Difference between revisions of "Sacred:Attributes"

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== Attributes ==
 
== Attributes ==
 
Every character has six attributes:  
 
Every character has six attributes:  
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*[[Sacred:Charisma|Charisma]]  
 
*[[Sacred:Charisma|Charisma]]  
  
The starting values depend on the character's class and are always different from zero. The only exception is Mental Regeneration. Those characters who have not spells (i.e. Gladiator, Dark Elf and Vampiress), have 0 points in Mental Regeneration.
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The starting values depend on the character's class and are always different from zero, with the exception of Mental Regeneration: those characters who do not use spells (i.e. [[Sacred:Dark Elf|Dark Elf]], [[Sacred:Gladiator|Gladiator]] and [[Sacred:Vampiress|Vampiress]]) start with 0 points for this attribute.
  
When a character levels up, it automatically gains 1 attribute point that can be spent in anyone of the six attributes (including Mental Regeneration, even if it starts with a zero value). Additionally, all its attributes will be raised by one tenth of their starting value.
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When a character levels up, it automatically gains 1 attribute point which can be spent in any of the six attributes. Additionally, all the attributes will be raised by one tenth of their starting value.
  
 
Every attribute influences a lot of variables, and, in order to decide where to spend the attribute point gained from the level up, it's really important to know which are such variables.
 
Every attribute influences a lot of variables, and, in order to decide where to spend the attribute point gained from the level up, it's really important to know which are such variables.
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Check the "Notes" paragraph for an insight of what is the "weapon's base damage" and for information regarding how the attributes could be generated.
 
Check the "Notes" paragraph for an insight of what is the "weapon's base damage" and for information regarding how the attributes could be generated.
  
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Every point spent in this attribute will:
 
Every point spent in this attribute will:
 
<!-- These numbers are not all correct. One point to strength to a level 1 character will NOT add 148 hit points. This needs review -->
 
<!-- These numbers are not all correct. One point to strength to a level 1 character will NOT add 148 hit points. This needs review -->
*Increase maximum Health by  
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*Increase maximum Health by x%
*Increase Attack Rating by  
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*Increase Attack Rating by x%
*Increase Defense Rating by  
+
*Increase Defense Rating by x%
*Increase Weapon Physical Damage by  
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*Increase Weapon Physical Damage by x%
*Increase Weapon Fire Damage  
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*Increase Weapon Fire Damage x%
*Increase Weapon Bonus by
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*Increase Weapon Bonus by x%
  
 
== Endurance ==
 
== Endurance ==

Latest revision as of 15:56, 19 June 2024

Attributes

Every character has six attributes:

The starting values depend on the character's class and are always different from zero, with the exception of Mental Regeneration: those characters who do not use spells (i.e. Dark Elf, Gladiator and Vampiress) start with 0 points for this attribute.

When a character levels up, it automatically gains 1 attribute point which can be spent in any of the six attributes. Additionally, all the attributes will be raised by one tenth of their starting value.

Every attribute influences a lot of variables, and, in order to decide where to spend the attribute point gained from the level up, it's really important to know which are such variables.

Check the "Notes" paragraph for an insight of what is the "weapon's base damage" and for information regarding how the attributes could be generated.

Strength

Every point spent in this attribute will:

  • Increase maximum Health by x%
  • Increase Attack Rating by x%
  • Increase Defense Rating by x%
  • Increase Weapon Physical Damage by x%
  • Increase Weapon Fire Damage x%
  • Increase Weapon Bonus by x%

Endurance

Every point spent in this attribute will:

  • Increase Resistance by
  • Increase Physical Resistance by
  • Increase Magic Resistance by
  • Increase Poison Resistance by
  • Increase Armor Bonus by
  • Increase Weapon Poison Damage by

Dexterity

Every point spent in this attribute will:

  • Increase Attack Rating by
  • Increase Defense Rating by
  • Increase Resistance by
  • Increase Fire Resistance by
  • Increase Weapon Fire Damage by

Physical Regeneration

Every point spent in this attribute will:

  • Increase maximum Health by
  • Increase Resistance by
  • Increase Physical Resistance by
  • Lower Combat Art Regeneration Time (look at the Formulae and Calculators page)

Mental Regeneration

Every point spent in this attribute will:

  • Increase Combat Art Damage by
  • Increase CA Fire Damage by
  • Increase CA Magic Damage by
  • Increase Resistance by
  • Increase Magic Resistance by
  • Increase Weapon Magic Damage by
  • Increase Spell Damage (look at the Formulae and Calculators page)
  • Lower Spell Regeneration Time (look at the Formulae and Calculators page)

Charisma

Every point spent in this attribute will:

  • Increase Resistance by
  • Increase Poison Resistance by
  • Increase Weapon Poison Damage by
  • Lower trade prices (unsure)

Ideas regarding spending attribute points

Some expert players have suggested spending all the points in one attribute. Due to how Sacred works, usually there is a "main attack" which deals the most part of the damage the character inflict to its target. In this way the main attack's damage is maximized. This strategy is particulary effective when creating a build that attempts to only maximize damage output. The only case in which it's not the best strategy is when the main attack deals a low percentage (i.e. 50%) of the character's total damage output and the other part is dealt by abilities that relay on another attribute (which, practically, means when the character attacks with a well balanced mix of weapon attacks, with or without Combat Arts, and Spells).

Another important exception is that, the philosophy behind "all points in one attribute" is, in fact, to be read as "all points need to rise the attribute(s) that rise the main attack's damage type". What's important to remember is:

  • Physical weapon damage is raised by Strength
  • Fire weapon damage is raised by Strength, Dexterity
  • Magic weapon damage is raised by Mental Regeneration
  • Poison weapon damage is raised by Endurance, Charisma
  • Spell damage is raised by Mental Regeneration
  • Spell regeneration time is lowered by Mental Regeneration
  • Combat Art regeneration time is lowered by Physical Regeneration

From which we gain insight into exactly how to spend points regarding the maximal yield of damage output:

In case the character's main attack is the standard attack (no Combat Arts), and it deals:

  1. physical damage, then we need to raise Strength
  2. fire damage, than we can raise Strength and/or Dexterity (your choice should be based on the other variables modified by them)
  3. magic damage, than we need to raise Mental Regeneration
  4. poison damage, than we can raise Endurance and/or Charisma (but the bonuses provided by Endurance are far better than those provided by Charisma, so it's better to raise only Endurance)

In case the character's main attack is a spell, than we need to raise Mental Regeneration

In case the character's main attack is a Combat Art, than we need to raise Physical Regeneration (it has been proved mathematically that this is the best strategy, because with higher Physical Regeneration we can have higher level of Combat Art without modifying the regeneration time, so our attacks will have the same "recharging speed" but will deal more damage).

Notes

There is no consensus on the meaning of "weapon's base damage" in regards to whether "base damage" is a real "base" damage or if it is previously modified by some other variable. The bonus is likely multiplicative.