Difference between revisions of "Sacred 2:Damage Types"

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There are five elements used which involve damage:  
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{{Languages}}
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==[[Sacred 2:Damage|Damage]] and [[Sacred 2:Armor|Armor]] Types==
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There are five elements in Sacred 2 which involve [[Sacred 2:Damage|damage]].  Each damage type has a corresponding [[Sacred 2:Armor|Armor value]] that resists it.  Each of the five damage types also has a chance to cause a corresponding [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]].  The five elemental damage types are:
  
* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/physical.png Physical
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* [[Image:physical.png]] [[Sacred 2:Physical|Physical]]
  
* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/fire.png Fire
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* [[Image:fire.png]] [[Sacred 2:Fire|Fire]]
  
* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/ice.png Ice
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* [[Image:ice.png]] [[Sacred 2:Ice|Ice]]
  
* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/magic.png Magic
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* [[Image:magic.png]] [[Sacred 2:Magic|Magic]]
  
* http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/poison.png Poison
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* [[Image: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.
 
  
Weapons can be socketed with elements that will change a part of the damage type that is already native to the weaponAll weapons start with Physical as a damage type.  Damage types also have a chance of inflicting Detrimental Effects. The higher the percentage of an element a character has on his weapon as well as with modifiers on armor worn that increase the damage type, the higher the chance of inflicting a detrimental effect.
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Damage is calculated separately for each damage type. It is important to understand [[Sacred 2:Armor|armor resistances]] and how they are applied to damageEach [[Sacred 2:Weapons|weapon]] or [[Sacred 2:Combat Arts|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 types 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 it's 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 it's color and effect.
 
  
As well, all monsters may and usually do have weaknesses against specific damage typesHaving 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 a detrimental effect.
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==Damage Converters==
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All elemental damage types have their own elemental damage converter which may be socketed into a weapon to increase its elemental damage.  These damage converters will also increase the chance to inflict each element's own corresponding [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] which are a type of [[Sacred 2:Detrimental magic effects|Detrimental magic effects]]:
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{|
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|rowspan="2"|[[File:Chunk of Lava.png]] || <u>[[Sacred 2:Chunk of Lava|Chunk of Lava]] ([[Sacred 2:Fire|Fire]])</u>
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|-
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|Converts a percentage of physical damage into fire damage. [[Sacred 2:Chance for Burn|Chance for Burn]]
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|-
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|rowspan="2"|[[File:Poison Fang.png]] || <u>[[Sacred 2:Poison Fang|Poison Fang]] ([[Sacred 2:Poison|poison]])</u>
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|-
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|Converts a percentage of physical damage into poison damage. [[Sacred 2:Chance for Poison|Chance for Poison]]
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|-
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|rowspan="2"|[[File:Magic Pearl.png]] || <u>[[Sacred 2:Magic Pearl|Magic Pearl]] ([[Sacred 2:Magic|Magic]])</u>
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|-
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||Converts a percentage of physical damage into magic damage. [[Sacred 2:Chance for Weaken|Chance for Weaken]]
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|-
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|rowspan="2"|[[File:Ice Crystal.png]] || <u>[[Sacred 2:Ice Crystal|Ice Crystal]] ([[Sacred 2:Ice|Ice]])</u>
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|-
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||Converts a percentage of physical damage into ice damage. [[Sacred 2:Chance for Freeze|Chance for Freeze]]
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|}
  
  
== Elemental Damage Types and Detrimental Effects ==
 
  
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[[Sacred 2:Weapons|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:Secondary Damage Effects|Secondary Damage Effect]] as well as being able to target an opponent's weakest [[Sacred 2:Armor|resistances]]. While weapons with more than one additional elemental damage type are rare, the player can find [[Sacred 2:Energy Weapons|guns]] with physical, magic, fire and poison damage native to the gun (though they are very rare).
  
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All [[Sacred 2:Bestiary|opponents]] 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:Secondary Damage Effects|Secondary Damage Effect]].
  
  
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== Elemental Damage Type Effects on Weapons ==
  
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Damage type elements, when [[Sacred 2:Forging|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 damage types (elements).  The highest element damage type on the weapon is what will "win" and give the weapon its color and animation.
  
  
 
{| style=" text-align: center; height: 135px; "
 
{| style=" text-align: center; height: 135px; "
 
|style="text-align center; width: 200px;"|  
 
|style="text-align center; width: 200px;"|  
[http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/magicelement800.jpg http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/th_magicelement800.jpg]
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{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/magicelement800.jpg http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/th_magicelement800.jpg]|none}}
 
|style="text-align: center; width: 200px;"|
 
|style="text-align: center; width: 200px;"|
 
http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/effectblue.jpg
 
http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/effectblue.jpg
 
  
 
|style="text-align: left; "|  
 
|style="text-align: left; "|  
 
*[[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.  
* Detrimental Effect - Slow.
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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]].
 
|}
 
|}
  
 
{| style=" text-align: center; height: 135px; "
 
{| style=" text-align: center; height: 135px; "
 
|style="text-align center; width: 200px;"|  
 
|style="text-align center; width: 200px;"|  
[http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/elementfire.jpg http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/th_elementfire.jpg]
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{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/elementfire.jpg http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/th_elementfire.jpg]|none}}
 
|style="text-align: center; width: 200px;"|
 
|style="text-align: center; width: 200px;"|
 
http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/effectred.jpg
 
http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/effectred.jpg
 
  
 
|style="text-align: left; "|  
 
|style="text-align: left; "|  
 
*[[Sacred 2:Fire|Fire]] - The weapon is surrounded by animated flames.
 
*[[Sacred 2:Fire|Fire]] - The weapon is surrounded by animated flames.
* Detrimental Effect - Damage Over Time.
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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]].
 
 
 
|}
 
|}
  
 
{| style=" text-align: center; height: 135px; "
 
{| style=" text-align: center; height: 135px; "
 
|style="text-align center; width: 200px;"|  
 
|style="text-align center; width: 200px;"|  
[http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/elementmagic.jpg http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/th_elementmagic.jpg]
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{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/elementmagic.jpg http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/th_elementmagic.jpg]|none}}
 
|style="text-align: center; width: 200px;"|
 
|style="text-align: center; width: 200px;"|
 
http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/effectmagic.jpg
 
http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/effectmagic.jpg
 
  
 
|style="text-align: left; "|  
 
|style="text-align: left; "|  
*[[Sacred 2:Magic|Magic]] - Blue arcs of energy will travel up and down the weapon with pulsing glows at it's head.
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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.
* Detrimental Effect - 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]]
 
 
 
|}
 
|}
  
 
{| style=" text-align: center; height: 135px; "
 
{| style=" text-align: center; height: 135px; "
 
|style="text-align center; width: 200px;"|  
 
|style="text-align center; width: 200px;"|  
PLACE PIC HERE
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{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/phys800.jpg http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/th_phys800.jpg]|none}}
 
|style="text-align: center; width: 200px;"|
 
|style="text-align: center; width: 200px;"|
PLACE PIC HERE
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http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/pipephyspic.jpg
 
 
  
 
|style="text-align: left; "|  
 
|style="text-align: left; "|  
*[[Sacred 2:Physical|Physical]] - No extra special colors or animated effects.
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*[[Sacred 2:Physical|Physical]] - No extra special colors or animated effects upon the weapon.
* Detrimental Effect - Damage Over Time.
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* [[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.
 
 
 
|}
 
|}
  
 
{| style=" text-align: center; height: 135px; "
 
{| style=" text-align: center; height: 135px; "
 
|style="text-align center; width: 200px;"|  
 
|style="text-align center; width: 200px;"|  
[http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/elementpoison.jpg http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/th_elementpoison.jpg]
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{{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/elementpoison.jpg http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/th_elementpoison.jpg]|none}}
 
|style="text-align: center; width: 200px;"|
 
|style="text-align: center; width: 200px;"|
 
http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/effectgreen.jpg
 
http://www.sacredwiki.org/images/Sacred_2/Modifers%20and%20Conditions/effectgreen.jpg
 
  
 
|style="text-align: left; "|  
 
|style="text-align: left; "|  
 
*[[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.
* Detrimental Effect - Damage Over Time.
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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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|}
  
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In addition to the visual effects on the weapons, projectiles fired from weapons also have different effects based on the primary elemental damage type of the weapon.
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'''Magic Staff''' projectiles (Granted by taking the [[Sacred 2:Magic Staffs|Magic Staffs]] skill, [[Sacred 2:Ice and Blood|Ice and Blood]] only):
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{|
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|{{S2frame|[[File:Staff fire.jpg|x110px]]|none|'''[[Sacred 2:Fire|Fire]]'''}}
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|{{S2frame|[[File:Staff ice.jpg|x110px]]|none|'''[[Sacred 2:Ice|Ice]]'''}}
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|{{S2frame|[[File:Staff magic.jpg|x110px]]|none|'''[[Sacred 2:Magic|Magic]]'''}}
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|{{S2frame|[[File:Staff physical.jpg|x110px]]|none|'''[[Sacred 2:Physical|Physical]]'''}}
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|{{S2frame|[[File:Staff poison.jpg|x110px]]|none|'''[[Sacred 2:Poison|Poison]]'''}}
 
|}
 
|}
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==See Also==
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*[[Sacred 2:Damage Mitigation|Damage Mitigation]]
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*[[Sacred 2:Energy Shields|Energy Shields]]
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*[[Sacred 2:Item Modifiers|Item Modifiers]]
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*[[Sacred 2:Relics|Relics]]

Latest revision as of 14:33, 28 October 2013

Damage and Armor Types

There are five elements in Sacred 2 which involve damage. Each damage type has a corresponding Armor value that resists it. Each of the five damage types also has a chance to cause a corresponding Secondary Damage Effect. The five elemental damage types are:

  • Error creating thumbnail: Unable to save thumbnail to destination
    Physical
  • Error creating thumbnail: Unable to save thumbnail to destination
    Fire
  • Error creating thumbnail: Unable to save thumbnail to destination
    Ice
  • Error creating thumbnail: Unable to save thumbnail to destination
    Magic
  • Error creating thumbnail: Unable to save thumbnail to destination
    Poison


Damage is calculated separately for each damage type. It is important to understand armor 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 Converters

All elemental damage types have their own elemental damage converter which may be socketed into a weapon to increase its elemental damage. These damage converters will also increase the chance to inflict each element's own corresponding Secondary Damage Effect which are a type of Detrimental magic effects:

Error creating thumbnail: Unable to save thumbnail to destination
Chunk of Lava (Fire)
Converts a percentage of physical damage into fire damage. Chance for Burn
Error creating thumbnail: Unable to save thumbnail to destination
Poison Fang (poison)
Converts a percentage of physical damage into poison damage. Chance for Poison
Error creating thumbnail: Unable to save thumbnail to destination
Magic Pearl (Magic)
Converts a percentage of physical damage into magic damage. Chance for Weaken
Error creating thumbnail: Unable to save thumbnail to destination
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 Secondary Damage Effect as well as being able to target an opponent's weakest resistances. While weapons with more than one additional elemental damage type are rare, the player can find guns with physical, magic, fire and poison damage native to the gun (though they are very rare).

All opponents 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 Secondary Damage Effect.


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 damage types (elements). The highest element damage type on the weapon is what will "win" and give the weapon its color and animation.


effectblue.jpg

effectred.jpg

effectmagic.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.

effectgreen.jpg


In addition to the visual effects on the weapons, projectiles fired from weapons also have different effects based on the primary elemental damage type of the weapon.

Magic Staff projectiles (Granted by taking the Magic Staffs skill, Ice and Blood only):

Fire
Ice
Magic
Physical
Poison


See Also