Difference between revisions of "Sacred 2:Battle Extension"

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*Goes well in a [[Sacred 2:Combo|combo]] either before or after [[Sacred 2:Dedicated Blow|Dedicated Blow]].
 
*Goes well in a [[Sacred 2:Combo|combo]] either before or after [[Sacred 2:Dedicated Blow|Dedicated Blow]].
  
*A melee Temple Guardian should keep Battle Extension in the active slot even when using regular left click attacks, as it gives a passive chance for double hits.
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*A melee Temple Guardian should keep Battle Extension in the active slot even when using regular left click attacks, as it gives a passive chance for double hits. Tested with the CM Patch.
 +
 
 +
*If used in a [[Sacred 2:Combo|combo]] it needs to be in the first slot to still passively provide the chance for double hits.
  
 
*After executing Battle Extension, the player can switch to a Combat Art that uses the [[Sacred 2:Temple Guardian Combat Art Guns|arm gun]], and Battle Extension will being firing laser blasts from the [[Sacred 2:Temple Guardian Battery|Battery]].
 
*After executing Battle Extension, the player can switch to a Combat Art that uses the [[Sacred 2:Temple Guardian Combat Art Guns|arm gun]], and Battle Extension will being firing laser blasts from the [[Sacred 2:Temple Guardian Battery|Battery]].
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** This slow execution speed was fixed in [[Sacred 2:Community Patch|Community Patch 1.60]].  The "wind-up" battle pose is removed, and the execution speed of the three attacks is increased.
 
** This slow execution speed was fixed in [[Sacred 2:Community Patch|Community Patch 1.60]].  The "wind-up" battle pose is removed, and the execution speed of the three attacks is increased.
  
*When mounted, using ranged weapons may be advantages duo to all the projectiles being shot in rapid succession. The same can not be said about melee weapons as well as magic staffs, which will attack continuously in short intervals.
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*In the [[Sacred 2:Community Patch|Community Patch 1.60]], when mounted, using ranged weapons may be advantages duo to all the projectiles being shot in rapid succession. The same can not be said about melee weapons as well as magic staffs, which will attack in short intervals.
  
 
== Pros and Cons ==
 
== Pros and Cons ==

Latest revision as of 17:01, 3 February 2023

02.gif Arms an artificial, close combat battle arm which fights like an additional weapon. Initiates a series of attacks with both the equipped weapon and the battle arm. This close combat arm cannot shoot. Battle Extension can do multiple hits (3-4) and can be modded to give a chance of producing even more. Also, Battle Extension gives a "passive" chance for double hits when in the active slot (but not being used).

This is a Weapon Damage Based Combat Art.

Aspect

TG_Asp_01.png - Devout Guardian

Innate Abilities (Lvl 1)

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Double Attack - Chance to strike twice with one hit. (15% chance)
  • Hydraulics - Successful hits will inflict more damage. (25% increase to all damage types on the equipped weapon)

MODicons_10.gif Silver
  • Efficiency - Decreases the regeneration time of Battle Extension. (25% decrease)
  • Impairment - Reduces opponent's evade chance. (30% + 0.3% per Combat Art level reduction)

MODicons_08.gif Gold
  • Double Attack - Chance to strike twice with one hit. (15% chance)
  • Intent - Increased chance to land a critical hit. (10% + 0.1% per Combat Art level chance)
Battle Extension without Modifications


Skills and Attributes

The following skills will affect this combat art:

  • Any weapon lore (such as Hafted Weapons when the Temple Guardian is wielding an axe) - will indirectly increase this combat art's execution speed, damage and chance to hit, and will allow the equippng of higher level weapons used to execute this combat art.
  • Combat Discipline - will increase its damage and reduce its regeneration time if this Combat Art is placed within a combo. This increase in damage is direct; it increases the +xx% that the CA adds to base damage.
  • Speed Lore - will increase its chance to hit indirectly by increasing a player's attack rating.

The following attributes will affect this combat art:

  • Strength will increase damage for melee weapons, and chance to hit
  • Dexterity will increase damage for ranged weapons (and some melee weapons), and chance to hit
  • Stamina will lower regeneration time

Usage Strategies

  • For silver mod choice, Impairment is probably a better choice over Efficiency, due to the regen per hit modifier and the ease of decreasing the regeneration time of Battle Extension.
  • A melee Temple Guardian should keep Battle Extension in the active slot even when using regular left click attacks, as it gives a passive chance for double hits. Tested with the CM Patch.
  • If used in a combo it needs to be in the first slot to still passively provide the chance for double hits.
  • After executing Battle Extension, the player can switch to a Combat Art that uses the arm gun, and Battle Extension will being firing laser blasts from the Battery.
  • Battle Extension is slow to execute, even with a fast execution speed. Rather than immediately attacking, the Temple Guardian takes second to "wind-up," striking a pose before launching the attacks. Even though this CA inflicts powerful hits, with sufficiently high weapon lore and a good weapon a melee TG may actually kill more quickly by just using left click attacks or by spamming Dedicated Blow.
    • This slow execution speed was fixed in Community Patch 1.60. The "wind-up" battle pose is removed, and the execution speed of the three attacks is increased.
  • In the Community Patch 1.60, when mounted, using ranged weapons may be advantages duo to all the projectiles being shot in rapid succession. The same can not be said about melee weapons as well as magic staffs, which will attack in short intervals.

Pros and Cons

Pros

  • Hits multiple opponents
  • Passive double-hit chance when in the active CA slot. NOTE: It is not a chance per se, but it makes 2 out of the 4 possible melee attack animation variations trigger double hit. This basically translates into a 50% overall chance to score a double hit on normal attack, as the melee attack animation is chosen randomly. NOTE 2: When riding the Mobiculum, all attacks trigger double hits. It is therefore advantageous to keep mounted, if normal attacks are the main source of damage.
  • Very interesting attack animation when mounted - the Mobiculum spins around in place while the TG's weapon repeatedly comes down on the enemy.

Cons

  • Very slow execution speed (requires CM Patch to fix).

Stats Chart

Level Regeneration Time Damage
1 8.7 15-15
2 12.2 15-15

See Also

Gallery

Battle Arm
Disco Fever
Attack #1
Attack #2
Attack #3