Difference between revisions of "Sacred 2:Physical"

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<onlyinclude>http://www.sacredwiki.org/images/bbicons/physical.jpg [[Sacred 2:Physical|Physical]]</onlyinclude> is one of the five basic [[Sacred 2:Damage Types|Elemental Damage and resistance types]]. Physical damage can be used as damage via melee/ranged and in magical combat by choosing Combat Arts with the element a player has strategically chosen to use against select opponents.
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<onlyinclude>http://www.sacredwiki.org/images/bbicons/physical.jpg [[Sacred 2:Physical|Physical]]</onlyinclude> is one of the five basic [[Sacred 2:Damage|Damage]] and [[Sacred 2:Armor|Armor]] types. Physical damage can be inflicted via melee/ranged [[Sacred 2:Weapons|weapons]] and by using [[Sacred 2:Combat Arts|Combat Arts]] that have physical damage.  
  
==Blacksmithing==
 
  
The Physical [[Sacred 2:Damage Types|damage type]], manifests when NO elements are socketed within weapons.  No damage types[[Sacred 2:Forging|forged]] into weapons or armor which will increase the weapon's [[Sacred 2:Chance to inflict Open Wounds|Chance to inflict Open Wounds]] which is a [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] as well as a [[Sacred 2:Detrimental magic effects|Detrimental magic effects]]. If successful, the effect of Chance to inflict Open Wounds is a is a [[Sacred 2:Damage over Time|Damage over Time]]. ''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.''
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==[[Sacred 2:Forging|Blacksmithing]] Weapons and [[Sacred 2:Secondary Damage Effects|Secondary Effects]]==
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The [[Sacred 2:Damage Types|damage type]] on most weapons is often primarily or all Physical damage.  Therefore, Physical damage will manifest most strongly when NO elements are [[Sacred 2:Forging|forged]] within a weapon's damage converter slot.  Having no damage converter socketed into a weapon will increase the weapon's [[Sacred 2:Chance to inflict Open Wounds|Chance to Inflict Open Wounds]], which is the [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] (and [[Sacred 2:Detrimental magic effects|Detrimental Magic Effect]]) of Physical damage. If successful, the effect of Open Wounds is Physical [[Sacred 2:Damage over Time|Damage over Time]]. Forging damage converters into a weapon will actually lower the Chance to Inflict Open Wounds, as the weapon will then have a percentage of its physical damage converted into another element.
  
==Damage Type==
 
  
Physical, as well, can be a default damage type of some [[Sacred 2:Character Class|class]]'s [[Sacred 2:Combat Arts|Combat Arts]].  Depending upon the chosen combat art, it may even be mixed with other, different, damage types.  For example, the Inquisitor's [[Sacred 2:Eruptive Desecration|Eruptive Desecration]] elemental damage type starting composition is 100%. This means that each of the explosions hits with 100% Physical damage, and will be particularly powerful against any enemies with no resistance to Physical damage.
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==[[Sacred 2:Armor|Armor Resistance]]==
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Increasing a player's Physical [[Sacred 2:Armor|resistance]] via armor, skills, or by [[Sacred 2:Forging|forging]] rings or amulets into equipment will decrease Physical [[Sacred 2:Damage|damage]] done by opponents' melee, ranged or spell attacks.
  
==Resistances==
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Physical Armor is naturally granted by most armor equipment, as well as by the skill [[Sacred 2:Toughness|Toughness]].  The Armor value against Physical damage can be further increased by the skill [[Sacred 2:Armor Lore|Armor Lore]] and by any [[Sacred 2:Item Modifiers|item modifiers]] that increase Physical or Total Armor by either a percentage or a flat value.  [[Sacred 2:Damage Mitigation|Damage Mitigation]] against Physical damage is another important modifier that will reduce the amount of Physical damage inflicted on the player.
  
Increasing a player's Physical [[Sacred 2:damage|resistance]] via armor or [[Sacred 2:Forging|forging]] rings or amulets into worn gear or weapons can also decrease [[Sacred 2:Damage|damage]] done by incoming Physical attacks from opponents via their melee, ranged or spell.  Players should always attempt to use Physical damage type against enemies who have the ''least'' resistance to it. Using Physical damage type via weapon/ranged or spell versus an enemy who has tremendous PHysical resistance can reduce a player's damage by a ''minimum'' of 50 percent!
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Enemies using Physical damage can inflict [[Sacred 2:Chance to inflict Open Wounds|Open Wounds]] on the player.  To resist this [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]], players should look for items with these modifiers:
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*Opponent's Chance to Wound - X%
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*[[Sacred 2:Damage over time: Physical|Damage Over Time: Physical]] - X%
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*[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]] - X%
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Using Physical damage via weapon/ranged or spell versus an enemy who has tremendous Physical resistance can reduce a player's damage by a ''minimum'' of 50 percent! Therefore, players should always attempt to use Physical damage against enemies who have the ''least'' resistance to it, and switch to another damage type against physically resistant enemies.
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==[[Sacred 2:Combat Arts|Combat Arts]]==
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Physical damage can be a default damage type of some [[Sacred 2:Character Class|class]]'s [[Sacred 2:Combat Arts|Combat Arts]].  Depending upon the chosen combat art, it may be mixed with other damage types.  For example, the [[Sacred 2:Inquisitor|Inquisitor]]'s [[Sacred 2:Eruptive Desecration|Eruptive Desecration]] elemental damage type starting composition is 100% Physical.  This means that each of the explosions hits with 100% Physical damage, and will be particularly powerful against any enemies with no resistance to Physical damage.
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Certain Combat Arts may also improve the player's Physical resistance.

Revision as of 19:17, 14 October 2013

physical.jpg Physical is one of the five basic Damage and Armor types. Physical damage can be inflicted via melee/ranged weapons and by using Combat Arts that have physical damage.


Blacksmithing Weapons and Secondary Effects

The damage type on most weapons is often primarily or all Physical damage. Therefore, Physical damage will manifest most strongly when NO elements are forged within a weapon's damage converter slot. Having no damage converter socketed into a weapon will increase the weapon's Chance to Inflict Open Wounds, which is the Secondary Damage Effect (and Detrimental Magic Effect) of Physical damage. If successful, the effect of Open Wounds is Physical Damage over Time. Forging damage converters into a weapon will actually lower the Chance to Inflict Open Wounds, as the weapon will then have a percentage of its physical damage converted into another element.


Armor Resistance

Increasing a player's Physical resistance via armor, skills, or by forging rings or amulets into equipment will decrease Physical damage done by opponents' melee, ranged or spell attacks.

Physical Armor is naturally granted by most armor equipment, as well as by the skill Toughness. The Armor value against Physical damage can be further increased by the skill Armor Lore and by any item modifiers that increase Physical or Total Armor by either a percentage or a flat value. Damage Mitigation against Physical damage is another important modifier that will reduce the amount of Physical damage inflicted on the player.


Enemies using Physical damage can inflict Open Wounds on the player. To resist this Secondary Damage Effect, players should look for items with these modifiers:


Using Physical damage via weapon/ranged or spell versus an enemy who has tremendous Physical resistance can reduce a player's damage by a minimum of 50 percent! Therefore, players should always attempt to use Physical damage against enemies who have the least resistance to it, and switch to another damage type against physically resistant enemies.


Combat Arts

Physical damage can be a default damage type of some class's Combat Arts. Depending upon the chosen combat art, it may be mixed with other damage types. For example, the Inquisitor's Eruptive Desecration elemental damage type starting composition is 100% Physical. This means that each of the explosions hits with 100% Physical damage, and will be particularly powerful against any enemies with no resistance to Physical damage.

Certain Combat Arts may also improve the player's Physical resistance.