Difference between revisions of "Sacred:Attributes"
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Revision as of 19:53, 24 September 2011
ContentsAttributesEvery character has six attributes: The starting values depend on the character's class and are always different from zero. The only exception is Mental Regeneration. Those characters who have not spells (i.e. Gladiator, Dark Elf and Vampiress), have 0 points in Mental Regeneration.
StrengthEvery point spent in this attribute will:
EnduranceEvery point spent in this attribute will:
DexterityEvery point spent in this attribute will:
Physical RegenerationEvery point spent in this attribute will:
Mental RegenerationEvery point spent in this attribute will:
CharismaEvery point spent in this attribute will:
Ideas regarding spending attribute pointsSome expert players have suggested spending all the points in one attribute. Due to how Sacred works, usually there is a "main attack" which deals the most part of the damage the character inflict to its target. In this way the main attack's damage is maximized. This strategy is particulary effective when creating a build that attempts to only maximize damage output. The only case in which it's not the best strategy is when the main attack deals a low percentage (i.e. 50%) of the character's total damage output and the other part is dealt by abilities that relay on another attribute (which, practically, means when the character attacks with a well balanced mix of weapon attacks, with or without Combat Arts, and Spells). Another important exception is that, the philosophy behind "all points in one attribute" is, in fact, to be read as "all points need to rise the attribute(s) that rise the main attack's damage type". What's important to remember is:
In case the character's main attack is the standard attack (no Combat Arts), and it deals: 1) physical damage, then we need to raise Strength 2) fire damage, than we can raise Strength and/or Dexterity (your choice should be based on the other variables modified by them) 3) magic damage, than we need to raise Mental Regeneration 4) poison damage, than we can raise Endurance and/or Charisma (but the bonuses provided by Endurance are far better than those provided by Charisma, so it's better to raise only Endurance) In case the character's main attack is a spell, than we need to raise Mental Regeneration In case the character's main attack is a Combat Art, than we need to raise Physical Regeneration (it has been proved mathematically that this is the best strategy, because with higher Physical Regeneration we can have higher level of Combat Art without modifying the regeneration time, so our attacks will have the same "recharging speed" but will deal more damage). NotesFirst of all it's still unknown the exact meaning of "weapon's base damage", because the weapon damage formula is not complete, so it's impossible to tell if this "base damage" is a real "base" damage or if it is previously modified by some other variable. It is thought now that the bonus is multiplicative, but as yet still undetermined. |