Sacred 2:Damage Lore

From SacredWiki
Jump to navigation Jump to search


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.
  • The mastery bonus won't affect damage over time effects that are stated in a CA tooltip (eg, Blazing Tempest), however, it is possible for a monster to be affected by two DoTs, one from the CA & one due to the monster being "on fire".

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.