Difference between revisions of "Sacred 2:Strength"
Jump to navigation
Jump to search
m |
(Move the stats table to a dedicated page (guide).) |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 4: | Line 4: | ||
{|width="100%" | {|width="100%" | ||
|width="50px" valign="top" padding="25px"|[[File:strength.gif]] | |width="50px" valign="top" padding="25px"|[[File:strength.gif]] | ||
− | |Increases [[Sacred 2:Attack Value|Attack Value]] as well as basic damage for [[Sacred 2: Strength Based Weapons| | + | |Increases [[Sacred 2:Attack Value|Attack Value]] as well as basic [[Sacred 2:Damage|damage]] for [[Sacred 2: Strength Based Weapons| Strength-Based, Close Combat (melee) weapons]]. |
+ | Strength does NOT affect the damage of [[Sacred 2:Dexterity Based Weapons|Dexterity Based Weapons]] such as [[Sacred 2:Daggers|Daggers]], [[Sacred 2:Ranged Weapons|Ranged Weapons]], [[Sacred 2:Short Swords|Short Swords]], [[Sacred 2: Poles|Blunt Polearms]] or [[Sacred 2:Magic Staffs|Magic Staffs]] ([[Sacred 2:Intelligence Based Weapons|Intelligence Based Weapons]]). | ||
'''Attack Value +XX''' | '''Attack Value +XX''' | ||
'''Weapon Damage +XX''' | '''Weapon Damage +XX''' | ||
+ | |} | ||
+ | |||
+ | |||
+ | In the tooltip: | ||
+ | * Each point in Strength increases the Attack Value by '''0.8'''. The total Attack Value is then rounded down. | ||
+ | |||
+ | |||
+ | |||
+ | To learn how a character's natural Strength is calculated and see how the different characters compare, see this page: [[Sacred 2:How is a character's natural Strength calculated?|How is a character's natural Strength calculated?]] | ||
+ | |||
+ | |||
== [[Sacred 2:Strength Based Weapons|Strength Based Weapons]] == | == [[Sacred 2:Strength Based Weapons|Strength Based Weapons]] == | ||
Line 16: | Line 28: | ||
*The release of [[Sacred 2:Ice and Blood|Ice and Blood]] greatly impacted the effect of adding points to the attributes. Pre expansion, adding points to either [[Sacred 2:Strength|Strength]], [[Sacred 2:Dexterity|Dexterity]] or [[Sacred 2:Intelligence|Intelligence]], would result in a significant increase of damage. After Ice and blood, the developers had balanced it so that this previous strategy of adding all allotted points to any single one of the attributes would only offer a very small increase in damage, much smaller than before, which resulted in players not opting to use Attribute points for damage increases as before, but more to other choices, [[Sacred 2:Vitality|Vitality]] being a popular choice, as this directly increases a player's health. | *The release of [[Sacred 2:Ice and Blood|Ice and Blood]] greatly impacted the effect of adding points to the attributes. Pre expansion, adding points to either [[Sacred 2:Strength|Strength]], [[Sacred 2:Dexterity|Dexterity]] or [[Sacred 2:Intelligence|Intelligence]], would result in a significant increase of damage. After Ice and blood, the developers had balanced it so that this previous strategy of adding all allotted points to any single one of the attributes would only offer a very small increase in damage, much smaller than before, which resulted in players not opting to use Attribute points for damage increases as before, but more to other choices, [[Sacred 2:Vitality|Vitality]] being a popular choice, as this directly increases a player's health. | ||
+ | |||
+ | |||
+ | ===See Also=== | ||
+ | *[[Sacred 2:Attributes|Attributes]] | ||
+ | *[[Sacred 2:Skills|Skills]] | ||
+ | *[[Sacred 2:Item Modifiers|Item Modifiers]] |
Latest revision as of 17:17, 23 September 2024
Increases Attack Value as well as basic damage for Strength-Based, Close Combat (melee) weapons.
Strength does NOT affect the damage of Dexterity Based Weapons such as Daggers, Ranged Weapons, Short Swords, Blunt Polearms or Magic Staffs (Intelligence Based Weapons). Attack Value +XX Weapon Damage +XX |
In the tooltip:
- Each point in Strength increases the Attack Value by 0.8. The total Attack Value is then rounded down.
To learn how a character's natural Strength is calculated and see how the different characters compare, see this page: How is a character's natural Strength calculated?
Strength Based Weapons
Skill Lore | Weapon Type | Dryad | High Elf | Inquisitor | Seraphim | Shadow Warrior | Temple Guardian | Dragon Mage |
Hafted Weapons | ||||||||
Axes | ||||||||
Two Handed Axes | X | X | X | X | X | X | ||
Clubs | ||||||||
Hammers | ||||||||
Two Handed Hammers | X | X | X | X | X | X | ||
Pole Arms | ||||||||
Halberds | X | |||||||
Javelins | X | |||||||
Sword Weapons | ||||||||
Bastard Swords | ||||||||
Sabers | ||||||||
Swords | ||||||||
Lightsabers | ||||||||
Two Handed Swords | X | X | X |
Note
- The Community Patch changes Lightsabers' base attribute to Willpower, making them the only willpower-based weapons in the game. This is not properly displayed within the Willpower's tooltip on the skills page, as (the "Weapon Damage +[number]" string does not appear).
- The release of Ice and Blood greatly impacted the effect of adding points to the attributes. Pre expansion, adding points to either Strength, Dexterity or Intelligence, would result in a significant increase of damage. After Ice and blood, the developers had balanced it so that this previous strategy of adding all allotted points to any single one of the attributes would only offer a very small increase in damage, much smaller than before, which resulted in players not opting to use Attribute points for damage increases as before, but more to other choices, Vitality being a popular choice, as this directly increases a player's health.