Difference between revisions of "Sacred 2:Chance to inflict Open Wounds"

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This modifier is available on the following weapon types as a blue modifier:
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*[[Sacred 2:Throwing Daggers|Throwing Daggers]]
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*[[Sacred 2:Throwing Stars|Throwing Stars]]
  
 
It is available as blue mod (that requires no skill) on the following unique weapons and a ring:
 
It is available as blue mod (that requires no skill) on the following unique weapons and a ring:

Revision as of 09:38, 12 April 2010

Open Wounds

Open Wounds is the simplest of the four Wound effects. It is just a physical Damage over Time (DoT).

See also Deep Wounds, Serious Open Wounds, Deadly Wounds.

Only one Open Wounds effect can be active on a monster at a time. The next time it is triggered, it will reset the timer. The enemy will not be afflicted with a double DoT at once.

Effect

When triggered, Open Wounds will cause bleeding damage. The enemy will sustain five hits (each hit 1 second after the other), total damage of which is 50% of the wounding blow's Physical damage composition. (If your hit dealt 100 damage of pure Physical damage and triggered OW, the enemy will take five hits of 50 damage each). Items or bonuses that modify damage output will change this percentage.

Animation

Open wounds has the following Bleeding animation:

open_wounds.png


Availability

This bonus sometimes spawns with Weapon Lore requirement (you need to have Sword Weapons skill or similar to unlock them), and sometimes they don't need any skill. Mods that are available without a Modifier Skill generally have a higher chance to occur. Modifiable mods require a significant skill investment to approach similar chance to occur, but are much more commonly available.

The following table shows the items on which Open Wounds can appear. For example, a Polearm will never require Pole Arms skill to unlock the bonus (if OW spawns on it), while a sword can have it with or without Sword Weapons (though more often you will need the skill).

Can spawn on: Can spawn without Weapon Lore? Associated Weapon Lore
Swords: available as blue mod Sword Weapons
Throwing Weapons: available as blue mod Ranged Weapons
Bows: available as blue mod
Polearms: available as blue mod none
Axes/Hammers: available as blue mod Hafted Weapons
Rings/Gloves: available as blue mod none

This modifier is available on the following weapon types as a blue modifier:

It is available as blue mod (that requires no skill) on the following unique weapons and a ring:

  • Paladin's Honour
  • Crimson Vengeance

It is available as blue mod (that requires no skill) on the following unique item:

Simon's Hot Bladearms

It is available as blue mod (that requires no skill) on the following set items:

It is available as blue mod (that requires no skill) on the following unlock items as a blue modifier:

It is available with Hafted Weapons skill on Executioner's Axe.

Chance to inflict

Chance to inflict Open Wounds scales with difficulty levels. A bonus on an item found in Bronze difficulty will improve when you move to next difficulties (for Open Wounds this is true even if the bonus does not require a Weapon Lore, though the values are less predictable).

Chance for unlockable Open Wounds will increase as you put more points in the relevant skill (or even with skill bonuses). Unlockable Open Wounds have the following chances to inflict for each difficulty:

Difficulty 1 skill point 75 points 250+ points
Bronze: 3 % 5 % 10 %
Silver: 3,5 % 6 % 12 %
Gold: 4 % 6,9 % 14 %
Platinum: 4,5 % 8,1 % 17 %
Niobium: 5 % 9,3 % 20 %

Note that you need skill level 250 to reach the maximum value, regardless of difficulty.