Difference between revisions of "Sacred 2:Spectral Hand"
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IdbeholdME (talk | contribs) m (Added info about attack rating, weapon multiplier and damage scaling.) |
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* Total [[Sacred 2:Damage|Damage]] (wielding starting weapon): 37-46 [[Sacred 2:Physical|Physical]] | * Total [[Sacred 2:Damage|Damage]] (wielding starting weapon): 37-46 [[Sacred 2:Physical|Physical]] | ||
* Multiplies all damage types of the equipped [[Sacred 2:Weapons|weapon]] | * Multiplies all damage types of the equipped [[Sacred 2:Weapons|weapon]] | ||
− | * Has an innate bonus to [[Sacred 2:Attack Value|attack rating]] | + | * Has an innate bonus to [[Sacred 2:Attack Value|attack rating]] (20 + 35*CA-Lvl.) |
* [[Sacred 2:Regeneration Time:|Regeneration Time:]] 4.4 seconds | * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 4.4 seconds | ||
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== Stats Chart == | == Stats Chart == | ||
+ | * Weapon damage multiplier is 1.15 + 0.002*CA-Lvl and 1.35 + 0.003*CA-Lvl with '''Destruction'''. | ||
+ | * Damage modifier is increased by 20 + 14*CA-Lvl percentage points and 30 + 21*CA-Lvl percentage points with '''Clout'''. | ||
No modifications, no skills, naked, all stats between 25 and 35 (i.e. a nearly-new character). | No modifications, no skills, naked, all stats between 25 and 35 (i.e. a nearly-new character). | ||
Latest revision as of 01:16, 21 February 2022
This is a Hybrid Damage Based Combat Art
Modifications
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Skills and Attributes
The following skills will affect this combat art:
- Astral Lord Lore - improves combat art damage (including ice damage from the Chill mod), critical chance and casting speed, allows for modification points.
- Astral Lord Focus - reduces regeneration time and allows for higher level combat art without penalty, allows for modification points.
- Concentration - directly reduces regeneration time for this combat art.
- Combat Discipline - will lower its regeneration time if it is placed in a combo.
- Any weapon lore applicable to the weapon in use (for example, Sword Lore when the Shadow Warrior is wielding a sword), will increase this combat art's chance to hit by increasing the attack value. Weapon lore skills won't affect Spectral Hand in any other way however.
- Speed Lore - will increase its chance to hit indirectly by increasing a player's attack rating.
- Damage Lore - will improve the chance, duration, and strength of any secondary damage effects triggered by Spectral Hand, based on the damage types on the equipped weapon (particularly Open Wounds and Freeze, if the Chill mod is taken).
The following attributes will affect this combat art:
- Strength will increase damage for melee weapons, and chance to hit
- Dexterity will increase damage for ranged weapons (and some melee weapons), and chance to hit
- Intelligence will increase damage for magic staves
- Stamina will lower regeneration time
- Willpower will increase damage for Lightsabers (Community Patch Only)
Usage Strategies
- Use a Polearm, or better yet, a Two-handed Hammer for maximum damage.
- Useful for killing opponents at range before they even spot the player. Those inclined to be extra-sneaky can cloak themselves with Shadow Veil beforehand.
- With sufficient Regen per Hit, this CA can be spammed.
Pros and Cons
Pros
- The power of melee weapons but useable at ranged distance.
- No need to take a weapon lore skill, because Spectral Hand has a scaling attack bonus and uses casting speed instead of attack speed.
Cons
- Single-target only.
- ...
Stats Chart
- Weapon damage multiplier is 1.15 + 0.002*CA-Lvl and 1.35 + 0.003*CA-Lvl with Destruction.
- Damage modifier is increased by 20 + 14*CA-Lvl percentage points and 30 + 21*CA-Lvl percentage points with Clout.
No modifications, no skills, naked, all stats between 25 and 35 (i.e. a nearly-new character).
Level | Regen Time (s) | Damage |
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1 | 5.7 | 52-65 |
2 | 7.6 | 57-70 |
See Also
Gallery
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