Difference between revisions of "Sacred 2:Intelligence"
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== [[Sacred 2:Intelligence |Intelligence]] == | == [[Sacred 2:Intelligence |Intelligence]] == | ||
− | Increases the chance that a spell hits the target with full force. Magic | + | Increases the chance that a [[Sacred 2: Spell Damage Based Combat Arts|spell]] hits the target with full force. Increases damage dealt by [[Sacred 2:Magic Staffs|Magic Staffs]] and [[Sacred 2: Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]]. |
'''Weapon Damage +XXX''' | '''Weapon Damage +XXX''' | ||
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'''Combat Art Damage +XXX''' | '''Combat Art Damage +XXX''' | ||
− | '''Spell Intensity +XXX''' | + | '''[[Sacred 2:Spell Intensity|Spell Intensity]] +XXX''' |
The value for spell intensity by default is equal to your Intelligence, equipment with +% Spell Intensity will increase this. | The value for spell intensity by default is equal to your Intelligence, equipment with +% Spell Intensity will increase this. | ||
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+ | In the tooltip: | ||
+ | * Each point in Intelligence increases the Spell Intensity by '''1'''. | ||
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+ | To learn how a character's natural Intelligence is calculated and see how the different characters compare, see this page: [[Sacred 2:How is a character's natural Intelligence calculated?|How is a character's natural Intelligence calculated?]] | ||
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+ | [[Sacred 2:Intelligence|Intelligence]] defines a "+x% total damage" modifier for Spell Damage Based Combat Arts , which has extremely high values at low CA level but quickly decreases with the increase of CA level. | ||
+ | : For example, for a character with '''1000 Intelligence''' bonus will be: | ||
+ | {|class="skills" cellspacing="0" style="text-align:center;" | ||
+ | |-class="skillsth" align="center" | ||
+ | |style="width:50px; padding: 5px 10px;"|Combat Art Level||style="padding: 5px 10px;"|Damage multiplier||style="padding: 5px 10px;"|Total damage | ||
+ | |- | ||
+ | |style="width:50px; padding: 5px 10px;"|1||1 + 6.66||+ 666% | ||
+ | |- | ||
+ | |style="width:50px; padding: 5px 10px;"|5||1 + 2.22||+ 222% | ||
+ | |- | ||
+ | |style="width:50px; padding: 5px 10px;"|10||1 + 1||+ 100% | ||
+ | |- | ||
+ | |style="width:50px; padding: 5px 10px;"|25||1 + 0.5||+ 50% | ||
+ | |- | ||
+ | |style="width:50px; padding: 5px 10px;"|50||1 + 0.25||+ 25% | ||
+ | |- | ||
+ | |style="width:50px; padding: 5px 10px;"|100||1 + 0.2||+ 20% | ||
+ | |} | ||
+ | |||
+ | * Intelligence also affects the chance for critical hit: each 50 points in Intelligence give +1% chance for critical hit. This value is simply added to the current chance the character has. For example, if the character has 20% chance for critical hit from skills and 1600 points in Intelligence, this character would have 20 + 1600/50 = 52% chance for critical hit as a result. | ||
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+ | == [[Sacred 2:Intelligence Based Weapons|Intelligence Based Weapons]] == | ||
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+ | {{:Sacred 2:Intelligence Based Weapons}} | ||
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+ | ===http://darkmatters.org/forums/style_images/mocha1.2/folder_post_icons/icon13.gif Note=== | ||
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+ | The release of [[Sacred 2:Ice and Blood|Ice and Blood]] greatly impacted the effect of adding points to the attributes. Pre expansion, adding points to either [[Sacred 2:Strength|Strength]], [[Sacred 2:Dexterity|Dexterity]] or [[Sacred 2:Intelligence|Intelligence]], would result in a significant increase of damage. After Ice and blood, the developers had balanced it so that this previous strategy of adding all allotted points to any single one of the attributes would only offer a very small increase in damage, much smaller than before, which resulted in players not opting to use Attribute points for damage increases as before, but more to other choices, [[Sacred 2:Vitality|Vitality]] being a popular choice, as this directly increases a player's health. | ||
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+ | |||
+ | ===See Also=== | ||
+ | *[[Sacred 2:Attributes|Attributes]] | ||
+ | *[[Sacred 2:Skills|Skills]] | ||
+ | *[[Sacred 2:Item Modifiers|Item Modifiers]] | ||
+ | *[[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]] | ||
+ | *[[Sacred 2:Damage Mechanics for Spell Damage Based Combat Arts|Damage Mechanics for Spell Damage Based Combat Arts]] |
Latest revision as of 19:28, 23 September 2024
IntelligenceIncreases the chance that a spell hits the target with full force. Increases damage dealt by Magic Staffs and Spell Damage Based Combat Arts. Weapon Damage +XXX Combat Art Damage +XXX Spell Intensity +XXX The value for spell intensity by default is equal to your Intelligence, equipment with +% Spell Intensity will increase this. |
In the tooltip:
- Each point in Intelligence increases the Spell Intensity by 1.
To learn how a character's natural Intelligence is calculated and see how the different characters compare, see this page: How is a character's natural Intelligence calculated?
Intelligence defines a "+x% total damage" modifier for Spell Damage Based Combat Arts , which has extremely high values at low CA level but quickly decreases with the increase of CA level.
- For example, for a character with 1000 Intelligence bonus will be:
Combat Art Level | Damage multiplier | Total damage |
1 | 1 + 6.66 | + 666% |
5 | 1 + 2.22 | + 222% |
10 | 1 + 1 | + 100% |
25 | 1 + 0.5 | + 50% |
50 | 1 + 0.25 | + 25% |
100 | 1 + 0.2 | + 20% |
- Intelligence also affects the chance for critical hit: each 50 points in Intelligence give +1% chance for critical hit. This value is simply added to the current chance the character has. For example, if the character has 20% chance for critical hit from skills and 1600 points in Intelligence, this character would have 20 + 1600/50 = 52% chance for critical hit as a result.
Intelligence Based Weapons
Skill Lore | Weapon Type | Dryad | High Elf | Inquisitor | Seraphim | Shadow Warrior | Temple Guardian | Dragon Mage |
Magic Staffs | ||||||||
Mage Staffs | ||||||||
Two Handed Mage Staffs | X |
Uniques Modified by Intelligence | Legendaries Modified by Intelligence |
Note
The release of Ice and Blood greatly impacted the effect of adding points to the attributes. Pre expansion, adding points to either Strength, Dexterity or Intelligence, would result in a significant increase of damage. After Ice and blood, the developers had balanced it so that this previous strategy of adding all allotted points to any single one of the attributes would only offer a very small increase in damage, much smaller than before, which resulted in players not opting to use Attribute points for damage increases as before, but more to other choices, Vitality being a popular choice, as this directly increases a player's health.