Sacred 2:Damage over time: Poison

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This effect causes Poison Damage over Time. It can be inflicted by the weapons and Combat Arts of opponents and the player. It is also caused by the Secondary Damage Effect of Poison damage (also called Poison).

The fundamental difference between Damage over Time, caused by Spell Damage Based Combat Arts, and the periodic damage caused by Secondary Damage Effects (open wounds, burn, poison) is the latter's dependence on flat damage:

  • Poison Damage over Time, caused by Spell Damage based Combat arts, depends on Combat Art's level, modifications and damage modifiers.
  • The periodic Poison damage of a Secondary Damage Effect is directly proportional to the inflicted damage that caused the effect. Periodic damage caused by Secondary Damage Effect depends on how much damage the character has received: for example, if character's armor absorbs 75% incoming damage, periodic damage caused by Secondary Damage Effect will also inflict 75% less damage.

Combat Arts that Cause Damage Over Time: Poison

Dragon Mage

DMgw.gif Gust of Wind

Dryad

DRvd.gif Viperish Disease

Inquisitor

INed.gif Eruptive Desecration

Availability of Damage Over Time: Poison -X% as an Item Modifier

This modifier will reduce the amount of Poison damage over time the player suffers by a percentage.

  • ...
  • ...
  • ...

Resistance

In order to resist Poison, players should look for items with the following modifiers:

Opponent's Chance to Poison - X%: Reduces the chance that opponents will Poison the player.

Damage over Time: Poison -X%: Reduces Poison duration (as well as total damage: for example, if incoming DoT was to inflict 250 damage for 5 seconds it would be decreased by "Damage over time:x -65%" to two seconds - 250 damage dealt by the first pulse and 187 damage a second later, summing up to 437 damage which is 35% of initial 1250).

Detrimental Magic Effects -X%: Reduces Poison duration (as well as total damage).

Spell Resistance skill mastery reduces Poison duration (as well as total damage).

Armor can reduce flat Poison damage, which inflicts burning status: if character's armor absorbs 75% incoming damage, periodic damage caused by Poison will also inflict 75% less damage).

Damage Mitigation: Poison +X%:

  • vs Poison Damage over Time, caused by Spell Damage based Combat arts, modifier reduces DoT duration (as well as total damage: for example, if incoming DoT was to inflict 250 damage for 5 seconds it would be decreased by "Damage Mitigation:x +65%" to two seconds - 250 damage dealt by the first pulse and 187 damage a second later, summing up to 437 damage which is 35% of initial 1250)
  • vs the periodic Poison damage of a Secondary Damage Effect modifier protects twice - first Damage Mitigation reduces incoming flat damage (periodic damage depends on how much damage the character has received), secondly DM reduces damage from incoming periodic damage (open wounds, burn, poison). For example, 50% Damage Mitigation reduces damage over time at 50%, and then another 50 %, a total of 75% mitigation. Modifier can stack with similar other without diminishing returns, so immunity can be achieved.

Recovery Elixir will also neutralize the damage from Poison.

If the defender's willpower value is too much, the damage dealt by Secondary Damage Effects would be noticeably reduced. It works only against Spell Damage Based Combat Arts that deal flat damage and have a chance for Secondary Damage Effects. If an attack inflicts such effect (for example, Burn effect from a Dragon's fireball or Poison from Kobold Shaman's projectiles) then the duration of effect on highly resistant character would be reduced. Therefore the detrimental effect deals only some % of its original damage.

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