Difference between revisions of "Sacred 2:Warding Energy"

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{|
 
{|
 
|http://www.sacredwiki.org/images/Sacred_2/CombatArts/Sera/Sera_14.gif
 
|http://www.sacredwiki.org/images/Sacred_2/CombatArts/Sera/Sera_14.gif
|An energy field which partly absorbs incoming damage for as long as energy is available to maintain the field.
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|http://www.sacredwiki.org/images/Sacred_2/Icon/buffSEwe.gif '''This [[Sacred 2:Combat Arts|Combat Art]] is a [[Sacred 2:Buff|(Buff)]]'''<br />
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An energy field which partly absorbs incoming damage for as long as energy is available to maintain the field.
 
|}
 
|}
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This Combat Art is an [[Sacred 2:Energy Shields|Energy Shield]].
  
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{|width="100%"
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|width="25%" valign="top"|
 
==Aspect==
 
==Aspect==
http://www.sacredwiki.org/images/Sacred_2/Aspects/Sm/Sera_AspS_03.png  - '''Revered Technology'''
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http://www.sacredwiki.org/images/Sacred_2/Aspects/Sm/Sera_AspS_03.png  - '''[[Sacred 2:Revered Technology|Revered Technology]]'''
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|width="75%" valign="top"|
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==Innate Abilities (Lvl 1)==
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* Ward Efficiency: 29 (Shield has 29 energy points)
 +
* Damage Mitigation: 2 (This is actually the [[Sacred 2:Block Warding Energy +X|Block Warding Energy]] value shown in the bonus overview).
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* [[Sacred 2:Shield Regeneration|Shield Regeneration]]: 1.4 energy points per second
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* [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +50%
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From Bonus Overview:
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* [[Sacred 2:Block Warding Energy +X|Block Warding Energy]]: +2
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* [[Sacred 2:Max. Shield Energy X%|Max. Shield Energy]] +20.2%
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* [[Sacred 2:Absorption Warding Energy|Absorption Warding Energy]] +50.0%
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|}
  
 
== Modifications ==
 
== Modifications ==
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{{See Also|Sacred 2:Combat Art Modifications}}
 
{|
 
{|
|width="80px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
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|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
 
|
 
|
 
* '''Field Force''' - Strengthens the energy field and absorbs more damage until it is exhausted. (50% increase from base value)
 
* '''Field Force''' - Strengthens the energy field and absorbs more damage until it is exhausted. (50% increase from base value)
* '''Projectile Reflection''' - Chance to reflect projectile damage. (15% + 0.8% per CA level chance)
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* '''Projectile Reflection''' - [[Sacred 2:Chance to reflect: Projectiles|Chance to reflect projectile damage]]. (15% + 0.8% per CA level chance).
 
|}
 
|}
 
----
 
----
 
{|
 
{|
|width="80px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
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|width="90px"|<span style="color:#717171;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_10.gif '''Silver'''</span>
 
|
 
|
 
* '''Field Force''' - Improves the energy field and absorbs more damage until it is exhausted. (50% increase from base value)
 
* '''Field Force''' - Improves the energy field and absorbs more damage until it is exhausted. (50% increase from base value)
* '''Magic Mirror''' - Chance to reflect spell damage. (15% + 0.8% per CA level chance)
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* '''Magic Mirror''' - [[Sacred 2:Chance to reflect: Combat Arts|Chance to reflect spell damage]]. (15% + 0.8% per CA level chance)
 
|}
 
|}
 
----
 
----
 
{|
 
{|
|width="80px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span>
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|width="90px"|<span style="color:#CD950C;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_08.gif '''Gold'''</span>
 
|
 
|
* '''Block''' - Blocks a fixed amount of damage from every successful hit. (4.5% + 0.5% per CA level)
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* '''Block''' - Blocks a fixed amount of damage from every successful hit. (4.5 + 0.5 per CA level increase of [[Sacred 2:Block Warding Energy +X|Block Warding Energy]])
* '''Resource''' - Reduces the cost to maintain the shield. (50% + 0.5% per CA level decreased)
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* '''Resource''' - Reduces the cost to maintain the shield. (50% + 0.5% per CA level decrease in regeneration penalty)
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|}
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|valign="top"|
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{| align="right"
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|{{s2frame|{{#ev:youtube|lrt5dQNfjyI|400}}|center|Warding Energy without Modifications}}
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|}
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__NOTOC__
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<BR CLEAR=right>
 
|}
 
|}
  
==Skills==
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==Skills and Attributes==
The following skills will affect this combat art:
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The following [[Sacred 2:Skills|skills]] will affect this combat art:
* ...
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* ...
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* [[Sacred 2:Warding Energy Lore|Warding Energy Lore]] - will increase total shield energy points and improve the Block Warding Energy value (amount of damage that the shield will absorb). Increases [[Sacred 2:Shield Regeneration|shield regeneration]] rate when mastered (applies out-of-combat only, the shield will never regenerate in-combat).
* ...
+
 
* ...
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* [[Sacred 2:Revered Technology Focus|Revered Technology Focus]] - reduces [[Sacred 2:Regeneration Time:|regeneration time]] penalty and allows for [[Sacred 2:Highest Combat Art Level Without Penalty|higher level combat art without penalty]], allows for modification points.
* ...
 
  
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* [[Sacred 2:Revered Technology Lore|Revered Technology Lore]] - increases the Damage Mitigation (Block Warding Energy value) of Warding Energy if the '''Block''' mod is chosen, improves [[Sacred 2:Casting Speed|casting speed]], allows for modification points.
  
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The following [[Sacred 2:Attributes|attributes]] will affect this combat art:
  
== Usage Strategies ==
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* [[Sacred 2:Willpower|Willpower]] increases shield energy points.
Shield point regeneration time is 20 seconds at base, and can be improved with item boni, as well as the Mastery bonus for the skill [[Sacred 2:WikiPageName|Warding Energy Lore]].  For example, if a given shield has a total size of 1000 shield points, it will recover from empty to full at a rate of 1000/20 per second, or 50 shield points per second.
 
  
When damage is dealt to a character that is running a shield of some type, the damage is first reduced by armor and damage mitigation, and remaining damage that penetrates is divided between character health points and shield hit points.  As total Absorption Warding Energy value approaches 100%, a larger proportion of incoming damage will be diverted to the shield, and less to character health points.  When Absorption Warding Energy is equal to or greater than 100%, ''all'' incoming damage goes to the shield, and character health points do not go down due to incoming damage.  '''Important note:'''  Some effects that directly reduce player hit point total, e.g. the [[Sacred 2:WikiPageName|Garganthropod]]'s weaken attack, may still decrease player health points despite the presence of the shield.
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* [[Sacred 2:Stamina|Stamina]] reduces regeneration penalty.
  
The statistic "Absorption Warding Energy", visible in white text on the sigma bonus summary, determines the base proportion of how the damage is split.  This base statistic is determined by each type of shield:
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== Usage Strategies ==
* Temple Guardian T-Energy Shroud has a base Absorption Warding Energy of 60%.  It does not change with CA level.
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*Much general information for energy shield usage is given in the article [[Sacred 2:Energy Shields|Energy Shields]].
* Seraphim Warding Energy has a  base Absorption Warding Energy of 50%.  It does not change with CA level.
 
* Seraphim Divine Protection has a base Absorption Warding Energy of 100%, which increases with CA level.
 
  
For items with the modifier "Modified by 'Warding Energy Lore'", the related modifiers scale up with [[Sacred 2:WikiPageName|Warding Energy Lore]] skill.  This means that with increasing values of Warding Energy Lore, the boni provided by that item will increase in value as well.  E.g., for an item that provides the "Block Warding Energy" bonus, that bonus will grow larger with skill increase.
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*The '''Block''' mod increases the Damage Mitigation mod by an absolute amount, not a %, it is different from and does not give % [[Sacred 2:Damage Mitigation|damage mitigation]].
  
== Item Boni that Affect Shields ==
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== Pros and Cons ==
* Block Warding Energy: This bonus directly improves how much damage the shield will mitigate. The mechanics of exactly how this is calculated are not exposed to the user, but it is likely a useful bonus.
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'''Pros'''
* Absorption Warding Energy: This bonus increases the proportion of penetrating damage that will be diverted to the shield.  This can be very valuable in a case where the character has a smaller number of health points than shield hit points.  Note that since Divine Protection starts with a value of at least 100% and can become quite large in the later game, it may not be useful to increase this bonus for use with Divine Protection.
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*As a buff, a player doesn't have to worry about if their shield is up and running. (Unless its energy is all gone).
* Max. Shield Strength: Expands the total number of shield hit points.  This is very useful and valuable for all shield types, but particularly the Seraphim's Divine Protection.
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*Will stack with [[Sacred 2:Divine Protection|Divine Protection]] to make a super-powered energy shield.
* Shield Regeneration Rate:  Increases the rate at which shield hit points are recovered.  Note that Seraphim shields of either type do not recover shield hit points while in combat. Temple Guardian's T-Energy Shield can be modified to regenerate while in combat, but by default it will not.
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'''Cons'''
 +
*Does not regenerate energy points while in-combat.
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*If using with Divine Protection, it will deactivate Warding Energy when the duration expires, meaning this buff will have to be recast often.
  
 
== Stats Chart ==
 
== Stats Chart ==
  
|valign="top"|
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== See Also==
__TOC__
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*[[Sacred 2:Seraphim|Seraphim]]
<BR CLEAR=right>
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*[[Sacred 2:Seraphim Guides|Seraphim Guides]]
 +
*[[Sacred 2:Combat Arts|Combat Arts]]
 +
*[[Sacred 2:Skills|Skills]]
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== Gallery ==
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{|valign="top" width="100%" padding="10px" style="font-size:1em;font-weight:bold;text-align:center"
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|-valign="top"
  
http://i90.photobucket.com/albums/k271/gogoblender/wardingenergy.jpg
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|width="180px"|
<vimeo v="334641" />
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<center>{{S2frame|[[Image:Warding_Energy.jpg|160px]]|none}}</center>
 
|}
 
|}
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[[Category:Sacred 2 Combat Arts]][[Category:Seraphim Combat Arts]]
 
[[Category:Sacred 2 Combat Arts]][[Category:Seraphim Combat Arts]]

Latest revision as of 06:19, 6 January 2014

Sera_14.gif buffSEwe.gif This Combat Art is a (Buff)

An energy field which partly absorbs incoming damage for as long as energy is available to maintain the field.

This Combat Art is an Energy Shield.

Aspect

Sera_AspS_03.png - Revered Technology

Innate Abilities (Lvl 1)

From Bonus Overview:

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Field Force - Strengthens the energy field and absorbs more damage until it is exhausted. (50% increase from base value)
  • Projectile Reflection - Chance to reflect projectile damage. (15% + 0.8% per CA level chance).

MODicons_10.gif Silver
  • Field Force - Improves the energy field and absorbs more damage until it is exhausted. (50% increase from base value)
  • Magic Mirror - Chance to reflect spell damage. (15% + 0.8% per CA level chance)

MODicons_08.gif Gold
  • Block - Blocks a fixed amount of damage from every successful hit. (4.5 + 0.5 per CA level increase of Block Warding Energy)
  • Resource - Reduces the cost to maintain the shield. (50% + 0.5% per CA level decrease in regeneration penalty)
Warding Energy without Modifications


Skills and Attributes

The following skills will affect this combat art:

  • Warding Energy Lore - will increase total shield energy points and improve the Block Warding Energy value (amount of damage that the shield will absorb). Increases shield regeneration rate when mastered (applies out-of-combat only, the shield will never regenerate in-combat).
  • Revered Technology Lore - increases the Damage Mitigation (Block Warding Energy value) of Warding Energy if the Block mod is chosen, improves casting speed, allows for modification points.

The following attributes will affect this combat art:

  • Stamina reduces regeneration penalty.

Usage Strategies

  • Much general information for energy shield usage is given in the article Energy Shields.
  • The Block mod increases the Damage Mitigation mod by an absolute amount, not a %, it is different from and does not give % damage mitigation.

Pros and Cons

Pros

  • As a buff, a player doesn't have to worry about if their shield is up and running. (Unless its energy is all gone).
  • Will stack with Divine Protection to make a super-powered energy shield.

Cons

  • Does not regenerate energy points while in-combat.
  • If using with Divine Protection, it will deactivate Warding Energy when the duration expires, meaning this buff will have to be recast often.

Stats Chart

See Also

Gallery