Difference between revisions of "Sacred 2:Aspect Lore"

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===Aspect Lore===
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==='''Aspect Lore'''===
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Aspect Lore skills enhance the [[Sacred 2:Combat Arts|Combat Arts]] within their respective [[Sacred 2:Aspects|Aspects]].  Following is a complete list of all Aspect Lore skills:
  
Increases inflicted [[Sacred 2:Damage|damage]], [[Sacred 2:Chance for critical hits|Critical Hit chance]] and the execution speed of the respective [[Sacred 2:Aspects|Aspect]]. Enables the use of [[Sacred 2:Combat Art Modifications|modifications]] for the aspect.
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{|-valign="top" cellpadding="10" border="1"
  
Aspect Lore includes skills like ''[[Sacred 2:Cabalistic Voodoo|Cabalistic Voodoo]] Lore'' ([[Sacred 2:Dryad|Dryad]]), ''[[Sacred 2:Astute Supremacy|Astute Supremacy]] Lore'' ([[Sacred 2:Inquisitor|Inquisitor]]), ''[[Sacred 2:Lost Fusion|Lost Fusion]] Lore'' ([[Sacred 2:Temple Guardian|Temple Guardian]]) etc.  The [[Sacred 2:Dragon Mage|Dragon Mage]] and [[Sacred 2:High Elf|High Elf]] have 3 Aspect Lore skills each - one for each aspect.  The [[Sacred 2:Shadow Warrior|Shadow Warrior]] only has 1: ''[[Sacred 2:Astral Lord|Astral Lord]] Lore''.  The other 4 classes have 2 Aspect Lore skills each.  All Aspect Lore skills offer identical bonuses.
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|-valign="top"
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| '''[[Sacred 2:Dragon Mage|Dragon Mage]]''':
  
* Damage +X% (refer to table below)
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*[[Sacred 2:Dragon Magic Lore|Dragon Magic Lore]]
  
* Critical Hit chance +Y%
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*[[Sacred 2:Elemental Magic Lore|Elemental Magic Lore]]
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*[[Sacred 2:Mentalism Lore|Mentalism Lore]]
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| '''[[Sacred 2:Dryad|Dryad]]''':
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*[[Sacred 2:Nature Weaver Lore|Nature Weaver Lore]]
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*[[Sacred 2:Cabalistic Voodoo Lore|Cabalistic Voodoo Lore]]
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| '''[[Sacred 2:High Elf|High Elf]]''':
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*[[Sacred 2:Arrant Pyromancer Lore|Arrant Pyromancer Lore]]
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*[[Sacred 2:Mystic Stormite Lore|Mystic Stormite Lore]]
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*[[Sacred 2:Delphic Arcania Lore|Delphic Arcania Lore]]
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| '''[[Sacred 2:Inquisitor|Inquisitor]]''':
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*[[Sacred 2:Astute Supremacy Lore|Astute Supremacy Lore]]
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*[[Sacred 2:Nefarious Netherworld Lore|Nefarious Netherworld Lore]]
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|-valign="top"
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| '''[[Sacred 2:Seraphim|Seraphim]]''':
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*[[Sacred 2:Celestial Magic Lore|Celestial Magic Lore]]
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*[[Sacred 2:Revered Technology Lore|Revered Technology Lore]]
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| '''[[Sacred 2:Shadow Warrior|Shadow Warrior]]''':
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*[[Sacred 2:Astral Lord Lore|Astral Lord Lore]]
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| '''[[Sacred 2:Temple Guardian|Temple Guardian]]''':
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*[[Sacred 2:Lost Fusion Lore|Lost Fusion Lore]]
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*[[Sacred 2:Source Warden Lore|Source Warden Lore]]
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|
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|}
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'''Note: [[Sacred 2:Tactics Lore|Tactics Lore]]''' is the Lore skill for one aspect of the Dryad, Inquisitor, Seraphim, and Temple Guardian (and for two of the Shadow's Warriors aspects).  Visit its page to see the specific effects it has as an Aspect Lore skill.
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Generally speaking, each Lore skill offers the same bonuses.  However, many Aspect Lore skills enhance combat arts in other ways in lieu of damage, such as increases to armor, hitpoints, or other special properties of the combat art.  For a specific list of what each Aspect Lore skill does, visit its page. 
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The common bonuses are:
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* [[Sacred 2:Damage|Damage]] +X% (refer to table below)
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* [[Sacred 2:Chance for critical hits|Critical Hit chance]] +Y%
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* [[Sacred 2:Casting Speed|Execution Speed]] +Z%
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* Enables the use of [[Sacred 2:Combat Art Modifications|modifications]] for the aspect.
  
* Execution Speed +Z%
 
  
  
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<center>{{titlebar|C09709|[[/Full Table|Click here to see the full table]]}}</center>
 
<center>{{titlebar|C09709|[[/Full Table|Click here to see the full table]]}}</center>
  
 
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===[[Sacred 2:Skill Mastery|Mastery]]===
====Mastery====
 
 
* Further increases inflicted damage.
 
* Further increases inflicted damage.
  
 
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===Properties===
====Properties====
 
 
* Only hard points count for [[Sacred 2:Combat Art Modifications|modification]] purposes (skill bonuses don't give you [[Sacred 2:Combat Art Modifications|modification]] points).
 
* Only hard points count for [[Sacred 2:Combat Art Modifications|modification]] purposes (skill bonuses don't give you [[Sacred 2:Combat Art Modifications|modification]] points).
  
* The increased execution speed has no effect in combos.
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* The increased execution speed has no effect in [[Sacred 2:Combo|combos]] (fixed with v. 2.40.0).
 
 
  
====Breakpoints====
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===Breakpoints===
 
* The bonuses are increased in steps as shown in the [[/Full Table|full table]]
 
* The bonuses are increased in steps as shown in the [[/Full Table|full table]]
 
  
 
The '''damage bonus''' at a given skill level x is given fairly precisely by the following formulas:
 
The '''damage bonus''' at a given skill level x is given fairly precisely by the following formulas:
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This value compared with the table value is a good example of the precision the formulas offer.
 
This value compared with the table value is a good example of the precision the formulas offer.
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===See Also===
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----
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*[[Sacred 2:Skills|Skills]]
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*[[Sacred 2:Items|Items]]
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*[[Sacred 2:Item Modifiers|Item Modifiers]]
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*[[Sacred 2:Sacred 2 Player Contributed Guides|Player Contributed Guides]]
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*[http://darkmatters.org/forums/index.php?/topic/21664-aspect-lore-skills-the-hidden-effects/ Aspect Lore Skills - The Hidden Effects]

Latest revision as of 23:19, 13 January 2014


Aspect Lore

Aspect Lore skills enhance the Combat Arts within their respective Aspects. Following is a complete list of all Aspect Lore skills:

Dragon Mage: Dryad: High Elf: Inquisitor:
Seraphim: Shadow Warrior: Temple Guardian:

Note: Tactics Lore is the Lore skill for one aspect of the Dryad, Inquisitor, Seraphim, and Temple Guardian (and for two of the Shadow's Warriors aspects). Visit its page to see the specific effects it has as an Aspect Lore skill.


Generally speaking, each Lore skill offers the same bonuses. However, many Aspect Lore skills enhance combat arts in other ways in lieu of damage, such as increases to armor, hitpoints, or other special properties of the combat art. For a specific list of what each Aspect Lore skill does, visit its page.

The common bonuses are:


Skill level 1 10 20 30 40 50 60 70 74 75 80 90 100 110 120 130 140 155 170 185 200
Damage. +%: 9,8 41,7 71,5 96,9 118,5 137,3 153,6 168,1 173,5 180,8 195,1 221,1 243,8 264,2 282,2 298,3 313,1 332,5 349,5 364,5 377,7
Critical Hit, +%: 0,4 2 3,5 4,8 5,9 6,8 7,6 8,4 8,6 9 9,7 11 12,1 13,2 14,1 14,9 15,6 16,6 17,4 18,2 18,8
Execution Speed, +%: 1,9 8,3 14,3 19,2 23,7 27,3 30,7 33,5 34,7 36 39 44,2 48,7 52,7 56,4 59,5 62,5 66,5 69,9 72,9 75,5


lsTitle.png
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Mastery

  • Further increases inflicted damage.

Properties

  • The increased execution speed has no effect in combos (fixed with v. 2.40.0).

Breakpoints

  • The bonuses are increased in steps as shown in the full table

The damage bonus at a given skill level x is given fairly precisely by the following formulas:

  • 400*(x+1.5)/(x+100) Pre-Mastery
  • 600*(x-32.5)/(x+66) Mastery

The Critical Hit chance bonus at a given skill level x is given fairly precisely by the following formulas:

  • 20*(x+1.5)/(x+100) Pre-Mastery
  • 30*(x-32.5)/(x+66) Mastery

The Execution Speed bonus at a given skill level x is given fairly precisely by the following formulas:

  • 80*(x+1.5)/(x+100) Pre-Mastery
  • 120*(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, damage at x=75: 75 is the first mastery level, so we take the mastery formula and we have

600*(75-32.5)/(75+66) = 600*42.5/141 = 180.85

This value compared with the table value is a good example of the precision the formulas offer.

See Also