Sacred 2:Damage

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This page gives a basic overview of damage-related concepts as well as calculations on how damage is inflicted and resisted in Sacred 2. More in-depth information can be found by visiting the page for each sub-topic.

Damage Types

There are five elements used which involve damage:

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    Physical
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    Fire
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    Ice
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    Magic
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    Poison

Damage is calculated separately for each. It is important to understand resistances and how they are applied to damage. Each weapon or spell that inflicts injury delivers some combination of these five damage types; perhaps all physical, perhaps half fire and half magic. In the discussion below, any reference to damage applies to any or all of the types separately. For example, physical damage and poison damage are each calculated using their respective damage and resistance values, then once computed, the two types are added to arrive at the final figure.

Damage Resistance: Armor

Damage is directly resisted by Armor values. Just as every player and opponent has a damage value for any of the five elements, they also have a corresponding armor value which directly counteracts or "resists" any of the five damage types. The player gains primarily Physical armor through equipping Armor-type items. Armor for the remaining four elements primarily comes from equipping relics.

Damage Mitigation

Damage Mitigation is an extremely important aspect in Sacred 2. This powerful modifier causes a certain percentage of the damage a character takes to be completely omitted before any other damage calculations.

Damage Blocking and Reflection

If the target has a buff or Combat Art that can block or reflect damage, this is checked to see whether it's successful. If it is successful, the target takes 0 damage. Then, (if Reflect is triggered) the damage calculation is run for the aggressor (theoretically this should mean that the damage could bounce back & forth if both the target and aggressor have high % chance to reflect).

Block and Reflect do not apply against the five specific damage types; instead, they block/reflect based on the type of attack: either Close Combat, Projectile (Ranged), or Combat Art. Attacks that do not necessarily cause damage can also be blocked/reflected (Root, Stun, and Knockback).

Damage Over Time

Damage Over Time attacks are those that deal a predetermined amount of damage over a certain period of time to the affected target. These attacks are very powerful in Ice and Blood, as they bypass Armor, so they must be countered with a Recovery Elixir or specific Item Modifiers that reduce their damage. Some of the Secondary Damage Effects also deal Damage over Time.

Direct Damage

Direct Damage appears to be adding X% of your damage total to the amount of damage you are normally dealing to an enemy after the damage/armor calculation is done.

Life Leech

There are two modifiers that can give the player the ability to inflict Life Leech damage. Life Leech inflicts extra, non-resistable damage on the target. Armor and Damage Mitigation have no effect at resisting Life Leech. It is a damage type unto itself, separate from any of the five main elemental damage types listed above, and there is no protection from it. The two Life Leech modifiers are:

Energy Shields

Energy Shields have 3 statistics regarding damage:

Damage calculation

In Sacred 2, armor resistances (like damage) are an absolute figure, for example, 500, not 50%.
Besides armor, opponents in game can have Damage Mitigation (DM) modifier for each of five Damage Types. The final formula for damage dealt (calculated separatedly for each Damage Type) is:
damage taken = damage dealt * (damage dealt / (damage dealt + damage absorbed by armor)) * (100%-DM) * Armor_effectiveness_coeff
Armor_effectiveness_coeff is a special multiplier applied to the value of damage dealt when the target of a Combat Art has armor value > 0.
This multiplier prevents excessive reduction of damage when the armor/damage ratio is extremely high.
Armor_effectiveness_coeff depends on the armor/damage ratio and has the following values:

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Where the OX axis shows the armor/damage ratio , and the OY axis shows Armor_effectiveness_coeff.
1) The character whose armor value is equal to the amount of incoming damage, will receive 0.5*1.17 = 58% of the original damage.
2) The character whose armor value is 2 times greater than the amount of damage inflicted by the attacker, will receive 0.33*1.24 = 41% of the original damage.
3) The character whose armor value is 4 times greater than the amount of damage inflicted by the attacker, will receive X*0.2*1.3 = 26% of the original damage.
4) The character whose armor value is 6 times greater than the amount of damage inflicted by the attacker, will receive X*0.143*1.33 = 19.2% of the original damage.
As you can see, the armor effectiveness decreases rapidly at high armor/damage ratio. Even by having the armor value exceed incoming damage by several times the character can not be made immune to this type of damage, because armor effectiveness drops significantly.
Spell Damage Based Combat Arts have their own damage calculation formula.


Damage calculation from start to end (assuming a successful to-hit check is made):

1) Resistance is applied with the above formula.

2) If the player is using an energy shield (T-energy Shroud & Warding Energy), damage absorbtion (Block Warding Energy) reduces the damage taken. The damage absorbtion provided by the shield is a flat value and is absolute.

3) If the player is using an energy shield (T-energy Shroud & Warding Energy/Divine Protection), some or all of the remaining damage will be taken off the shield energy and the rest will be taken from the target's health. T-energy Shroud takes 60% of incoming damage to the shield (therefore only 40% is applied to the Temple Guardian's health), Warding Energy takes 50% of incoming damage to the shield & Divine Protection takes 100% (therefore it grants immunity from damage until the shield energy runs out or the CA ends).

4) Remaining damage is applied to the target's health.

Note

Any creature has its own base weapon damage, which scales with level grown. 1st level enemies have about 25 base damage, but it displays differently at different levels (19 on bronze, 22 on silver), because hidden modifier afects damage displayed in tooltip.

Enemies inflict only 65% of displayed damage on bronze, 85% on silver, 100% on gold, 330% on platinum and 363% on niob, which is depends on special line in configuration file "balance.txt"

Enemy_weapondamage = {650,850,1000,3300,3630}

We have 19 damage displayed in tooltip on bronze, about 12 (19*0.65) real damage. On Niobium and against highest monster levels (235+) this ratio can be like 1000/5000 or less.

There are some Weapon Damage Based Combat Arts, which can be used by enemies. Theese CAs greatly increase base damage (at least 1,5 times).

So, damage displayed in tooltip lies: typically, the character takes a lot more damage.