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

From SacredWiki
Jump to navigation Jump to search
(added links, resistance info, TPF)
Line 1: Line 1:
 
== Open Wounds ==
 
== Open Wounds ==
 
__TOC__
 
__TOC__
Open Wounds is the simplest of the four Wound effects. It is just a physical Damage over Time (DoT).
+
Open Wounds is the simplest of the four Wound effects. It is just [[Sacred 2:Damage over time: Physical|Physical Damage over Time]] ([[Sacred 2:Damage over Time|DoT]]).
  
See also [[Sacred 2:Chance to inflict Deep Wounds|Deep Wounds]], [[Sacred 2:Chance to inflict Serious Open Wounds|Serious Open Wounds]], [[Sacred 2:Chance to inflict Deadly Wounds|Deadly Wounds]].  
+
See also: [[Sacred 2:Chance to inflict Deep Wounds|Deep Wounds]], [[Sacred 2:Chance to inflict Serious Open Wounds|Serious Open Wounds]], [[Sacred 2:Chance to inflict Deadly 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.
 
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 ==
 
== 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.
+
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 [[Sacred 2:Physical|Physical]] damage composition.  For example, if the hit dealt 100 damage of pure Physical damage and triggered Open Wounds, the enemy would take five hits of 50 damage each. Items or bonuses that modify damage output will change this percentage.
  
 
== Animation ==
 
== Animation ==
 
Open wounds has the following Bleeding animation:
 
Open wounds has the following Bleeding animation:
 
  
 
{{S2frame|[[Image:open_wounds.png]]|left}}  
 
{{S2frame|[[Image:open_wounds.png]]|left}}  
Line 18: Line 17:
  
 
== Availability ==
 
== Availability ==
This bonus sometimes spawns with Weapon Lore requirement (you need to have [[Sacred 2:Sword Weapons|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.
+
This bonus sometimes spawns with a Weapon Lore requirement (requiring [[Sacred 2:Sword Weapons|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. Unlockable 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 [[Sacred 2:Sword Weapons|Sword Weapons]] (though more often you will need the skill).
 
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 [[Sacred 2:Sword Weapons|Sword Weapons]] (though more often you will need the skill).
Line 89: Line 88:
 
== Chance to inflict ==
 
== 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 to inflict Open Wounds scales with difficulty levels. A bonus on an item found in Bronze difficulty will improve when moving to higher 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:
+
Chance for unlockable Open Wounds will increase as the player puts more points in the relevant skill (or even with skill bonuses). Unlockable Open Wounds have the following chances to inflict for each difficulty:
  
 
{|class="skills" width="40%" cellspacing="0"  
 
{|class="skills" width="40%" cellspacing="0"  
Line 115: Line 114:
 
|}
 
|}
  
Note that you need skill level 250 to reach the maximum value, regardless of difficulty.
+
Note that skill level 250 is required to reach the maximum value, regardless of difficulty.
 +
 
 +
==Resistance==
 +
In order to resist Open Wounds, players should look for items with the following modifiers:
 +
*Opponent's Chance to Wound - X%: Reduces the chance opponents can inflict Open Wounds on the player.
 +
*[[Sacred 2:Damage over time: Physical|Damage over Time: Physical]] -X%: Reduces the damage of Open Wounds (and all other sources of Physical Damage over Time).
 +
*[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]] -X%: Reduces both the damage and duration of Open Wounds.
  
 
==See Also==
 
==See Also==

Revision as of 15:47, 16 October 2013

Open Wounds

Open Wounds is the simplest of the four Wound effects. It is just 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. For example, if the hit dealt 100 damage of pure Physical damage and triggered Open Wounds, the enemy would 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:



Availability

This bonus sometimes spawns with a Weapon Lore requirement (requiring 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. Unlockable 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 moving to higher 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 the player puts 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 skill level 250 is required to reach the maximum value, regardless of difficulty.

Resistance

In order to resist Open Wounds, players should look for items with the following modifiers:

  • Opponent's Chance to Wound - X%: Reduces the chance opponents can inflict Open Wounds on the player.
  • Damage over Time: Physical -X%: Reduces the damage of Open Wounds (and all other sources of Physical Damage over Time).
  • Detrimental Magic Effects -X%: Reduces both the damage and duration of Open Wounds.

See Also