Difference between revisions of "Sacred 2:Warding Energy"
Line 42: | Line 42: | ||
== Usage Strategies == | == Usage Strategies == | ||
− | 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 | + | 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 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. | 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. | ||
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: | 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: | ||
− | * | + | * Temple Guardian T-Energy Shroud has a base Absorption Warding Energy of 60%. It does not change with CA level. |
− | * | + | * 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 | + | For items with the modifier "Modified by 'Warding Energy Lore'", the related modifiers scale up with 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. |
== Item Boni that Affect Shields == | == Item Boni that Affect Shields == |
Revision as of 00:56, 7 January 2009
Aspect- Revered Technology Modifications
SkillsThe following skills will affect this combat art:
Usage StrategiesShield point regeneration time is 20 seconds at base, and can be improved with item boni, as well as the Mastery bonus for the skill 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 Garganthropod's weaken attack, may still decrease player health points despite the presence of the shield. 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:
For items with the modifier "Modified by 'Warding Energy Lore'", the related modifiers scale up with 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. Item Boni that Affect Shields
Stats Chart |
Contents
EmbedVideo is missing a required parameter.
|