Difference between revisions of "Sacred 2:Chance to inflict Open Wounds"

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== Effect ==
 
== Effect ==
When triggered, Open Wounds will cause bleeding damage. The enemy will sustain five hits (each hit 1 second after the other), total damage of which is 20% of the wounding blow's [[Sacred 2:Physical|Physical]] damage composition.  For example, if the hit dealt 100 damage of pure Physical damage and triggered Open Wounds, the enemy would take five hits of 20 damage each. This percentage can be modified by [[Sacred 2:Damage Lore|Damage Lore]] skill mastery.
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*vs monsters
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When triggered, Open Wounds will cause bleeding damage. The enemy will sustain five hits (each hit 1 second after the other), total damage of which is 20% of the wounding blow's [[Sacred 2:Physical|Physical]] damage composition.  For example, if the hit dealt 100 damage of pure Physical damage and triggered Open Wounds, the enemy would take five hits of 20 damage each (100 damage over time in total). [[Sacred 2:Damage Lore|Damage Lore]] has no effect on Wounds, but enemies can't resist it in any way. Whenever triggered, it will always do full damage according to how much physical damage triggered it.
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*vs player
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Damage of Secondary damage effects is calculated by the formula:
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:Total_damage * (100% - %_absorbed_by_armor) * (100% - %_Damage_mitigation) * Difficulty_multiplier
 +
where Difficulty_multiplier = 0.65 (bronze); 0.85 (silver), 1.0 (gold); 3.3 (platinum); 3.63 (niobium).
 +
:For example, wolfs with 1000 physical damage on platinum VS 2000 physical armor and "Damage mitigation: Physical +20%" causes 1000 * (100% - 59%) * (100% - 20%) * 3.3 = 1000*0.41*0.8*3.3 = 1080 damage over time in total (in five pulses: 216 dam/sec)
  
 
== Animation ==
 
== Animation ==
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*[[Sacred 2:Damage Mitigation|Damage Mitigation: Physical +X%]] modifier protects twice - first Damage Mitigation  reduces incoming flat damage (periodic damage depends on how much damage the character has received), secondly DM reduces damage from incoming periodic damage (open wounds, burn, poison). For example, 50% Damage Mitigation reduces damage over time at 50%, and then another 50 %, a total of 75% mitigation. Modifier can stack with similar other without diminishing returns, so immunity can be achieved.
 
*[[Sacred 2:Damage Mitigation|Damage Mitigation: Physical +X%]] modifier protects twice - first Damage Mitigation  reduces incoming flat damage (periodic damage depends on how much damage the character has received), secondly DM reduces damage from incoming periodic damage (open wounds, burn, poison). For example, 50% Damage Mitigation reduces damage over time at 50%, and then another 50 %, a total of 75% mitigation. Modifier can stack with similar other without diminishing returns, so immunity can be achieved.
 
*The most effective ways to resist this effect are to use a [[Sacred 2:Recovery Elixir|Recovery Elixir]].
 
*The most effective ways to resist this effect are to use a [[Sacred 2:Recovery Elixir|Recovery Elixir]].
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*If the defender's [[Sacred 2:Willpower|willpower]] value is too much, the damage dealt by [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] would be noticeably reduced. It works only against [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]] that deal flat damage and have a chance for Secondary Damage Effects. If an attack inflicts such effect (for example, Burn effect from a Dragon's fireball or Poison from Kobold Shaman's projectiles) then the duration of effect on highly resistant character would be reduced. Therefore the detrimental effect deals only some % of its original damage.
  
 
==See Also==
 
==See Also==

Latest revision as of 19:11, 3 August 2022

Open Wounds

Open Wounds is the simplest of the four Wound effects. It is just Physical Damage over Time (DoT).

See also: Deep Wounds, Serious Open Wounds, Deadly Wounds.

Only one Open Wounds effect can be active on a monster at a time. The next time it is triggered, it will reset the timer. The enemy will not be afflicted with a double DoT at once.

Effect

  • vs monsters

When triggered, Open Wounds will cause bleeding damage. The enemy will sustain five hits (each hit 1 second after the other), total damage of which is 20% of the wounding blow's Physical damage composition. For example, if the hit dealt 100 damage of pure Physical damage and triggered Open Wounds, the enemy would take five hits of 20 damage each (100 damage over time in total). Damage Lore has no effect on Wounds, but enemies can't resist it in any way. Whenever triggered, it will always do full damage according to how much physical damage triggered it.

  • vs player

Damage of Secondary damage effects is calculated by the formula:

Total_damage * (100% - %_absorbed_by_armor) * (100% - %_Damage_mitigation) * Difficulty_multiplier

where Difficulty_multiplier = 0.65 (bronze); 0.85 (silver), 1.0 (gold); 3.3 (platinum); 3.63 (niobium).

For example, wolfs with 1000 physical damage on platinum VS 2000 physical armor and "Damage mitigation: Physical +20%" causes 1000 * (100% - 59%) * (100% - 20%) * 3.3 = 1000*0.41*0.8*3.3 = 1080 damage over time in total (in five pulses: 216 dam/sec)

Animation

Open wounds has the following Bleeding animation:



Availability

This bonus sometimes spawns with a Weapon Lore requirement (requiring Sword Weapons skill or similar to unlock them), and sometimes they don't need any skill. Mods that are available without a Modifier Skill generally have a higher chance to occur. Unlockable mods require a significant skill investment to approach similar chance to occur, but are much more commonly available.

The following table shows the items on which Open Wounds can appear. For example, a Polearm will never require Pole Arms skill to unlock the bonus (if OW spawns on it), while a sword can have it with or without Sword Weapons (though more often you will need the skill).

Can spawn on: Can spawn without Weapon Lore? Associated Weapon Lore
Swords: available as blue mod Sword Weapons
Throwing Weapons: available as blue mod Ranged Weapons
Bows: available as blue mod
Polearms: available as blue mod none
Axes/Hammers: available as blue mod Hafted Weapons
Rings/Gloves: available as blue mod none

This modifier is available on the following weapon types as a blue modifier:

It is available as blue mod (that requires no skill) on the following unique weapons and a ring:

It is available as blue mod (that requires no skill) on the following unique item:

Simon's Hot Bladearms

It is available as blue mod (that requires no skill) on the following set items:

It is available with Hafted Weapons skill on Executioner's Axe.

Chance to inflict

Chance to inflict Open Wounds scales with difficulty levels. A bonus on an item found in Bronze difficulty will improve when moving to higher difficulties (for Open Wounds this is true even if the bonus does not require a Weapon Lore, though the values are less predictable).

Chance for unlockable Open Wounds will increase as the player puts more points in the relevant skill (or even with skill bonuses). Unlockable Open Wounds have the following chances to inflict for each difficulty:

Difficulty 1 skill point 75 points 250+ points
Bronze: 3 % 5 % 10 %
Silver: 3,5 % 6 % 12 %
Gold: 4 % 6,9 % 14 %
Platinum: 4,5 % 8,1 % 17 %
Niobium: 5 % 9,3 % 20 %

Note that skill level 250 is required to reach the maximum value, regardless of difficulty.

Resistance

In order to resist Open Wounds, players should look for items with the following modifiers:

  • Opponent's Chance to Wound - X%: Reduces the chance opponents can inflict Open Wounds on the player.
  • Damage over Time: Physical -X%: Reduces Open Wounds duration (as well as total damage: for example, if incoming DoT was to inflict 250 damage for 5 seconds it would be decreased by "Damage over time:x -65%" to two seconds - 250 damage dealt by the first pulse and 187 damage a second later, summing up to 437 damage which is 35% of initial 1250).
  • Detrimental Magic Effects -X%: Reduces duration of Open Wounds (as well as total damage).
  • Spell Resistance skill mastery reduces duration of Open Wounds (as well as total damage).
  • Armor can reduce flat physical damage, which inflicts open wounds: if character's armor absorbs 75% incoming damage, periodic damage caused by open wounds will also inflict 75% less damage).
  • Damage Mitigation: Physical +X% modifier protects twice - first Damage Mitigation reduces incoming flat damage (periodic damage depends on how much damage the character has received), secondly DM reduces damage from incoming periodic damage (open wounds, burn, poison). For example, 50% Damage Mitigation reduces damage over time at 50%, and then another 50 %, a total of 75% mitigation. Modifier can stack with similar other without diminishing returns, so immunity can be achieved.
  • The most effective ways to resist this effect are to use a Recovery Elixir.
  • If the defender's willpower value is too much, the damage dealt by Secondary Damage Effects would be noticeably reduced. It works only against Spell Damage Based Combat Arts that deal flat damage and have a chance for Secondary Damage Effects. If an attack inflicts such effect (for example, Burn effect from a Dragon's fireball or Poison from Kobold Shaman's projectiles) then the duration of effect on highly resistant character would be reduced. Therefore the detrimental effect deals only some % of its original damage.

See Also