Difference between revisions of "Sacred 2:Ancient Magic"
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* Ancient Magic decreases Damage Mitigation modifier by percent of target's mitigation '''before''' Temple Guardian's [[Sacred 2:Fiery Ember|Fiery Ember]]\[[Sacred 2:Icy Evanescence|Icy Evanescence]] CAs and High Elf's [[Sacred 2:Crystal Skin|Crystal Skin]] Buff decrease Damage Mitigation modifier by fixed percentage: thus opponent's immunity (100+% Damage Mitigation) can drop below 0 (the enemy gets more damage than indicated in the CA's description) | * Ancient Magic decreases Damage Mitigation modifier by percent of target's mitigation '''before''' Temple Guardian's [[Sacred 2:Fiery Ember|Fiery Ember]]\[[Sacred 2:Icy Evanescence|Icy Evanescence]] CAs and High Elf's [[Sacred 2:Crystal Skin|Crystal Skin]] Buff decrease Damage Mitigation modifier by fixed percentage: thus opponent's immunity (100+% Damage Mitigation) can drop below 0 (the enemy gets more damage than indicated in the CA's description) | ||
+ | ** This happens because the above-mentioned combat arts add a Sensitivity: Element +X% modifier to the creatures. This modifier (or bonus) is separate from Damage Mitigation. But both Sensitivity and Damage Mitigation are added together (in another step) to form a single multiplier to the damage. | ||
* There are two modifiers that save player's characters and monsters from damage over time: those are [[Sacred 2:Damage over Time|DamageOverTime -x%]] and [[Sacred_2:Damage_Mitigation|Damage Mitigation +x%]]. Effects of these two modifiers are layering, which means that 50% of Damage Mitigation and 50% of DoT reduction would decrease damage over time by 75%. For example creatures, who are completely immune to Ice damage, while being affected by Ancient Magic Mastery would suffer 25% of incoming Ice DoT, as incoming damage would first be reduced by remaining modifier '"Damage over Time: Ice -50%" and then by "Damage Mitigation: Ice +50%". | * There are two modifiers that save player's characters and monsters from damage over time: those are [[Sacred 2:Damage over Time|DamageOverTime -x%]] and [[Sacred_2:Damage_Mitigation|Damage Mitigation +x%]]. Effects of these two modifiers are layering, which means that 50% of Damage Mitigation and 50% of DoT reduction would decrease damage over time by 75%. For example creatures, who are completely immune to Ice damage, while being affected by Ancient Magic Mastery would suffer 25% of incoming Ice DoT, as incoming damage would first be reduced by remaining modifier '"Damage over Time: Ice -50%" and then by "Damage Mitigation: Ice +50%". |
Latest revision as of 17:01, 23 November 2024
Ancient Magic
Increases damage of non-weapon based combat arts and reduces the opponent's spell resistance.
- Damage +X%
Ancient Magic Mastery
Increases damage of non-weapon based combat arts and reduces the opponent's magic resistance. Additionally, the opponents' immunities against your combat arts will be reduced.
- Damage +X%
- Opponents' Immunities -X%
Damage +X%
- Affects only Spell Damage Based Combat Arts.
- Stacks additively with all other percentage bonuses.
Opponents' Immunities -X%
- Requires Skill Mastery in order to work.
- Affects every type of attack, not just Spell Damage Based Combat Arts.
- Reduces the opponent's Damage Mitigation (the value of the bonus) by the stated percentage. For example: If we have Opponents' Immunities -50% and an opponent normally has 80% damage mitigation, then the new damage mitigation will be 40%.
- Does not affect Armor/Resistances, Damage over Time: Element -X% or Sensitivity: Element +X%.
Skill level | 1 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 74 | 75 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 155 | 170 | 185 | 200 |
Damage, +%: | 4,9 | 20,8 | 35,7 | 48,4 | 59,2 | 68,5 | 76,8 | 84 | 86,6 | 90,4 | 97,5 | 110,5 | 121,9 | 132,1 | 141,1 | 149,1 | 156,5 | 166,1 | 174,6 | 182,1 | 188,8 |
Opponents' Immunities, -%: | - | - | - | - | - | - | - | - | - | 47,4 | 49,3 | 52,4 | 54,9 | 56,9 | 58,5 | 59,8 | 61 | 62,4 | 63,5 | 64,5 | 65,3 |
Notes
- Ancient Magic Mastery's effect causes a percentage decrease in a target's mitigation against each of the 5 types of damage. This will allow a character to do increased damage to enemies with high mitigation against specific sources. The Mastery bonus won't be noticeable against non-resistant enemies.
- For example, a Fireball cast against a highly fire resistant monster like a Fire Elemental will do significantly less damage than the CA screen indicates because of the monster's fire damage mitigation and armor. A fireball cast with Ancient Magic Mastery active will decrease the fire mitigation value of the monster by a percentage before calculating damage, allowing for increased fire damage.
- Characters that do not have access to Ancient Magic will be unable to pierce resistances, and must either increase damage values to compensate or select another damage type. Ice Elementals for example are completely immune to Ice Damage without Mastered Ancient Magic.
- Ancient Magic decreases Damage Mitigation modifier by percent of target's mitigation before Temple Guardian's Fiery Ember\Icy Evanescence CAs and High Elf's Crystal Skin Buff decrease Damage Mitigation modifier by fixed percentage: thus opponent's immunity (100+% Damage Mitigation) can drop below 0 (the enemy gets more damage than indicated in the CA's description)
- This happens because the above-mentioned combat arts add a Sensitivity: Element +X% modifier to the creatures. This modifier (or bonus) is separate from Damage Mitigation. But both Sensitivity and Damage Mitigation are added together (in another step) to form a single multiplier to the damage.
- There are two modifiers that save player's characters and monsters from damage over time: those are DamageOverTime -x% and Damage Mitigation +x%. Effects of these two modifiers are layering, which means that 50% of Damage Mitigation and 50% of DoT reduction would decrease damage over time by 75%. For example creatures, who are completely immune to Ice damage, while being affected by Ancient Magic Mastery would suffer 25% of incoming Ice DoT, as incoming damage would first be reduced by remaining modifier '"Damage over Time: Ice -50%" and then by "Damage Mitigation: Ice +50%".
- There is not that many enemies in the game with high mitigation values, so the Mastery part of this skill isn't as great as it might seem at first.
Breakpoints
- The bonuses are increased in steps as shown in the Ancient Magic full table.
The damage bonus at a given skill level x is given fairly precisely by the following formulas:
- 200*(x+1.5)/(x+100) Pre-Mastery
- 300*(x-32.5)/(x+66) Mastery
The immunity bypass bonus at a given skill level x is given fairly precisely by the following formulas:
- 74.8*(x-33.2)/(x-9.0) 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
300*(75-32.5)/(75+66) = 300*42.5/141 = 90.43
This value compared with the table value is a good example of the precision the formulas offer.