Sacred 2:Damage over time: Fire
This effect causes Fire Damage over Time. It can be inflicted by the weapons and Combat Arts of opponents and the player. It is also caused by the Secondary Damage Effect of Fire known as Burn.
The fundamental difference between Damage over Time, caused by Spell Damage Based Combat Arts, and the periodic damage caused by Secondary Damage Effects (open wounds, burn, poison) is the latter's dependence on flat damage:
- Fire Damage over Time, caused by Spell Damage based Combat arts, depends on Combat Art's level, modifications and damage modifiers.
- The periodic Fire damage of a Secondary Damage Effect is directly proportional to the inflicted damage that caused the effect. Periodic damage caused by Secondary Damage Effect depends on how much damage the character has received: for example, if character's armor absorbs 75% incoming damage, periodic damage caused by Secondary Damage Effect will also inflict 75% less damage.
Contents
Combat Arts that Cause Damage Over Time: Fire
Dragon Mage | High Elf | Temple Guardian |
Resistance
- In order to resist Burn, players should look for items with the following modifiers:
Opponent's Chance to Burn - X%: Reduces the chance that opponents will Burn the player.
Damage over Time: Fire -X%: Reduces Burn duration (as well as total damage: for example, if incoming DoT was to inflict 250 damage for 5 seconds it would be decreased by "Damage over time:x -65%" to two seconds - 250 damage dealt by the first pulse and 187 damage a second later, summing up to 437 damage which is 35% of initial 1250).
Detrimental Magic Effects -X%: Reduces Burn duration (as well as total damage).
Spell Resistance skill mastery reduces Burn duration (as well as total damage).
Armor can reduce flat fire damage, which inflicts burning status: if character's armor absorbs 75% incoming damage, periodic damage caused by Burn will also inflict 75% less damage).
- vs Fire Damage over Time, caused by Spell Damage based Combat arts, modifier reduces DoT duration (as well as total damage: for example, if incoming DoT was to inflict 250 damage for 5 seconds it would be decreased by "Damage Mitigation:x +65%" to two seconds - 250 damage dealt by the first pulse and 187 damage a second later, summing up to 437 damage which is 35% of initial 1250)
- vs the periodic Fire damage of a Secondary Damage Effect modifier protects twice - first Damage Mitigation reduces incoming flat damage (periodic damage depends on how much damage the character has received), secondly DM reduces damage from incoming periodic damage (open wounds). For example, 50% Damage Mitigation reduces damage over time at 50%, and then another 50 %, a total of 75% mitigation. Modifier can stack with similar other without diminishing returns, so immunity can be achieved.
Recovery Elixir will also neutralize the damage from Burn.
Availability of Damage Over Time: Fire -X% as an Item Modifier
This modifier will reduce the amount of Fire damage over time the player suffers by a percentage.
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