Sacred 2:Influence that Skill Level has on Locked Item Modifiers.
Originally written by Mibbs (in russian). Translation by Silver_fox.
Some Item Modifiers require specific skills to be unlocked. Bonuses this modifiers grant to the character depend on the level of a skill required to unlock them. For example, some types of armor drop with Detrimental magic effects -X% modifier that requires Armor Lore skill (or Armor Lore mastery for most 80+ItemLvl equipment) and scales with it. Every point(not obligatory "hard"), invested in the respective skill (255 points maximum), increases the bonus from such locked modifier.
- 1. Item modifiers whose bonuses from different sources are normally added to each other (1+1=2) and Block chance: CloseCombat/Projectiles/Combat Arts +x%.
You can calculate the resulting bonus for these modifiers using the followin formula:
- Resulting Bonus from a Locked Item Modifier = Base Bonus + Base Bonus*Skill Level/255
Where Skill Level is capped at 255.
Additional bonus is applied directly by multiplying with the Base value for the Item Modifier Bonus. The Bonus dependency on the Skill level is linear, when the Skill level reaches 255 the resulting bonus is approximately 1.9 times bigger than its base value.
Approximate increase in the bonus granted by an Item Modifier after n points were invested in the respective skill:
n | Bonus increase |
25 | 9% |
50 | 18% |
75 | 27% |
100 | 36% |
150 | 54% |
200 | 72% |
255 | 90% |
If a modifier requires Skill to be Mastered, it would have its bonus value increased by 27% immediately after being unlocked. Note: It is necessary to keep in mind that the Base Bonus for each Item Modifier depends on a difficulty level. The higher the difficulty is, the bigger Base value bonuses have. Inctances of the same unique item found on Niob and Silver would have 33% difference in Base Bonus values.
- 2. Item Modifiers whose bonuses from different sources are applied in layers or have diminishing returns, for example :Opponent's Chance for a Secondary Effect, Detrimental Magic Effects -x% and others.
For these modifiers the skill bonus is either multiplied by the base value, but the additional bonus granted at each skill level is significantly smaller than in previous example. Bonus increase for these modifiers is a linear function and for n points invested in skill results in following values:
n | Bonus increase |
50 | 6% |
75 | 9% |
100 | 12% |
150 | 18% |
255 | 30.5% |
If a modifier requires Skill Mastery (75+ points invested), it would have its bonus value increased by 9% immediately after being unlocked.
- 3. White "Block chance +x%" Item Modifiers that appear on Shields.
Locked Block chance modifier that appears on shields has its own dependency on skill level (it does NOT apply to similar modifiers that appear on armor pieces!) For n points invested in skill it would be the following:
n | Bonus increase |
40 | 50% |
80 | 75% |
192 | 100% |
255 | 110% |
For example, if Kira's Wall has 43.7% Block chance at 1 point in Shield Lore, than at 255 points it would have 43.7*2.10 = 89.4%. If a block chance modifier requires Skill to be Mastered, it would have its bonus value increased by 72% immediately after being unlocked.
- 4. "Max. Shield Energy +x%" Item modifier, depending on "warding energy lore" skill.
Bonus increase for these modifiers is a linear function and for n points invested in "warding energy lore" skill results in following values:
n | Bonus increase |
75 | 45% |
150 | 90% |
255 | 153% |
This item modifier has never required skill mastery (75+ "hard" points).
- 5. "Chance to Find Valuables" item modifier, depending on "Enhanced perception" skill, that appears on some relics.
Bonus increase for these modifiers is a linear function and for n points invested in "warding energy lore" skill results in following values:
n | Bonus increase |
75 | 21% |
150 | 42% |
255 | 71% |
This item modifier has never required skill mastery (75+ "hard" points).