Difference between revisions of "Sacred 2:Toughness"

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(Update the skill description)
(Remove the "breakpoints" section and add a link to a "formulas and tables" page.)
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=== Opponent's Damage -X% ===
 
=== Opponent's Damage -X% ===
 
* This is actually [[Sacred 2:Damage Mitigation|Damage Mitigation +X%]].
 
* This is actually [[Sacred 2:Damage Mitigation|Damage Mitigation +X%]].
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 +
=== How to calculate the values for a given skill level ===
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 +
See this page: [[Sacred 2:Toughness - formulas and tables|Toughness - formulas and tables]]
  
 
=== Tooltip values ===
 
=== Tooltip values ===
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=== Notes ===
 
=== Notes ===
 
* This skill was buffed with the Ice & Blood exapansion release. The armor and mitigation values were 25% lower in Fallen Angel.
 
* This skill was buffed with the Ice & Blood exapansion release. The armor and mitigation values were 25% lower in Fallen Angel.
* The exact mitigation values might be a couple tenths off compared to in-game display due to the internal game rounding. But generally, the Damage Mitigation bonus is always equal to the Armor bonus/10.
 
 
* Armor per Damage Type bonus is increased by [[Sacred 2:Armour Lore|Armor Lore]].
 
* Armor per Damage Type bonus is increased by [[Sacred 2:Armour Lore|Armor Lore]].
 
* The skill Toughness adds "[[Sacred 2:Damage Mitigation|Damage Mitigation: All Channels +x%]]" modifier which sums up with other damage mitigation modifiers the character has from equipment and CAs. If damage mitigation of particular damage type reaches 100% the character becomes immune to all damage of that time '''including DoT'''.
 
* The skill Toughness adds "[[Sacred 2:Damage Mitigation|Damage Mitigation: All Channels +x%]]" modifier which sums up with other damage mitigation modifiers the character has from equipment and CAs. If damage mitigation of particular damage type reaches 100% the character becomes immune to all damage of that time '''including DoT'''.
 
===Breakpoints===
 
* The bonuses are increased in steps as shown in the [[/Full Table|Toughness full table]] (contains original Fallen Angel values, refer to the Notes section above).
 
 
 
The '''Armor per Damage Type bonus''' at a given skill level x is given fairly precisely by the following formulas:
 
* '''153.15'''*(x+1.05)/(x+103.1) Pre-Mastery
 
* '''300'''*(x-32.5)/(x+66) Mastery
 
The '''Opponents' Damage reduction bonus''' at a given skill level x is given fairly precisely by the following formulas:
 
* '''15.32'''*(x+1.05)/(x+103.1) 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, armor value at x=75: 75 is the first mastery level, so we take the mastery formula and we have
 
 
400*(75-32.5)/(75+66) = 400*42.5/141 = '''90.42'''
 
 
This value compared with the table value is a good example of the precision the formulas offer.
 
 
  
 
=== See Also ===
 
=== See Also ===

Revision as of 15:55, 27 November 2024


toughness.gif Toughness

Adds a base resistance for each type of damage and reduces incoming damage.

  • Armor per Damage Type +X
  • Opponent's Damage -X%

toughness.gif Toughness Mastery

Adds a base resistance for each type of damage and greatly reduces incoming damage.

  • Armor per Damage Type +X
  • Opponent's Damage -X%

Armor per Damage Type +X

Opponent's Damage -X%

How to calculate the values for a given skill level

See this page: Toughness - formulas and tables

Tooltip values

Skill level 1 10 20 30 40 50 60 70 74 75 80 90 100 110 120 130 140 155 170 185 200
Armor: 4 20 35 48 59 68 75 83 86 120 130 146 162 176 188 198 208 221 233 243 251
Damage Mitigation, %: 0,4 2 3,5 4,8 5,9 6,8 7,5 8,3 8,6 12 13 14,6 16,2 17,6 18,8 19,8 20,8 22,1 23,3 24,3 25,1


lsTitle.png
rsTitle.png

(Full table contains old Fallen Angel values, see notes below).

Notes

  • This skill was buffed with the Ice & Blood exapansion release. The armor and mitigation values were 25% lower in Fallen Angel.
  • Armor per Damage Type bonus is increased by Armor Lore.
  • The skill Toughness adds "Damage Mitigation: All Channels +x%" modifier which sums up with other damage mitigation modifiers the character has from equipment and CAs. If damage mitigation of particular damage type reaches 100% the character becomes immune to all damage of that time including DoT.

See Also