Difference between revisions of "Sacred 2:Damage Lore"

From SacredWiki
Jump to navigation Jump to search
Line 143: Line 143:
 
Damage Lore will enhance all secondary damage effects that are triggered from a melee or ranged weapon as long as the combat art being used belongs to the class of [[Sacred 2:weapon damage based combat arts|weapon damage based combat arts]].
 
Damage Lore will enhance all secondary damage effects that are triggered from a melee or ranged weapon as long as the combat art being used belongs to the class of [[Sacred 2:weapon damage based combat arts|weapon damage based combat arts]].
 
For example, a player who is wielding a sword forged with a lava chunk in it, which provides [[Sacred 2:Burn|burn]] as a secondary damage effect cannot expect burn to trigger when using the [[Sacred 2:Cobalt Strike|Cobalt Strike]] [[Sacred 2:Combat Arts|Combat Art]].
 
For example, a player who is wielding a sword forged with a lava chunk in it, which provides [[Sacred 2:Burn|burn]] as a secondary damage effect cannot expect burn to trigger when using the [[Sacred 2:Cobalt Strike|Cobalt Strike]] [[Sacred 2:Combat Arts|Combat Art]].
 +
 +
==Combat Arts that have Damage over Time effects that will not benefit from Damage Lore==
 +
Blazing Tempest
 +
Frost Flare
 +
Cobalt Strike
 +
Energy Blaze
 +
Eternal Flame (not really, but nothing affects EF)
 +
Levin Array
 +
 +
Combat Art mods that give a Damage over Time effect:
 +
Blazing Tempest (Conflagration)
 +
Frost Flare (Frost)
 +
Gust of Wind (Poison Mist)
 +
Clustering Maelstrom (Gash)
 +
Dislodged Spirit (Torture)
 +
Eruptive Desecration (Plague)
 +
Baneful Smite (Electrocute)

Revision as of 14:29, 24 July 2010


damagelore.gif Damage Lore

Increases the chance to trigger Secondary Effects (burn, freeze, weaken, poison) of the respective damage types.

  • Chance for Secondary Effect + x%


Skill level 1 10 20 30 40 50 60 70 74 75 80 90 100 110 120 130 140 155 170 185 200
Chance of Effect, +%: 1,3 6,1 10,6 14,5 17,7 20,6 23 25,2 26 27,1 29,2 33 36,5 39,5 42,2 44,7 46,9 49,7 52,4 54,5 56,5
Damage/Duration, +%: - - - - - - - - - 235,6 246,3 265,7 282,8 298,1 311,6 323,7 334,7 349,3 362,1 373,3 383,2


lsTitle.png
rsTitle.png


Mastery

  • At Level 75 Damage Lore increases effectiveness and duration of Secondary Effects.
  • Unlocks the "Additional Damage/Duration of Secondary Effects" skill property.


Properties

  • The chance bonus stacks with any bonuses from items, though there are diminishing returns.
  • Mastering the skill increases the Effects' damage and duration, once they are triggered.
  • Multiple effects can be triggered on a single hit, but only the "first" will get a graphical effect. Using certain Combat Arts that cause Secondary Effects can trigger multiple Effects per hit.
  • A monster can be affected by multiple effects simultaneously, until their duration runs out.
  • Damage Lore increases the chance for the burning (fire), poisoning (poison), weaken (magic) & slow (ice) effects regardless of the source (normal hits with weapons, weapon-based Combat Arts or non-weapon-based combat arts).
  • The mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip (eg, Blazing Tempest), however, it is possible for a monster to be affected by two different types of DoTs, one from the Combat Art and one due to the monster being Burned.

Breakpoints


The Increase in Effectiveness mastery bonus at a given skill level x is given fairly precisely by the following formulas:

  • 450*(x-32.5)/(x+66) + 100

The bold marked number is the smallest upper bound of this progression, which will never at any skill level be exceeded.

As an example, effectiveness increase value at x=75:

450*(75-32.5)/(75+66) + 100 = 450*42.5/141 + 100 = 235.64

This value compared with the table value is a good example of the precision the formula offers.

Damage Lore via Combat Art and their modification choices

Damage Lore's effect on Spell Damage Based Combat Arts

Damage Lore will only enhance via the following:


Character Class Combat Art Modification Name
Dragon Mage Unknown Unknown
Unknown Unknown
Unknown Unknown
Dryad Unknown Unknown
Unknown Unknown
Unknown Unknown
High Elf Ancestral Fireball Greek Fire or Inferno modifier from Incandescent Skin
Blazing Tempest Conflagration or Inferno modifier from Incandescent Skin
Incendiary Shower Inferno modifier from Incandescent Skin
Incandescent Skin Inferno ( Will allow all spells in Arrant Pyromancer Aspect to be modified by Damage Lore)
Inquisitor Unknown Unknown
Unknown Unknown
Unknown Unknown
Seraphim Unknown Unknown
Unknown Unknown
Unknown Unknown
Shadow Warrior Unknown Unknown
Unknown Unknown
Unknown Unknown
Temple Guardian Deathly Spears Singe or Occult
T-Energy Shroud Derogate
Amplifying Discharge Ice Bullets
Furious Emblazer No modifier needed
Jolting Touch No modifier needed
Archimedes Beam No modifier needed
Propelled Levitation No modifier needed
Source Warden Damage Lore Mastery will enhance all of this Aspect's Combat Arts

Success of Damage Lore via Weapon Damage Based Combat Arts

There are 5 Damage Types.

Each of the five weapon-based damage types has a chance to trigger a secondary damage effect.

Damage Lore will enhance all secondary damage effects that are triggered from a melee or ranged weapon as long as the combat art being used belongs to the class of weapon damage based combat arts. For example, a player who is wielding a sword forged with a lava chunk in it, which provides burn as a secondary damage effect cannot expect burn to trigger when using the Cobalt Strike Combat Art.

Combat Arts that have Damage over Time effects that will not benefit from Damage Lore

Blazing Tempest Frost Flare Cobalt Strike Energy Blaze Eternal Flame (not really, but nothing affects EF) Levin Array

Combat Art mods that give a Damage over Time effect: Blazing Tempest (Conflagration) Frost Flare (Frost) Gust of Wind (Poison Mist) Clustering Maelstrom (Gash) Dislodged Spirit (Torture) Eruptive Desecration (Plague) Baneful Smite (Electrocute)