Difference between revisions of "Sacred 2:Toughness"
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|3||15||26||36||44||51||57||63||65||'''90'''||97||110||121||132||141||149||156||166||174||182||188 | |3||15||26||36||44||51||57||63||65||'''90'''||97||110||121||132||141||149||156||166||174||182||188 | ||
|-align="center" | |-align="center" | ||
− | |class="skillslc" align="left"|Damage | + | |class="skillslc" align="left"|Damage Mitigation, %: |
|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 | |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 | ||
|} | |} | ||
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* At Level 75 Toughness significantly improves damage reduction. | * At Level 75 Toughness significantly improves damage reduction. | ||
− | :Mastery of Toughness skill adds "Damage Mitigation: All Channels +x%" modifier which sums up with other damage mitigation modifiers | + | :Mastery of Toughness skill adds "[[Sacred 2:Damage Mitigation|Damage Mitigation: All Channels +x%]]" modifier which sums up with other damage mitigation modifiers the character has from equipment and CAs. If damage mitigation of particular damage type reaches 100% the character becomes immune to all damage of that time '''including DoT'''. |
===Properties=== | ===Properties=== |
Revision as of 06:43, 21 March 2014
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 Mitigation, %: | 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.
- Mastery of Toughness skill adds "Damage Mitigation: All Channels +x%" modifier which sums up with other damage mitigation modifiers the character has from equipment and CAs. If damage mitigation of particular damage type reaches 100% the character becomes immune to all damage of that time including DoT.
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.