Difference between revisions of "Sacred 2:Tactics Lore"
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===Effects on Combat Arts as an Aspect Lore Skill=== | ===Effects on Combat Arts as an Aspect Lore Skill=== | ||
Tactics Lore serves as the Lore skill for many [[Sacred 2:Aspects|aspects]] of the various [[Sacred 2:Character Class|character classes]]. The increase to damage and critical chance of Tactics Lore naturally boosts the power of any [[Sacred 2:Weapon Damage Based Combat Arts|Weapon Damage Based Combat Arts]] within those aspects. Furthermore, it can increase other properties of combat arts within those aspects: | Tactics Lore serves as the Lore skill for many [[Sacred 2:Aspects|aspects]] of the various [[Sacred 2:Character Class|character classes]]. The increase to damage and critical chance of Tactics Lore naturally boosts the power of any [[Sacred 2:Weapon Damage Based Combat Arts|Weapon Damage Based Combat Arts]] within those aspects. Furthermore, it can increase other properties of combat arts within those aspects: | ||
+ | |||
+ | ====[[Sacred 2:Dryad|Dryad]]==== | ||
+ | *'''[[Sacred 2:Capricious Hunter|Capricious Hunter]]:''' | ||
+ | |||
+ | ====[[Sacred 2:Inquisitor|Inquisitor]]==== | ||
+ | *'''[[Sacred 2:Gruesome Inquisition|Gruesome Inquisition]]:''' | ||
+ | **[[Sacred 2:Callous Execution|Callous Execution]] - Increases [[Sacred 2:Life leeched per hit|life leech]] damage from the "Draw Life" modification. | ||
+ | **[[Sacred 2:Ruthless Mutilation|Ruthless Mutilation]] - Increases life leech damage from the "Dolor" modification. | ||
====[[Sacred 2:Seraphim|Seraphim]]==== | ====[[Sacred 2:Seraphim|Seraphim]]==== | ||
− | '''[[Sacred 2:Exalted Warrior|Exalted Warrior]]:''' | + | *'''[[Sacred 2:Exalted Warrior|Exalted Warrior]]:''' No additional effects beyond damage and critical chance. |
− | |||
====[[Sacred 2:Shadow Warrior|Shadow Warrior]]==== | ====[[Sacred 2:Shadow Warrior|Shadow Warrior]]==== | ||
− | '''[[Sacred 2:Death Warrior|Death Warrior]]:''' | + | *'''[[Sacred 2:Death Warrior|Death Warrior]]:''' |
− | *[[Sacred 2:Demonic Blow|Demonic Blow]] - Increases | + | **[[Sacred 2:Demonic Blow|Demonic Blow]] - Increases life leech damage of the "Life Leech" modification. |
− | *[[Sacred 2:Grim Resilience|Grim Resilience]] - Increases the [[Sacred 2:Max. Hitpoints|hitpoint bonus]] and the [[Sacred 2:Hitpoint Regeneration|hitpoint regeneration]] from the "Rejuvenation" modification. | + | **[[Sacred 2:Grim Resilience|Grim Resilience]] - Increases the [[Sacred 2:Max. Hitpoints|hitpoint bonus]] and the [[Sacred 2:Hitpoint Regeneration|hitpoint regeneration]] from the "Rejuvenation" modification. |
− | '''[[Sacred 2:Malevolent Champion|Malevolent Champion]]:''' | + | |
− | *[[Sacred 2:Frenzied Rampage|Frenzied Rampage]] - Increases the life leech damage of the "Vampire" modification. | + | *'''[[Sacred 2:Malevolent Champion|Malevolent Champion]]:''' |
− | *[[Sacred 2:Augmenting Guidon|Augmenting Guidon]] - Increases the hitpoint regeneration of the "Healing" modification. | + | **[[Sacred 2:Frenzied Rampage|Frenzied Rampage]] - Increases the life leech damage of the "Vampire" modification. |
+ | **[[Sacred 2:Augmenting Guidon|Augmenting Guidon]] - Increases the hitpoint regeneration of the "Healing" modification. | ||
+ | ====[[Sacred 2:Temple Guardian|Temple Guardian]]==== | ||
+ | *'''[[Sacred 2:Devout Guardian|Devout Guardian]]:''' | ||
===Breakpoints=== | ===Breakpoints=== |
Revision as of 04:28, 14 December 2013
Tactics Lore
Increases damage dealt with equipped weapons as well as the chance for Critical Hits. Enables the use of modifications for weapon-based Combat Arts.
- Damage + x% (refer to table below)
- Chance for Critical Hits is increased by + y%
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 |
Mastery
- At Level 75 Tactics lore further increases the chance for Critical Hits.
Properties
- As an aspect lore skill, Tactics Lore can unlock modification points for certain aspects' combat arts.
- Only hard points count for modification purposes (skill bonuses don't give you modification points).
Effects on Combat Arts as an Aspect Lore Skill
Tactics Lore serves as the Lore skill for many aspects of the various character classes. The increase to damage and critical chance of Tactics Lore naturally boosts the power of any Weapon Damage Based Combat Arts within those aspects. Furthermore, it can increase other properties of combat arts within those aspects:
Dryad
Inquisitor
- Gruesome Inquisition:
- Callous Execution - Increases life leech damage from the "Draw Life" modification.
- Ruthless Mutilation - Increases life leech damage from the "Dolor" modification.
Seraphim
- Exalted Warrior: No additional effects beyond damage and critical chance.
Shadow Warrior
- Death Warrior:
- Demonic Blow - Increases life leech damage of the "Life Leech" modification.
- Grim Resilience - Increases the hitpoint bonus and the hitpoint regeneration from the "Rejuvenation" modification.
- Malevolent Champion:
- Frenzied Rampage - Increases the life leech damage of the "Vampire" modification.
- Augmenting Guidon - Increases the hitpoint regeneration of the "Healing" modification.
Temple Guardian
Breakpoints
- The Damage bonus is increased in steps as shown in the Tactics Lore full table.
- The chance for Critical Hit depends on character level. It decreases at every level-up (the table above gives only an example, at character level 200).
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 Chance for Critical Hits 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 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.