Difference between revisions of "Sacred 2:Physical"

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==[[Sacred 2:Forging|Blacksmithing]] Weapons and [[Sacred 2:Secondary Damage Effects|Secondary Effects]]==
 
==[[Sacred 2:Forging|Blacksmithing]] Weapons and [[Sacred 2:Secondary Damage Effects|Secondary Effects]]==
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.
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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. The [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] (and [[Sacred 2:Detrimental magic effects|Detrimental Magic Effect]]) of Physical damage is [[Sacred 2:Chance to inflict Open Wounds|Wounds]]. It has no base chance of being applied and sources of [[Sacred 2:Chance to inflict Open Wounds|Chance to inflict Open Wounds]] have to be acquired either through [[Sacred 2:Combat Art Modifications|Combat Art mods]] or from items. If successfuly applied to an enemy, 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 damage of the Wound effect, as its damage depends on the amount of physical damage dealt and converters will lower that amount.
  
  
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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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Enemies can have spells which 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:
 
*Opponent's Chance to Wound - X%
 
*Opponent's Chance to Wound - X%
 
*[[Sacred 2:Damage over time: Physical|Damage Over Time: Physical]] - X%
 
*[[Sacred 2:Damage over time: Physical|Damage Over Time: Physical]] - X%
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The player can increase the amount of Physical damage inflicted on Physically resistant enemies by using items with the modifier [[Sacred 2:Opponent's armor: Physical|Opponent's armor: Physical - X%]].
 
The player can increase the amount of Physical damage inflicted on Physically resistant enemies by using items with the modifier [[Sacred 2:Opponent's armor: Physical|Opponent's armor: Physical - X%]].
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==[[Sacred 2:Combat Arts|Combat Arts]]==
 
==[[Sacred 2:Combat Arts|Combat Arts]]==

Latest revision as of 19:09, 3 August 2022

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. The Secondary Damage Effect (and Detrimental Magic Effect) of Physical damage is Wounds. It has no base chance of being applied and sources of Chance to inflict Open Wounds have to be acquired either through Combat Art mods or from items. If successfuly applied to an enemy, the effect of Open Wounds is Physical Damage over Time. Forging damage converters into a weapon will actually lower the damage of the Wound effect, as its damage depends on the amount of physical damage dealt and converters will lower that amount.


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 can have spells which 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.

The player can increase the amount of Physical damage inflicted on Physically resistant enemies by using items with the modifier Opponent's armor: Physical - X%.


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.