Difference between revisions of "Sacred 2:Damage Lore"

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===http://www.sacredwiki.org/images/Sacred_2/Skills/damagelore.gif '''Damage Lore'''===
 
===http://www.sacredwiki.org/images/Sacred_2/Skills/damagelore.gif '''Damage Lore'''===
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<blockquote><i>
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Increases the chance to trigger secondary effects (burn, freeze, weaken, poison) of the respective damage types.
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* Chance for Secondary Effect +X%
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</i></blockquote>
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===http://www.sacredwiki.org/images/Sacred_2/Skills/damagelore.gif '''Damage Lore Mastery'''===
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<blockquote><i>
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Increases the chance to trigger secondary effects (burn, freeze, weaken, poison) of the respective damage types, while also increasing their effectiveness and their damage.
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* Chance for Secondary Effect +X%
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* Additional Damage/Duration of Secondary Effects +X%
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</i></blockquote>
  
 
Increases the chance to trigger non-physical [[Sacred 2:Secondary Damage Effects|Secondary Effects]] ([[Sacred 2:Chance for Burn|burn]], [[Sacred 2:Chance for Freeze|freeze]], [[Sacred 2:Chance for Weaken|weaken]], [[Sacred 2:Chance for Poison|poison]]) of the respective [[Sacred 2:Damage Types|damage types]].
 
Increases the chance to trigger non-physical [[Sacred 2:Secondary Damage Effects|Secondary Effects]] ([[Sacred 2:Chance for Burn|burn]], [[Sacred 2:Chance for Freeze|freeze]], [[Sacred 2:Chance for Weaken|weaken]], [[Sacred 2:Chance for Poison|poison]]) of the respective [[Sacred 2:Damage Types|damage types]].
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NOTE: [[Sacred 2:Chance to inflict Open Wounds|Wounds]] are exempt from the usual rules of other secondary damage effects and Damage Lore has not effect on them. There is no base chance to inflict them with normal physical damage and have to be obtained through other means (CA mods, or items).
 
NOTE: [[Sacred 2:Chance to inflict Open Wounds|Wounds]] are exempt from the usual rules of other secondary damage effects and Damage Lore has not effect on them. There is no base chance to inflict them with normal physical damage and have to be obtained through other means (CA mods, or items).
  
* Chance for Secondary Effect + x%
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=== Chance for Secondary Effect +X% ===
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* Stacks additively with all other sources of Chance for Effect +X% (burn, freeze, weaken, poison).
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=== Additional Damage/Duration of Secondary Effects +X% ===
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* Requires [[Sacred 2:Skill Mastery|skill mastery]].
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* It appears to affect only [[Sacred 2:Chance for Burn|burn]] and [[Sacred 2:Chance for Poison|poison]]. It does not affect [[Sacred 2:Chance for Freeze|freeze]] and [[Sacred 2:Chance for Weaken|weaken]] at all. It also does not affect spell DOT.
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* It only increases the damage of said secondary effects. It does not increase the duration.
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* The percentage in the tooltip is calculated incorrectly. The actual percentage is 100 points lower. For example, at skill level 75 the tooltip states +235.6%, but the total damage of the secondary effects is increased by only +135.6%.
  
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=== How to calculate the values for a given skill level ===
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See this page: [[Sacred 2:Damage Lore - formulas and tables|Damage Lore - formulas and tables]]
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=== Tooltip values ===
  
 
{|class="skills" width="90%" cellspacing="0"  
 
{|class="skills" width="90%" cellspacing="0"  
 
 
|-class="skillsth" align="center"  
 
|-class="skillsth" align="center"  
 
|width="150px" align="left"| Skill level  
 
|width="150px" align="left"| Skill level  
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<center>{{titlebar|C09709|[[/Full Table|Click here to see the full table]]}}</center>
 
<center>{{titlebar|C09709|[[/Full Table|Click here to see the full table]]}}</center>
  
===[[Sacred 2:Skill Mastery|Mastery]]===
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===Notes===
* At Level 75 Damage Lore increases effectiveness and duration of Secondary Effects.
 
 
 
* Unlocks the ''"Additional Damage/Duration of Secondary Effects"'' skill property.
 
 
 
 
 
===Properties===
 
* The chance bonus stacks with any bonuses from items, though there are diminishing returns.
 
 
 
* Mastering the skill increases the Effects' damage and duration, once they are triggered. Non-damaging effects ([[Sacred 2:Chance for Freeze|freeze]], [[Sacred 2:Chance for Weaken|weaken]]) only have their duration increased.
 
 
 
 
* Multiple different (not similar) effects can be triggered on a single hit, but only the "first" will get a graphical effect. Using certain [[Sacred 2:Combat Arts|Combat Arts]] character can trigger multiple different Secondary Damage Effects per hit.
 
* Multiple different (not similar) effects can be triggered on a single hit, but only the "first" will get a graphical effect. Using certain [[Sacred 2:Combat Arts|Combat Arts]] character can trigger multiple different Secondary Damage Effects per hit.
  
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* The mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip ([[Sacred 2:Damage over Time|Damage over Time]], caused by [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]] - eg, [[Sacred 2:Blazing Tempest|Blazing Tempest]]). However, it is possible for a monster to be affected by two different types of [[Sacred 2:Damage over Time|DoTs]]: one from the Spell Damage Based Combat Art and one due to the monster being burned.
 
* The mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip ([[Sacred 2:Damage over Time|Damage over Time]], caused by [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]] - eg, [[Sacred 2:Blazing Tempest|Blazing Tempest]]). However, it is possible for a monster to be affected by two different types of [[Sacred 2:Damage over Time|DoTs]]: one from the Spell Damage Based Combat Art and one due to the monster being burned.
 
===Breakpoints===
 
* The bonuses are increased in steps as shown in the [[/Full Table|Damage Lore full table]].
 
 
The '''Increase in Effectiveness''' mastery bonus at a given skill level x is given fairly precisely by the following formulas:
 
* '''450'''*(x-32.5)/(x+66) + 100
 
The bold marked number is the smallest upper bound of this progression, which will never at any skill level be exceeded.
 
 
As an example, effectiveness increase value at x=75:
 
 
450*(75-32.5)/(75+66) + 100 = 450*42.5/141 + 100 = '''235.64'''
 
 
This value compared with the table value is a good example of the precision the formula offers.
 
 
  
 
===Success of ''Damage Lore'' via [[Sacred 2:Weapon Damage Based Combat Arts|Weapon Damage Based Combat Arts]]===
 
===Success of ''Damage Lore'' via [[Sacred 2:Weapon Damage Based Combat Arts|Weapon Damage Based Combat Arts]]===

Latest revision as of 02:27, 25 December 2024


damagelore.gif Damage Lore

Increases the chance to trigger secondary effects (burn, freeze, weaken, poison) of the respective damage types.

  • Chance for Secondary Effect +X%

damagelore.gif Damage Lore Mastery

Increases the chance to trigger secondary effects (burn, freeze, weaken, poison) of the respective damage types, while also increasing their effectiveness and their damage.

  • Chance for Secondary Effect +X%
  • Additional Damage/Duration of Secondary Effects +X%

Increases the chance to trigger non-physical Secondary Effects (burn, freeze, weaken, poison) of the respective damage types.

NOTE: Wounds are exempt from the usual rules of other secondary damage effects and Damage Lore has not effect on them. There is no base chance to inflict them with normal physical damage and have to be obtained through other means (CA mods, or items).

Chance for Secondary Effect +X%

  • Stacks additively with all other sources of Chance for Effect +X% (burn, freeze, weaken, poison).

Additional Damage/Duration of Secondary Effects +X%

  • Requires skill mastery.
  • It appears to affect only burn and poison. It does not affect freeze and weaken at all. It also does not affect spell DOT.
  • It only increases the damage of said secondary effects. It does not increase the duration.
  • The percentage in the tooltip is calculated incorrectly. The actual percentage is 100 points lower. For example, at skill level 75 the tooltip states +235.6%, but the total damage of the secondary effects is increased by only +135.6%.

How to calculate the values for a given skill level

See this page: Damage Lore - formulas and tables

Tooltip values

Skill level 1 10 20 30 40 50 60 70 74 75 80 90 100 110 120 130 140 155 170 185 200
Chance of Effect, +%: 1,3 6,1 10,6 14,5 17,7 20,6 23 25,2 26 27,1 29,2 33 36,5 39,5 42,2 44,7 46,9 49,7 52,4 54,5 56,5
Damage/Duration, +%: - - - - - - - - - 235,6 246,3 265,7 282,8 298,1 311,6 323,7 334,7 349,3 362,1 373,3 383,2


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Notes

  • Multiple different (not similar) effects can be triggered on a single hit, but only the "first" will get a graphical effect. Using certain Combat Arts character can trigger multiple different Secondary Damage Effects per hit.
  • A monster can be affected by multiple different effects simultaneously, until their duration runs out.
  • Damage Lore increases the chance for the burning (fire), poisoning (poison), weaken (magic) & freeze (ice) effects regardless of the source (normal hits with weapons, weapon-based Combat Arts or non-weapon-based combat arts).
  • The mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip (Damage over Time, caused by Spell Damage Based Combat Arts - eg, Blazing Tempest). However, it is possible for a monster to be affected by two different types of DoTs: one from the Spell Damage Based Combat Art and one due to the monster being burned.

Success of Damage Lore via Weapon Damage Based Combat Arts

There are 5 Damage Types.

Each of the four non-physical weapon-based damage types has a chance to trigger a secondary damage effect. Chance to cause Wounds has no innate chance of being caused and has to be gained either through CA mods or items.

Damage Lore will enhance all secondary damage effects that are triggered from a melee or ranged weapon as long as the combat art being used belongs to the class of weapon damage based combat arts. For example, a player who is wielding a sword forged with a lava chunk in it, which provides burn as a secondary damage effect cannot expect burn to trigger when using the Cobalt Strike Combat Art.


Damage Lore's effect on Spell Damage Based Combat Arts


Damage Lore will only enhance via the following:


Character Class Combat Art Modification Name
Dragon Mage Unknown Unknown
Unknown Unknown
Unknown Unknown
Dryad Unknown Unknown
Unknown Unknown
Unknown Unknown
High Elf Ancestral Fireball No modification needed, Greek Fire or Inferno modification from Incandescent Skin will increase the likelihood of inflicting burning on the target
Blazing Tempest No modification needed, Inferno modification from Incandescent Skin will increase the likelihood of inflicting burning on the target
Incendiary Shower No modification needed, Inferno modification from Incandescent Skin will increase the likelihood of inflicting burning on the target
Incandescent Skin Inferno ( Will make all spells in Arrant Pyromancer Aspect to be more likely to set the target on fire, thus giving rise to a DoT that can be affected by Damage Lore)
Inquisitor Unknown Unknown
Unknown Unknown
Unknown Unknown
Seraphim Unknown Unknown
Unknown Unknown
Unknown Unknown
Shadow Warrior Unknown Unknown
Unknown Unknown
Unknown Unknown
Temple Guardian Deathly Spears Singe or Occult
T-Energy Shroud Derogate
Amplifying Discharge Ice Bullets
Furious Emblazer No modification needed
Jolting Touch No modification needed
Archimedes Beam No modification needed
Propelled Levitation No modification needed
Source Warden Damage Lore Mastery will enhance all of this Aspect's Combat Arts


Combat Arts that have Damage over Time effects "built in" that will not benefit from Damage Lore


Combat Art mods that give a Damage over Time effect (modifications in parentheses):


See Also