Difference between revisions of "Sacred:Armor glow"

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*[[Sacred:poison|poison]]
 
*[[Sacred:poison|poison]]
  
When you combine items (armor/jewelry/weapons) in a systematic way, you can acquire a +15% bonus to a selected resistance type. They are reflected in the inventory screen [I], in the Sacred circle that show your set bonus. i.e. there are four basic kinds of [[Sacred:Armor glow|Armor glow]]: Physical, Fire, Magic and Poison.
+
When you combine items (armor/jewelry/weapons) in a systematic way, you can acquire a +15% bonus to a specific resistance type. They are reflected in the inventory screen [I], in the Sacred circle that show your set bonus. i.e. there are four basic kinds of [[Sacred:Armor glow|Armor glow]]: Physical, Fire, Magic and Poison.
 +
 
 +
The color of each basic glow match the color that the game uses for the associated resistance type. The white glow shows physical resistance, the purple glow shows magic resistance, the red glow represents fire resistance and the green glow represents poison resistance.
  
 
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==  3) How to Get a Glow Point? ==
 
==  3) How to Get a Glow Point? ==
  
 +
You get 1 point for a specific type for each item you have equipped whose resistence is dominant for that type and for each item you have equipped whose damage is dominant for that type. This include your weapons, your armor pieces and your jewelry. It also includes the saddle if you are riding a horse.
  
1) 1 point from an armor with a dominant resistance.
+
The damage/resistence of an item is dominant in a damage/resistence type if it shows a value for that type and that value is higher than the values for other types.
  
2) 1 point from a weapon with a dominant damage.
+
Note that a socketed item is not an equipped item, but it can change the dominant damage and resistence types of the item it was socketed into.
  
3) 2 points from an item (armor/weapon) with a dominant resistance and a dominant damage.
+
===Examples:===
  
4) 1 point from jewelry with either a dominant damage or dominant resistance.
+
An armor piece with only poison resistance will give you 1 glow point in poison.
  
5) no point is earned from an item that does not exhibit a dominant damage nor resistance (e.g., if two resistance values are equal, there is no dominant value)
+
A weapon with 100 physical damage and 50 fire damage will give you 1 glow point in physical, because physical is the dominant type for damage.
  
 +
A weapon with 100 physical damage and 50 fire resistence, will give you 1 glow point in physical and 1 glow point in fire.
  
===Explanation for 1):===
+
A weapon with 50-70 physical damage and 10-70 fire damage yield no glow point, you have to look at the maximum value, since both values are equal it doesn't have a dominant type.
  
A boot with only poison resistance will give you one glow point in poison.
+
Ozzy's Ring gives 1 glow point in poison because poison is its dominan type for damage, but it doesn't give extra points for its resistance, since it doesn't have a dominant type in its resistance.
  
===Explanation for 2): ===
+
https://www.sacredwiki.org/images/Uniques/ozzysring.jpg
  
A weapon with 100 physical damage, 50 fire damage will give you one glow point in physical.
+
-------------------------------
  
===Explanation for 3):===
+
== 4) Possible Glow Points for a Character ==
  
How to get 2 points from an item? The power of socketing.  
+
Before doing the calculations, we have to point that there are two unique pieces of jewelry that can provide both damage and resistance glow points.
 
+
{|
We know that weapon only spawn with damage, armor with resistance.  
+
|{{thumbframe|[[Image:sneakingringofthedead.jpg]]}}
 +
|{{thumbframe|[[File:Jewelledamuletofthedead.jpg]]}}
 +
|}
  
So the trick here is to socket the opposite (damage vs. resistance) into a socket. Thus, socket resistance to weapon, socket damage to armor.
+
Because of these items, we are going to count each ring as 2 glow points, and each Wood Elf amulet as two 2 glow points.
  
===Explanation for 4):===
+
Also the Dwarf can't ride a horse, so he can't have the saddle glow point.
 
 
Jewelry has either damage or resistance (but never both) and they cannot have a socket, so only one point is possible. '''''Special Note''''': There are two (at least) unique pieces of jewelry that '''do''' provide both damage and resistance, hence allow 2 points. ''(See below)''
 
 
 
===Explanation for 5):===
 
 
 
With respect to Armor Glows, only the ''maximum'' damage or resistance is considered. Thus, on a sword with 50-70 physical and 10-70 fire damage, only the 70 maximum on both are considered – this sword will yield no glow point since it has two equal damages (and no dominant).
 
 
 
Socket comes into play on this as well. If you have a helm with 30 fire '''resistance''', it yields a glow point for fire. But if you socket a ring with 30 physical resistance into the helm, the helm will no longer yield any glow point. To expand even further, if you socket yet another ring with 10 poison '''damage''' into this helm (with the ring), the helm now yields a glow point for poison.
 
 
 
-------------------------------
 
 
 
== 4) Possible Glow Points for a Character ==
 
  
 
{| style="background:transparent;" text-align="center" border=1 valign=center width="440px" cellpadding="2" cellspacing="0"
 
{| style="background:transparent;" text-align="center" border=1 valign=center width="440px" cellpadding="2" cellspacing="0"
 
|-
 
|-
| colspan=5 | Following the above rules, we can now calculate the maximum possible glow points for each character based on how much they can wear.
+
| colspan=7 | Following the above rules, we can now calculate the maximum possible glow points for each character based on how much they can wear.
 
|- align="center"
 
|- align="center"
| Character || Armor Items<br /> (x 2) || Weapon Shield<br /> (x 2) || Jewelry<br /> (x 1) || Points
+
| Character || Armor Items<br />|| Weapon & Shield<br />|| Amulets<br />|| Rings<br />|| Saddle || Max Points
 
|- align="center"
 
|- align="center"
| align="left" | [[Sacred:Battle Mage|Battle Mage]] || 7 || 2 || 6 || 24
+
| align="left" | [[Sacred:Battle Mage|Battle Mage]] || 7 x 2 || 2 x 2 || 2 || 4 x 2 || 1 || 29
 
|- align="center"
 
|- align="center"
| align="left" | [[Sacred:Daemon|Daemon]]      || 8 || 2 || 5 || 25
+
| align="left" | [[Sacred:Daemon|Daemon]]      || 8 x 2 || 2 x 2 || 1 || 4 x 2 || 1 || 30
 
|- align="center"
 
|- align="center"
| align="left" | [[Sacred:Dark Elf|Dark Elf]]    || 8 || 2 || 5 || 25
+
| align="left" | [[Sacred:Dark Elf|Dark Elf]]    || 8 x 2 || 2 x 2 || 1 || 4 x 2 || 1 || 30
 
|- align="center"
 
|- align="center"
| align="left" | [[Sacred:Dwarf|Dwarf]]      || 7 || 2 || 6 || 24
+
| align="left" | [[Sacred:Dwarf|Dwarf]]      || 7 x 2 || 2 x 2 || 2 || 4 x 2 || 0 || 28
 
|- align="center"
 
|- align="center"
| align="left" | [[Sacred:Gladiator|Gladiator]]  || 8 || 2 || 3 || 23
+
| align="left" | [[Sacred:Gladiator|Gladiator]]  || 8 x 2 || 2 x 2 || 1 || 2 x 2 || 1 || 26
 
|- align="center"
 
|- align="center"
| align="left" | [[Sacred:Seraphim|Seraphim]]    || 7 || 2 || 3 || 21
+
| align="left" | [[Sacred:Seraphim|Seraphim]]    || 7 x 2 || 2 x 2 || 1 || 2 x 2 || 1 || 24
 
|- align="center"
 
|- align="center"
| align="left" | [[Sacred:Vampiress|Vampiress]]  || 8 || 2 || 5 || 25
+
| align="left" | [[Sacred:Vampiress|Vampiress]]  || 8 x 2 || 2 x 2 || 1 || 4 x 2 || 1 || 30
 
|- align="center"
 
|- align="center"
| align="left" | [[Sacred:Wood Elf|Wood Elf]]    || 7 || 2 || 6 || 24
+
| align="left" | [[Sacred:Wood Elf|Wood Elf]]    || 7 x 2 || 2 x 2 || 2 x 2 || 4 x 2 || 1 || 31
 
|}
 
|}
-------------------------------
 
  
==5) How Many Glows Can You Have? ==
+
In the end, the Seraphim is the only character that can't have the four glows simultaneously, and the Gladiator can only have four them on a horse.
  
 +
-------------------------------
  
===Four Glows?===
+
==5) Glow combinations ==
 
 
Recall that we need 8 for physical, 6 for fire, 6 for magic, and 6 for poison.
 
 
 
So in order to have all four glows we will need:
 
 
 
8 + 6 + 6 + 6 = 26 glow points
 
 
 
  
 +
When you have enough glow points for multiple types, the colors of these glows combine, here you can see the less common glow combinations:
  
 
'''For up to three glows the following:'''
 
'''For up to three glows the following:'''
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|{{thumbframe|[[Image:bmwhite.jpg]]}}
 
|{{thumbframe|[[Image:bmwhite.jpg]]}}
 
|}
 
|}
 
 
'''For up to four glows the following:'''
 
 
With the [[Sacred:Uniques Database|Unique]] [[Sacred:Ring|Ring]] and [[Sacred:Amulet|Amulet]] described below, characters can increase their maximum glow points, by anywhere from 2 to 6.
 
 
{| valign="top" cellpadding=6 cellspacing=6
 
|-
 
| This Ring is for all Characters and gives two Glow Points.
 
| The Wood Elf Amulet that gives two Glow Points
 
|- valign="top"
 
| {{thumbframe|[[Image:sneakingringofthedead.jpg]]}}
 
| {{thumbframe|[[File:Jewelledamuletofthedead.jpg]]}}
 
|}
 
 
With this Amulet and the Sneaking Ring, the [[Sacred:Wood Elf|Wood Elf]] easily can get the 4-Resistance-Glow, even wielding a two-handed weapon and no shield.
 
 
Even with these items, however, the [[Sacred:Gladiator|Gladiator]] and [[Sacred:Seraphim|Seraphim]] still cannot attain 26 glow points, and thus cannot reach four glows.
 
  
 
'''A Daemon exhibiting four glows:'''
 
'''A Daemon exhibiting four glows:'''

Latest revision as of 01:01, 19 September 2024


Armor Glow and Resistance Bonuses


1) Armor Glow/ Resistance Bonuses?

Armor glow – A visual representation of special resistance bonus(es). i.e., A vivid color change in your character's appearance when you acquire one or more of the resistance bonus(es).

Resistance Bonuses – There are four resistance types:

When you combine items (armor/jewelry/weapons) in a systematic way, you can acquire a +15% bonus to a specific resistance type. They are reflected in the inventory screen [I], in the Sacred circle that show your set bonus. i.e. there are four basic kinds of Armor glow: Physical, Fire, Magic and Poison.

The color of each basic glow match the color that the game uses for the associated resistance type. The white glow shows physical resistance, the purple glow shows magic resistance, the red glow represents fire resistance and the green glow represents poison resistance.


2) Glow Points Requirement

Explanation: In order to acquire a resistance bonus and its glow, one needs to collect enough points, and these points are known as "glow points". The requirement is as shown below:

  • Physical: 8 glow points
  • Fire: 6 glow points
  • Magic: 6 glow points
  • Poison: 6 glow points

Sadly, there is no in game counter to keep track of your glow points. These numbers are gotten from testing. i.e. you have to keep track of the glow points yourself.


3) How to Get a Glow Point?

You get 1 point for a specific type for each item you have equipped whose resistence is dominant for that type and for each item you have equipped whose damage is dominant for that type. This include your weapons, your armor pieces and your jewelry. It also includes the saddle if you are riding a horse.

The damage/resistence of an item is dominant in a damage/resistence type if it shows a value for that type and that value is higher than the values for other types.

Note that a socketed item is not an equipped item, but it can change the dominant damage and resistence types of the item it was socketed into.

Examples:

An armor piece with only poison resistance will give you 1 glow point in poison.

A weapon with 100 physical damage and 50 fire damage will give you 1 glow point in physical, because physical is the dominant type for damage.

A weapon with 100 physical damage and 50 fire resistence, will give you 1 glow point in physical and 1 glow point in fire.

A weapon with 50-70 physical damage and 10-70 fire damage yield no glow point, you have to look at the maximum value, since both values are equal it doesn't have a dominant type.

Ozzy's Ring gives 1 glow point in poison because poison is its dominan type for damage, but it doesn't give extra points for its resistance, since it doesn't have a dominant type in its resistance.

ozzysring.jpg


4) Possible Glow Points for a Character

Before doing the calculations, we have to point that there are two unique pieces of jewelry that can provide both damage and resistance glow points.

Sneakingringofthedead.jpg
Jewelledamuletofthedead.jpg

Because of these items, we are going to count each ring as 2 glow points, and each Wood Elf amulet as two 2 glow points.

Also the Dwarf can't ride a horse, so he can't have the saddle glow point.

Following the above rules, we can now calculate the maximum possible glow points for each character based on how much they can wear.
Character Armor Items
Weapon & Shield
Amulets
Rings
Saddle Max Points
Battle Mage 7 x 2 2 x 2 2 4 x 2 1 29
Daemon 8 x 2 2 x 2 1 4 x 2 1 30
Dark Elf 8 x 2 2 x 2 1 4 x 2 1 30
Dwarf 7 x 2 2 x 2 2 4 x 2 0 28
Gladiator 8 x 2 2 x 2 1 2 x 2 1 26
Seraphim 7 x 2 2 x 2 1 2 x 2 1 24
Vampiress 8 x 2 2 x 2 1 4 x 2 1 30
Wood Elf 7 x 2 2 x 2 2 x 2 4 x 2 1 31

In the end, the Seraphim is the only character that can't have the four glows simultaneously, and the Gladiator can only have four them on a horse.


5) Glow combinations

When you have enough glow points for multiple types, the colors of these glows combine, here you can see the less common glow combinations:

For up to three glows the following:

Physical, Fire, Magic: 8 + 6 + 6 = 20 points Physical, Fire, Poison: 8 + 6 + 6 = 20 points Physical, Magic, Poison: 8 + 6 + 6 = 20 points Fire, Magic, Poison: 6 + 6 + 6 = 18 points
Bmpink.jpg
Bmyellow.jpg
Bmblue.jpg
Bmwhite.jpg

A Daemon exhibiting four glows:

Fourglows.jpg



6) Worth It to Keep Track and Maintain all four Glows?

Probably not, except for the exceptionally rare look and perhaps use for pure casters.

1) There are Wood Elf runes with +15% to all resistances.

2) At later character levels, vendors start selling jewelry with higher bonuses.

3) Basically you will always get an armor glow of some sort on your character just because class-specific armor and weapons tend to bear certain dominant resistance or damage type. You will probably unwillingly get physical glow on melee fighters and magical - on casters.

4) Going mono-elemental damage can be more efficient than multi-elemental, so by having a lot of similar-type damage on your weapons, jewelry and socketable items you will win a distinct armor glow (not three, even not two).

5) Its a good idea to concentrate on resistances against the damage type used by deadly monsters, i.e. fire and poison. Getting a third glow or fourth glow is associated with going multi-elemental or sacrificing damage rings for resistance-bearing rings and amulets.

Thus having three or more glows could be considered a bad idea, except for pure casters who do not benefit from damage ring.