Difference between revisions of "Sacred 2:Energy Weapons"
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(This is based on taking apart the locale/en_US/Itemnames.csv and scripts/server/blueprint.txt files, and is the categories the game actually uses.) |
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− | Energy | + | == Energy Weapon == |
+ | The last of the ranged weapons it is visually similar to energy pistols, firing the same projectile at similar speeds. The damage is higher however due to it being two-handed. | ||
+ | |||
+ | ===Ranged Weapon Lore Modifications=== | ||
+ | {|class="skills" | ||
+ | |-class="skillsth" align="center" | ||
+ | !At Level | ||
+ | !1 | ||
+ | !25 | ||
+ | !75 | ||
+ | |-align="center" | ||
+ | |class="skillslc"|Modifier | ||
+ | |Chance to hit Additional Opponents | ||
+ | |Chance to Disregard Armor | ||
+ | |Chance for Secondary Effect | ||
+ | |} | ||
+ | |||
+ | |||
+ | ===Damage Types=== | ||
+ | * Energy weapons often spawn with three damage types, easily allowing for secondary effect triggering when not converted. | ||
+ | * Energy weapons gain damage from Dexterity | ||
+ | |||
+ | |||
+ | ===Damage=== | ||
+ | * High | ||
+ | |||
+ | |||
+ | ===Firing Speed=== | ||
+ | * Moderate Slow | ||
+ | |||
+ | |||
+ | ===Projectile Speed=== | ||
+ | * Slow | ||
+ | |||
+ | |||
+ | ===Projectile Path=== | ||
+ | * Straight Line | ||
+ | * Can be affected by Terrain | ||
+ | * If the energy discharge reaches the edge of the map it will turn around and bounce back, criss-crossing the world and impacting the enemies if they happen to cross paths. This creates the ''Projectile Storm'' effect sometimes seen in game. | ||
+ | |||
+ | |||
+ | ===Range=== | ||
+ | * Infinite? There is no apparent maximum range for the projectile so for the purpose of gameplay purposes they can continue on forever. | ||
+ | * In theory should be able to pierce targets (just like the BFG does), however they do not gain chance to pierce as an unlockable modifier. Instead they can deal damage to additional opponents, which can be a similar effect. | ||
+ | |||
+ | |||
+ | ===Sockets=== | ||
+ | * Up to two gold sockets as well as the grey damage converter socket. | ||
+ | |||
+ | |||
+ | ===Types and Skins=== | ||
* [[Sacred 2:Energy Weapon|Energy Weapon]] | * [[Sacred 2:Energy Weapon|Energy Weapon]] | ||
* [[Sacred 2:Energiser|Energiser]] | * [[Sacred 2:Energiser|Energiser]] | ||
* [[Sacred 2:Energistic Weapon|Energistic Weapon]] | * [[Sacred 2:Energistic Weapon|Energistic Weapon]] |
Revision as of 16:28, 19 July 2009
Contents
Energy Weapon
The last of the ranged weapons it is visually similar to energy pistols, firing the same projectile at similar speeds. The damage is higher however due to it being two-handed.
Ranged Weapon Lore Modifications
At Level | 1 | 25 | 75 |
---|---|---|---|
Modifier | Chance to hit Additional Opponents | Chance to Disregard Armor | Chance for Secondary Effect |
Damage Types
- Energy weapons often spawn with three damage types, easily allowing for secondary effect triggering when not converted.
- Energy weapons gain damage from Dexterity
Damage
- High
Firing Speed
- Moderate Slow
Projectile Speed
- Slow
Projectile Path
- Straight Line
- Can be affected by Terrain
- If the energy discharge reaches the edge of the map it will turn around and bounce back, criss-crossing the world and impacting the enemies if they happen to cross paths. This creates the Projectile Storm effect sometimes seen in game.
Range
- Infinite? There is no apparent maximum range for the projectile so for the purpose of gameplay purposes they can continue on forever.
- In theory should be able to pierce targets (just like the BFG does), however they do not gain chance to pierce as an unlockable modifier. Instead they can deal damage to additional opponents, which can be a similar effect.
Sockets
- Up to two gold sockets as well as the grey damage converter socket.