Difference between revisions of "Sacred 2:Aspect Lore"

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===Aspect Lore===
 
===Aspect Lore===
  
Increases inflicted damage, Critical Hit chance and the execution speed of the respective Aspect. Enables the use of [[Sacred 2:Combat Art Modifications|modifications]] for the aspect.
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Increases inflicted [[Sacred 2:Damage|damage]], [[Sacred 2:Chance for critical hits|Critical Hit chance]] and the execution speed of the respective [[Sacred 2:Aspects|Aspect]]. Enables the use of [[Sacred 2:Combat Art Modifications|modifications]] for the aspect.
  
Aspect Lore includes skills like ''Cabalistic Voodoo Lore'' (Dryad), ''Astute Supremacy Lore'' (Inquisitor), ''Lost Fusion Lore'' (Temple Guardian) etc. All Aspect Lore skills offer identical bonuses.
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Aspect Lore includes skills like ''[[Sacred 2:Cabalistic Voodoo|Cabalistic Voodoo]] Lore'' ([[Sacred 2:Dryad|Dryad]]), ''[[Sacred 2:Astute Supremacy|Astute Supremacy]] Lore'' ([[Sacred 2:Inquisitor|Inquisitor]]), ''[[Sacred 2:Lost Fusion|Lost Fusion]] Lore'' ([[Sacred 2:Temple Guardian|Temple Guardian]]) etc. The [[Sacred 2:Dragon Mage|Dragon Mage]] and [[Sacred 2:High Elf|High Elf]] have 3 Aspect Lore skills each - one for each aspect.  The [[Sacred 2:Shadow Warrior|Shadow Warrior]] only has 1: ''[[Sacred 2:Astral Lord|Astral Lord]] Lore''.  The other 4 classes have 2 Aspect Lore skills each.  All Aspect Lore skills offer identical bonuses.
  
 
* Damage +X% (refer to table below)
 
* Damage +X% (refer to table below)

Revision as of 08:20, 7 October 2013


Aspect Lore

Increases inflicted damage, Critical Hit chance and the execution speed of the respective Aspect. Enables the use of modifications for the aspect.

Aspect Lore includes skills like Cabalistic Voodoo Lore (Dryad), Astute Supremacy Lore (Inquisitor), Lost Fusion Lore (Temple Guardian) etc. The Dragon Mage and High Elf have 3 Aspect Lore skills each - one for each aspect. The Shadow Warrior only has 1: Astral Lord Lore. The other 4 classes have 2 Aspect Lore skills each. All Aspect Lore skills offer identical bonuses.

  • Damage +X% (refer to table below)
  • Critical Hit chance +Y%
  • Execution Speed +Z%


Skill level 1 10 20 30 40 50 60 70 74 75 80 90 100 110 120 130 140 155 170 185 200
Damage. +%: 9,8 41,7 71,5 96,9 118,5 137,3 153,6 168,1 173,5 180,8 195,1 221,1 243,8 264,2 282,2 298,3 313,1 332,5 349,5 364,5 377,7
Critical Hit, +%: 0,4 2 3,5 4,8 5,9 6,8 7,6 8,4 8,6 9 9,7 11 12,1 13,2 14,1 14,9 15,6 16,6 17,4 18,2 18,8
Execution Speed, +%: 1,9 8,3 14,3 19,2 23,7 27,3 30,7 33,5 34,7 36 39 44,2 48,7 52,7 56,4 59,5 62,5 66,5 69,9 72,9 75,5


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Mastery

  • Further increases inflicted damage.


Properties

  • The increased execution speed has no effect in combos.


Breakpoints

  • The bonuses are increased in steps as shown in the full table


The damage bonus at a given skill level x is given fairly precisely by the following formulas:

  • 400*(x+1.5)/(x+100) Pre-Mastery
  • 600*(x-32.5)/(x+66) Mastery

The Critical Hit chance bonus at a given skill level x is given fairly precisely by the following formulas:

  • 20*(x+1.5)/(x+100) Pre-Mastery
  • 30*(x-32.5)/(x+66) Mastery

The Execution Speed bonus at a given skill level x is given fairly precisely by the following formulas:

  • 80*(x+1.5)/(x+100) Pre-Mastery
  • 120*(x-32.5)/(x+66) Mastery

The bold marked numbers are the smallest upper bounds of this progression, which will never at any skill level be exceeded.

As an example, damage at x=75: 75 is the first mastery level, so we take the mastery formula and we have

600*(75-32.5)/(75+66) = 600*42.5/141 = 180.85

This value compared with the table value is a good example of the precision the formulas offer.