Difference between revisions of "Sacred 2:Toughness"
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− | ===http://www.sacredwiki.org/images/Sacred_2/Skills/toughness.gif Toughness=== | + | ===http://www.sacredwiki.org/images/Sacred_2/Skills/toughness.gif '''Toughness'''=== |
Adds a base resistance for each type of damage and reduces incoming damage. | Adds a base resistance for each type of damage and reduces incoming damage. | ||
− | * Armor per [[Sacred 2:Damage Types|Damage Type]] + X (refer to table below) | + | * [[Sacred 2:Armor|Armor]] per [[Sacred 2:Damage Types|Damage Type]] + X (refer to table below) |
* [[Sacred 2:Damage Mitigation|Opponents damage]] -X% | * [[Sacred 2:Damage Mitigation|Opponents damage]] -X% | ||
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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]]=== | |
− | |||
* At Level 75 Toughness significantly improves damage reduction. | * At Level 75 Toughness significantly improves damage reduction. | ||
− | + | ===Properties=== | |
* Armor per Damage Type bonus is increased by [[Sacred 2:Armour Lore|Armor Lore]]. | * Armor per Damage Type bonus is increased by [[Sacred 2:Armour Lore|Armor Lore]]. | ||
− | + | ===Breakpoints=== | |
* The bonuses are increased in steps as shown in the [[/Full Table|Toughness full table]]. | * The bonuses are increased in steps as shown in the [[/Full Table|Toughness full table]]. | ||
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This value compared with the table value is a good example of the precision the formulas offer. | This value compared with the table value is a good example of the precision the formulas offer. | ||
+ | |||
+ | |||
+ | ===See Also=== | ||
+ | ---- | ||
+ | *[[Sacred 2:Skills|Skills]] | ||
+ | *[[Sacred 2:Combat Arts|Combat Arts]] | ||
+ | *[[Sacred 2:Items|Items]] | ||
+ | *[[Sacred 2:Item Modifiers|Item Modifiers]] | ||
+ | *[[Sacred 2:Sacred 2 Player Contributed Guides|Player Contributed Guides]] |
Revision as of 05:33, 16 December 2013
Toughness
Adds a base resistance for each type of damage and reduces incoming damage.
- Armor per Damage Type + X (refer to table below)
- Opponents damage -X%
Skill level | 1 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 74 | 75 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 155 | 170 | 185 | 200 |
Armor: | 3 | 15 | 26 | 36 | 44 | 51 | 57 | 63 | 65 | 90 | 97 | 110 | 121 | 132 | 141 | 149 | 156 | 166 | 174 | 182 | 188 |
Damage Reduced, -%: | 0,3 | 1,5 | 2,5 | 3,5 | 4,4 | 5 | 5,6 | 6,3 | 6,5 | 9 | 9,6 | 11 | 12,1 | 13,1 | 14,1 | 14,8 | 15,6 | 16,6 | 17,3 | 18,2 | 18,7 |
Mastery
- At Level 75 Toughness significantly improves damage reduction.
Properties
- Armor per Damage Type bonus is increased by Armor Lore.
Breakpoints
- The bonuses are increased in steps as shown in the Toughness full table.
The Armor per Damage Type bonus at a given skill level x is given fairly precisely by the following formulas:
- 153.15*(x+1.05)/(x+103.1) Pre-Mastery
- 300*(x-32.5)/(x+66) Mastery
The Opponents' Damage reduction bonus at a given skill level x is given fairly precisely by the following formulas:
- 15.32*(x+1.05)/(x+103.1) Pre-Mastery
- 30*(x-32.5)/(x+66) Mastery
The bold marked numbers are the smallest upper bounds of this progression, which will never at any skill level be exceeded.
As an example, armor value at x=75: 75 is the first mastery level, so we take the mastery formula and we have
400*(75-32.5)/(75+66) = 400*42.5/141 = 90.42
This value compared with the table value is a good example of the precision the formulas offer.