Sacred 2:Damage Lore
Damage Lore
Increases the chance to trigger Secondary Effects (burn, freeze, weaken, poison) of the respective damage types.
- Chance for Secondary Effect + x%
Skill level | 1 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 74 | 75 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 155 | 170 | 185 | 200 |
Chance of Effect, +%: | 1,3 | 6,1 | 10,6 | 14,5 | 17,7 | 20,6 | 23 | 25,2 | 26 | 27,1 | 29,2 | 33 | 36,5 | 39,5 | 42,2 | 44,7 | 46,9 | 49,7 | 52,4 | 54,5 | 56,5 |
Damage/Duration, +%: | - | - | - | - | - | - | - | - | - | 235,6 | 246,3 | 265,7 | 282,8 | 298,1 | 311,6 | 323,7 | 334,7 | 349,3 | 362,1 | 373,3 | 383,2 |
Mastery
- At Level 75 Damage Lore increases effectiveness and duration of Secondary Effects.
- Unlocks the "Additional Damage/Duration of Secondary Effects" skill property.
Properties
- The chance bonus stacks with any bonuses from items, though there are diminishing returns.
- Mastering the skill increases the Effects' damage and duration, once they are triggered.
- Multiple effects can be triggered on a single hit, but only the "first" will get a graphical effect. Using certain Combat Arts that cause Secondary Effects can trigger multiple Effects per hit.
- A monster can be affected by multiple effects simultaneously, until their duration runs out.
- The mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip (eg, Blazing Tempest), however, it is possible for a monster to be affected by two different types of DoTs, one from the Combat Art and one due to the monster being Burned.
Breakpoints
- The bonuses are increased in steps as shown in the Damage Lore full table.
The Increase in Effectiveness mastery bonus at a given skill level x is given fairly precisely by the following formulas:
- 450*(x-32.5)/(x+66) + 100
The bold marked number is the smallest upper bound of this progression, which will never at any skill level be exceeded.
As an example, effectiveness increase value at x=75:
450*(75-32.5)/(75+66) + 100 = 450*42.5/141 + 100 = 235.64
This value compared with the table value is a good example of the precision the formula offers.
Damage Lore via Combat Art and their modification choices
Damage Lore's effect on Spell Damage Based Combat Arts
Damage Lore will only enhance the following:
Character Class | Combat Art | Modification Name |
Dragon Mage | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown | |
Dryad | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown | |
High Elf | Ancestral Fireball | Greek Fire |
Blazing Tempest | Conflagration | |
Frost Flare | Freeze? | |
Inquisitor | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown | |
Seraphim | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown | |
Shadow Warrior | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown | |
Temple Guardian | Unknown | Unknown |
Unknown | Unknown | |
Unknown | Unknown |
Success of Damage Lore via Weapon Damage Based Combat Arts
There are 5 Damage Types.
Each of the five weapon-based damage types has a chance to trigger a secondary damage effect.
Damage Lore will enhance all secondary damage effects that are triggered from a melee or ranged weapon as long as the combat art being used belongs to the class of weapon damage based combat arts. For example, a player who is wielding a sword forged with a lava chunk in it, which provides burn as a secondary damage effect cannot expect burn to trigger when using the Cobalt Strike Combat Art.
Ultimately, in the case of spell damage based combat arts, the weapon's elemental type of damage has no effect regarding triggering of secondary damage effects or even on the spell being cast.