in combos to increase their potency. For instance, a [[Sacred 2:Shadow Warrior|Shadow Warrior]] could create a combo of [[Sacred 2:Demonic Blow|Demonic Blow]] and [[Sacred 2:Frenzied Rampage|Frenzied Rampage]] (for one hard hit to one monster and several smaller hits to it or other nearby monsters if the first one has perished). Up to three Combat Arts may be included in a combo if a player has taken the skill [[Sacred_2:Combat_Discipline|Combat Discipline]] or four Combat Arts if a player has achieved  Combat Discipline mastery (75 hard skill points).  Without Combat Discipline, a combo may only contain two Combat Arts.
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== [[Sacred 2:Damage |Damage]] ==
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The actual damage inflicted upon your opponent again depends upon both your character and your opponent. The higher your damage value, the greater the injury; while the higher their successful resistance v.s. the type of damage being inflicted, the lesser the injury.
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== [[Sacred 2:Damage Types|Damage Types]] ==
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Regarding the 5 elements used ingame, involving damage and their corresponding Chance for  [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]]
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== [[Sacred 2:Damage Mitigation|Damage Mitigation]] ==
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Damage Mitigation is an extremely important aspect in Sacred 2 Fallen Angel and its expansion, Ice and Blood. In essence, it means that a certain part of the damage your character had just taken is completely omitted before any other damage calculations begin (armor rating, resistances, etc.).
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== [[Sacred 2:Day/Night Cycle|Day/Night Cycle]] ==
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The sun rises and sets every day in Ancaria, though the Day and Night have little effect on the game world.
  
'''Challenge and Difficulty'''
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== [[Sacred 2:Enemy Levels|Enemy Levels]] ==
  
One reason why players may not like the auto-leveling feature in Sacred 2 is due to the perception that monsters are not challenging enough, hence the blame on the auto-leveling feature.
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=== [[Sacred 2:Auto Leveling|Auto Leveling]] ===
Auto-leveling is, actually, a moot point since the '''real issue''' is that there is ''no challenge'' and that gamers cannot get ahead due to the perceived auto-balancing. A look at another popular hack 'n slash RPG, Diablo 2, demonstrates that a player could find a great weapon, and  they would suddenly be at the upper end of the power curve.  The power curve is the balancing mechanism that provides challenge.  It ensures that a player is not to strong, and also that an enemy is beatable.  The power curve mechanism in Diablo 2 would fluctuate, so that if a player found an enemy that was unbeatable at a certain level, the player could just gain levels, perhaps gain a new skill  and then return to the previous monster which could then be beaten. While using that particular method leveling, the game was a constant but enjoyable struggle.In Sacred 2 the difficulty appears fleeting, if not absent. There are possible reasons why this exists:
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Comparisons have been made between Sacred 2's method of balancing player to monster difficulty via leveling to that of Oblivion's. Sacred 2's auto-leveling of enemies is a wholly different method than Oblivion's and is, in fact, needed for Sacred 2 to function properly.
  
*Perhaps not enough attention was spent on creating the many more different enemies that would be needed to last through the many more levels in Sacred 2 than there are in Diablo 2.
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Many players interchangeably use the term auto-leveling with the understanding that leveling is handled the same way in both Oblivion and Sacred 2, while both in fact are different. An important consideration which distinguishes the two as being different, is that Oblivion would introduce a completely new monster type to offer a player challenge as his levels increased, while Sacred 2 would simply offer the same type of monster but at a different level.
  
*The world is much larger, free-roaming and therefore needs more content to emulate the same sort of pleasant challenge that Diablo 2 offered.
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In Oblivion, it would be difficult for a player to do what a majority of gamers have done in the past, which is getting ahead of the power curve while remaining there indefinitely and receiving good experience regarding the same chosen monster.  It is impossible to go and craft a ''perfect'' weapon, with the hope in returning to destroy the previous enemy with ease especially if it was guarding a treasure chest that the player was curious about. This would have been impossible to do because the monster that was previously guarding the treasure chest, as in Oblivion would have now changed into a more powerful monster to match the character's new level.
  
*The level range in Sacred 2 is huge, 1-200, whereas Titan Quest's was 1-75 and Diablo 2 was 1-99.
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This is a significant difference from simply having an upwards adjustment to an enemy's ''level'' based upon a player's new ''level'' as in Sacred 2. Sacred 2 auto-leveling of enemies will have a rat (enemy) leveling from one to forty, which is different from Oblivion's method of increasing player to monster difficulty, which would have introduced a completely different and new monster type, a Minotaur for example, to match the player's level at forty.
  
One of Sacred 2's largest differences to Diablo 2 is it's fully open world.  Each area has level caps for the enemies.  Rats, for example,  in the first area around Sloeford possess a level cap of 37.  The reason for this, is that as per the manual, players receive experience based upon the level of the creature defeated.  A player would have no reason to kill thousands of creatures that are level 1, who provide no challenge for a level 80 Seraphim, because they would give the player 0 XP.  The closer an enemy's level approaches a player's level, the better, the higher compared to your character level the better too as then the highlight for the enemy creature is red which yields maximum experience.  The reason enemies increase in level and power as a player does and, as well,  the reason that enemies are capped in areas, is to allow a player time to explore a chosen massive area while continuing to level up, without exhausting the supply of enemies close to the player's level, which gives the player enough experience to level up with.
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The two types of leveling found within Sacred 2 and Oblivion are distinct and markedly different from each other.
  
Diablo 2 [http://diablo2.diablowiki.net/Experience did the same thing], except they capped the max too.
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== [[Sacred 2:Experience|Experience]] ==
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Each character gains experience for every kill made and when the character has gathered sufficient [[Sacred 2:experience|experience]] it will advance to a new level, allowing it to improve it's skills and attributes. The [[Sacred 2:experience|experience]] required to reach the next level increases with each level obtained, making each successive level more difficult to achieve.
  
In Diablo 2 the world is linear (randomized, but closed) ,very much like a complex maze.  The enemies are staggered in their levelEnemy levels as organized [http://www.d2tomb.com/monsters3.shtml here, ] offer a good range, but are still around the same average level.
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== [[Sacred 2:Graphical User Interface|Graphical User Interface]] (GUI) ==
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This is the interface on the screen the screen that the player uses to interact with the various features of the gameIt has many components.
  
Players would constantly fight monsters around their level, by nature of the way the game was controlled. It was a closed system, and players were known to be of a certain level by the time they reached a selected, chosen areaAnd if not,a player would receive depreciating returns in experience, and thus would found the game difficult to play, as in the jump from normal to nightmare and nightmare to hell, as there were usually a few levels disparity between the two, due to the levels not matching up precisely.
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== [[Sacred 2:GUI Map|GUI Map]]==
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This is the map the player uses in the game to navigate AncariaThere is a hand-drawn world map as well as a highly detailed terrain map.
  
===Summary===
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== [[Sacred 2:Survival Bonus|Survival Bonus]] ==
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The longer your character stays alive without dying, the more your character's stats will increase.
  
It would be useful for a player to consider the auto-leveling in initial areas as a large tutorial section. The scant challenge offered purposely so as to instruct the player via quests, while familiarizing himself with his character.
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== [[Sacred 2:Spell Intensity|Spell Intensity]] ==
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Allows a character (or monster) to deal maximum damage with his spells more often.

Latest revision as of 19:01, 30 September 2013

Combat Basics

Injury to both you and your enemies is calculated in "hit points". Once your hit points (or your enemy's) are depleted, your (his) life is ended. Your current life reservoir is reflected in the red portion of the oval around your portrait in the upper left corner of the screen. Your enemies' are reflected in a horizontal bar that appears when you target them by placing the mouse cursor over their image.

Your effectiveness when fighting as regards to melee and ranged is determined by several factors. In particular, the damage you inflict upon your enemies depends upon three main factors:

  • Your Attack Speed – How quickly do you strike your opponent?
  • Your "Chance To Hit" – How likely is it your blows will land?
  • The damage dealt per hit – How hard do you hit?

Similarly, the injury they do to you depends upon the same factors, but in mirror image.


Armor

Increased levels of Armor provide greater Resistance by enabling more effective use of equipment, and also permit increased movement speed by reducing the encumbrances imposed. Armor may also affect the regeneration times of your Combat arts and plays a great part in balancing Combat Arts.

Attack Speed

The rate of attack for any character is affected by her Attack Speed rating ("AS"), and also by the type of weapon in use. Some weapons, such as daggers, are intrinsically faster, while others, such as two-handed swords, are innately slower. Additionally, certain characters have a natural ability to use some weapons faster than other characters. You should be aware of this synergy. Selecting an appropriate lore (e.g. Hafted Weapons for use with Thaine's Axe) can increase attack speed. Your attack speed is not affected in any way by the enemy you are fighting.

Chance To Hit

Sacred 2 differs greatly from Sacred with the inclusion of new modifiers like evasion and others that make the process of choosing socketables and/or armor that offer benefits for hitting enemies successfully much more complicated. With Sacred, the only element a player had to consider was Attack, while Sacred 2 introduces evasion. The Chance to Hit Calculator will calculate all chance to hit modifiers and easily help players determine if what they are wearing, socketed or wielded as weapon is increasing or decreasing their chance to hit.

Combo

Most Combat Arts can be placed in combos to increase their potency. For instance, a Shadow Warrior could create a combo of Demonic Blow and Frenzied Rampage (for one hard hit to one monster and several smaller hits to it or other nearby monsters if the first one has perished). Up to three Combat Arts may be included in a combo if a player has taken the skill Combat Discipline or four Combat Arts if a player has achieved Combat Discipline mastery (75 hard skill points). Without Combat Discipline, a combo may only contain two Combat Arts.

Damage

The actual damage inflicted upon your opponent again depends upon both your character and your opponent. The higher your damage value, the greater the injury; while the higher their successful resistance v.s. the type of damage being inflicted, the lesser the injury.

Damage Types

Regarding the 5 elements used ingame, involving damage and their corresponding Chance for Secondary Damage Effects

Damage Mitigation

Damage Mitigation is an extremely important aspect in Sacred 2 Fallen Angel and its expansion, Ice and Blood. In essence, it means that a certain part of the damage your character had just taken is completely omitted before any other damage calculations begin (armor rating, resistances, etc.).

Day/Night Cycle

The sun rises and sets every day in Ancaria, though the Day and Night have little effect on the game world.

Enemy Levels

Auto Leveling

Comparisons have been made between Sacred 2's method of balancing player to monster difficulty via leveling to that of Oblivion's. Sacred 2's auto-leveling of enemies is a wholly different method than Oblivion's and is, in fact, needed for Sacred 2 to function properly.

Many players interchangeably use the term auto-leveling with the understanding that leveling is handled the same way in both Oblivion and Sacred 2, while both in fact are different. An important consideration which distinguishes the two as being different, is that Oblivion would introduce a completely new monster type to offer a player challenge as his levels increased, while Sacred 2 would simply offer the same type of monster but at a different level.

In Oblivion, it would be difficult for a player to do what a majority of gamers have done in the past, which is getting ahead of the power curve while remaining there indefinitely and receiving good experience regarding the same chosen monster. It is impossible to go and craft a perfect weapon, with the hope in returning to destroy the previous enemy with ease especially if it was guarding a treasure chest that the player was curious about. This would have been impossible to do because the monster that was previously guarding the treasure chest, as in Oblivion would have now changed into a more powerful monster to match the character's new level.

This is a significant difference from simply having an upwards adjustment to an enemy's level based upon a player's new level as in Sacred 2. Sacred 2 auto-leveling of enemies will have a rat (enemy) leveling from one to forty, which is different from Oblivion's method of increasing player to monster difficulty, which would have introduced a completely different and new monster type, a Minotaur for example, to match the player's level at forty.

The two types of leveling found within Sacred 2 and Oblivion are distinct and markedly different from each other.

Experience

Each character gains experience for every kill made and when the character has gathered sufficient experience it will advance to a new level, allowing it to improve it's skills and attributes. The experience required to reach the next level increases with each level obtained, making each successive level more difficult to achieve.

Graphical User Interface (GUI)

This is the interface on the screen the screen that the player uses to interact with the various features of the game. It has many components.

GUI Map

This is the map the player uses in the game to navigate Ancaria. There is a hand-drawn world map as well as a highly detailed terrain map.

Survival Bonus

The longer your character stays alive without dying, the more your character's stats will increase.

Spell Intensity

Allows a character (or monster) to deal maximum damage with his spells more often.