Difference between revisions of "Sacred 2:Damage Types"

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There are five elements used which involve damage and their corresponding detrimental effects:  
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There are five elements used which involve damage and their corresponding [[Sacred 2:Detrimental magic effects|Detrimental magic effects]]:  
  
* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/physical.png Physical
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* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/physical.png [[Sacred 2:Physical|Physical]]
  
* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/fire.png Fire
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* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/fire.png [[Sacred 2:Fire|Fire]]
  
* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/ice.png Ice
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* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/ice.png [[Sacred 2:Ice|Ice]]
  
* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/magic.png Magic
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* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/magic.png [[Sacred 2:Magic|Magic]]
  
* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/poison.png Poison
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* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/poison.png [[Sacred 2:Poison|Poison]]
  
 
Damage is calculated separately for each damage type. It is important to understand resistances and how they are applied to damage.  Each weapon or spell that inflicts injury delivers some combination of these five damage types; perhaps all physical, perhaps half fire and half magic. In the discussion below, any reference to damage applies to any or all of the types separately. For example, physical damage and poison damage are each calculated using their respective damage and resistance values, then once computed, the two types are added to arrive at the final figure which is subtracted from the target's health.
 
Damage is calculated separately for each damage type. It is important to understand resistances and how they are applied to damage.  Each weapon or spell that inflicts injury delivers some combination of these five damage types; perhaps all physical, perhaps half fire and half magic. In the discussion below, any reference to damage applies to any or all of the types separately. For example, physical damage and poison damage are each calculated using their respective damage and resistance values, then once computed, the two types are added to arrive at the final figure which is subtracted from the target's health.
  
All elemental damage types have their own elemental damage converter which may be socketed to increase its elemental damage as well as the chance to inflict their own corresponding [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] which is also a type of [[Sacred 2:Detrimental Effects|detrimental effect]]:
+
All elemental damage types have their own elemental damage converter which may be socketed to increase its elemental damage as well as the chance to inflict their own corresponding [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] which is also a type of Detrimental magic effects:
  
 
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Weapons can be socketed with damage converters that will change a part of the damage type that is already native to the weapon.  Most weapons start with Physical as a damage type.  The above damage converters will convert a percentage of the original weapon damage (usually from Physical) & all of the other elemental damage on the weapon into the new, chosen element. For example, if a player wanted to enhance fire damage, he would socket one "Chunk of Lava" into their chosen weapon and that would give them ~30-50% of the previous damage now as fire damage instead of Physical. The more elemental damage a player can produce, the better the chance of applying the relevant Detrimental Effects as well as being able to target a monster's weakest resistances. While weapons with more than one additional elemental damage type are rare, you can get guns with physical, magic, fire & poison damage native to the gun (though they are very rare).
+
Weapons can be socketed with damage converters that will change a part of the damage type that is already native to the weapon.  Most weapons start with Physical as a damage type.  The above damage converters will convert a percentage of the original weapon damage (usually from Physical) & all of the other elemental damage on the weapon into the new, chosen element. For example, if a player wanted to enhance fire damage, he would socket one "Chunk of Lava" into their chosen weapon and that would give them ~30-50% of the previous damage now as fire damage instead of Physical. The more elemental damage a player can produce, the better the chance of applying the relevant [[Sacred 2:Detrimental magic effects|Detrimental magic effects]] as well as being able to target a monster's weakest resistances. While weapons with more than one additional elemental damage type are rare, you can get guns with physical, magic, fire and poison damage native to the gun (though they are very rare).
  
As well, all monsters may and usually do have weaknesses against specific damage types.  Having the correct damage type versus an enemy's weakest resistance towards that damage type can result in a significant increase in damage as well as increasing the chance to inflict its correlating detrimental effect.
+
As well, all monsters may and usually do have weaknesses against specific damage types.  Having the correct damage type versus an enemy's weakest resistance towards that damage type can result in a significant increase in damage as well as increasing the chance to inflict its correlating [[Sacred 2:Detrimental magic effects|Detrimental magic effects]].
  
  
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*[[Sacred 2:Ice|Ice]] - White hoarfrost emanates and pulses downwards off the weapon.  
 
*[[Sacred 2:Ice|Ice]] - White hoarfrost emanates and pulses downwards off the weapon.  
* [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental Effects|Detrimental Effect]]) - [[Sacred 2:Chance for Freeze|Chance for Freeze]].
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* [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental magic effects|Detrimental magic effects]]) - [[Sacred 2:Chance for Freeze|Chance for Freeze]].
 
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|style="text-align: left; "|  
 
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*[[Sacred 2:Fire|Fire]] - The weapon is surrounded by animated flames.
 
*[[Sacred 2:Fire|Fire]] - The weapon is surrounded by animated flames.
* [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental Effects|Detrimental Effect]])  - [[Sacred 2:Chance for Burn |Chance for Burn]].
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* [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental magic effects|Detrimental magic effects]])  - [[Sacred 2:Chance for Burn |Chance for Burn]].
  
 
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|style="text-align: left; "|  
 
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*[[Sacred 2:Magic|Magic]] - Blue arcs of energy will travel up and down the weapon with pulsing glows at its head.
 
*[[Sacred 2:Magic|Magic]] - Blue arcs of energy will travel up and down the weapon with pulsing glows at its head.
* [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental Effects|Detrimental Effect]])  - [[Sacred 2:Chance for Weaken|Chance for Weaken]]
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* [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental magic effects|Detrimental magic effects]])  - [[Sacred 2:Chance for Weaken|Chance for Weaken]]
  
 
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*[[Sacred 2:Physical|Physical]] - No extra special colors or animated effects upon the weapon.
 
*[[Sacred 2:Physical|Physical]] - No extra special colors or animated effects upon the weapon.
* [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental Effects|Detrimental Effect]])  - Can ''potentially'' inflict [[Sacred 2:Chance to inflict Open Wounds|Open Wounds]] (Damage-over-Time) if the correct modifiers, weapon or skill lore unlocks are chosen. Socketing elements into a weapon will actually lower the physical Damage-over-Time of [[Sacred 2:Chance to inflict Open Wounds|Open Wounds]], as the weapon will then have a percentage of its physical damage converted into another element.
+
* [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental magic effects|Detrimental magic effects]])  - Can ''potentially'' inflict [[Sacred 2:Chance to inflict Open Wounds|Open Wounds]] (Damage-over-Time) if the correct modifiers, weapon or skill lore unlocks are chosen. Socketing elements into a weapon will actually lower the physical Damage-over-Time of [[Sacred 2:Chance to inflict Open Wounds|Open Wounds]], as the weapon will then have a percentage of its physical damage converted into another element.
  
 
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*[[Sacred 2:Poison|Poison]] - Green vapor will float off the weapon while dripping drops of liquid.
 
*[[Sacred 2:Poison|Poison]] - Green vapor will float off the weapon while dripping drops of liquid.
* [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental Effects|Detrimental Effect]]) - [[Sacred 2:Chance for Poison|Chance for Poison]].
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* [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental magic effects|Detrimental magic effects]]) - [[Sacred 2:Chance for Poison|Chance for Poison]].
  
 
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Revision as of 10:39, 29 November 2010

There are five elements used which involve damage and their corresponding Detrimental magic effects:

Damage is calculated separately for each damage type. It is important to understand resistances and how they are applied to damage. Each weapon or spell that inflicts injury delivers some combination of these five damage types; perhaps all physical, perhaps half fire and half magic. In the discussion below, any reference to damage applies to any or all of the types separately. For example, physical damage and poison damage are each calculated using their respective damage and resistance values, then once computed, the two types are added to arrive at the final figure which is subtracted from the target's health.

All elemental damage types have their own elemental damage converter which may be socketed to increase its elemental damage as well as the chance to inflict their own corresponding Secondary Damage Effect which is also a type of Detrimental magic effects:

LavaChunk.png Chunk of Lava (Fire)
Converts a percentage of physical damage into fire damage. Chance for Burn
PoisonFang.png Poison Fang (poison)
Converts a percentage of physical damage into poison damage. Chance for Poison
MagicPearl.png Magic Pearl (Magic)
Converts a percentage of physical damage into magic damage. Chance for Weaken
IceCrystal.png Ice Crystal (Ice)
Converts a percentage of physical damage into ice damage. Chance for Freeze


Weapons can be socketed with damage converters that will change a part of the damage type that is already native to the weapon. Most weapons start with Physical as a damage type. The above damage converters will convert a percentage of the original weapon damage (usually from Physical) & all of the other elemental damage on the weapon into the new, chosen element. For example, if a player wanted to enhance fire damage, he would socket one "Chunk of Lava" into their chosen weapon and that would give them ~30-50% of the previous damage now as fire damage instead of Physical. The more elemental damage a player can produce, the better the chance of applying the relevant Detrimental magic effects as well as being able to target a monster's weakest resistances. While weapons with more than one additional elemental damage type are rare, you can get guns with physical, magic, fire and poison damage native to the gun (though they are very rare).

As well, all monsters may and usually do have weaknesses against specific damage types. Having the correct damage type versus an enemy's weakest resistance towards that damage type can result in a significant increase in damage as well as increasing the chance to inflict its correlating Detrimental magic effects.


Elemental Damage Type Effects on Weapons

Damage type elements, when socketed, change the appearance of the weapon and will imbue it with glows depending on the type of element socketed as well as extra animated effects. A weapon with no element socketed within it will have no extra color or animation unless it is a unique or legendary. It is possible to tell what kind of damage type a weapon has by checking its color and animation. Damage types on weapons can be a mix of many of the elements. The highest element damage type on the weapon is what will "win" and give the weapon its color and animation.


th_magicelement800.jpg

effectblue.jpg


th_elementfire.jpg

effectred.jpg


th_elementmagic.jpg

effectmagic.jpg


th_phys800.jpg

pipephyspic.jpg


  • Physical - No extra special colors or animated effects upon the weapon.
  • Secondary Damage Effects (Detrimental magic effects) - Can potentially inflict Open Wounds (Damage-over-Time) if the correct modifiers, weapon or skill lore unlocks are chosen. Socketing elements into a weapon will actually lower the physical Damage-over-Time of Open Wounds, as the weapon will then have a percentage of its physical damage converted into another element.


th_elementpoison.jpg

effectgreen.jpg