Difference between revisions of "Sacred 2:Chance to inflict Open Wounds"
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== Open Wounds == | == Open Wounds == | ||
__TOC__ | __TOC__ | ||
− | Open Wounds is the simplest of the four Wound effects. It is just | + | Open Wounds is the simplest of the four Wound effects. It is just [[Sacred 2:Damage over time: Physical|Physical Damage over Time]] ([[Sacred 2:Damage over Time|DoT]]). |
− | See also [[Sacred 2:Chance to inflict Deep Wounds|Deep Wounds]], [[Sacred 2:Chance to inflict Serious Open Wounds|Serious Open Wounds]], [[Sacred 2:Chance to inflict Deadly Wounds|Deadly Wounds]]. | + | See also: [[Sacred 2:Chance to inflict Deep Wounds|Deep Wounds]], [[Sacred 2:Chance to inflict Serious Open Wounds|Serious Open Wounds]], [[Sacred 2:Chance to inflict Deadly 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. | 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 == | == 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 50% of the wounding blow's Physical damage composition. | + | 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 50% 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 50 damage each. Items or bonuses that modify damage output will change this percentage. |
== Animation == | == Animation == | ||
Open wounds has the following Bleeding animation: | Open wounds has the following Bleeding animation: | ||
− | |||
{{S2frame|[[Image:open_wounds.png]]|left}} | {{S2frame|[[Image:open_wounds.png]]|left}} | ||
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== Availability == | == Availability == | ||
− | This bonus sometimes spawns with Weapon Lore requirement ( | + | This bonus sometimes spawns with a Weapon Lore requirement (requiring [[Sacred 2:Sword Weapons|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 [[Sacred 2:Sword Weapons|Sword Weapons]] (though more often you will need the skill). | 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 [[Sacred 2:Sword Weapons|Sword Weapons]] (though more often you will need the skill). | ||
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== Chance to inflict == | == Chance to inflict == | ||
− | Chance to inflict Open Wounds scales with difficulty levels. A bonus on an item found in Bronze difficulty will improve when | + | 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 | + | 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: |
{|class="skills" width="40%" cellspacing="0" | {|class="skills" width="40%" cellspacing="0" | ||
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− | Note that | + | 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. | ||
+ | *[[Sacred 2:Damage over time: Physical|Damage over Time: Physical]] -X%: Reduces the damage of Open Wounds (and all other sources of Physical Damage over Time). | ||
+ | *[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]] -X%: Reduces both the damage and duration of Open Wounds. | ||
==See Also== | ==See Also== |
Revision as of 19:47, 16 October 2013
Open Wounds
Contents
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
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 50% 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 50 damage each. Items or bonuses that modify damage output will change this percentage.
Animation
Open wounds has the following Bleeding animation:
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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:
- Paladin's Honour
- Crimson Vengeance
It is available as blue mod (that requires no skill) on the following unique item:
It is available as blue mod (that requires no skill) on the following set items:
- Deylen's Vindictiveness (also a full set bonus), Ilgard's Judgement, Cowl of Anguish
- Niokaste's Blade Dance (full set bonus).
It is available as blue mod (that requires no skill) on the following unlock items as a blue modifier:
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 the damage of Open Wounds (and all other sources of Physical Damage over Time).
- Detrimental Magic Effects -X%: Reduces both the damage and duration of Open Wounds.