Sacred 2:Damage Lore

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Damage Lore
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damagelore.gif Damage Lore

Increases the chance to trigger Secondary Effects (burn, freeze, weaken, poison) of the respective damage types.

  • Chance for Secondary Effect + x%


Skill level 11020304050607074758090100110120130140155170185200
Chance of Effect, +%: 1,36,110,614,517,720,62325,22627,129,23336,539,542,244,746,949,752,454,556,5
Damage/Duration, +%: ---------235,6246,3265,7282,8298,1311,6323,7334,7349,3362,1373,3383,2


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Mastery

  • At Level 75 Damage Lore increases effectiveness and duration of Secondary Effects.
  • Unlocks the "Additional Damage/Duration of Secondary Effects" skill property.


Properties

  • The chance bonus stacks with any bonuses from items, though there are diminishing returns.
  • Mastering the skill increases the Effects' damage and duration, once they are triggered.
  • Multiple effects can be triggered on a single hit, but only the "first" will get a graphical effect. Using certain Combat Arts that cause Secondary Effects can trigger multiple Effects per hit.
  • A monster can be affected by multiple effects simultaneously, until their duration runs out.
  • Damage Lore increases the chance for the burning (fire), poisoning (poison), weaken (magic) & slow (ice) effects regardless of the source (normal hits with weapons, weapon-based Combat Arts or non-weapon-based combat arts).
  • The mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip (eg, Blazing Tempest), however, it is possible for a monster to be affected by two different types of DoTs, one from the Combat Art and one due to the monster being Burned.

Breakpoints


The Increase in Effectiveness mastery bonus at a given skill level x is given fairly precisely by the following formulas:

  • 450*(x-32.5)/(x+66) + 100

The bold marked number is the smallest upper bound of this progression, which will never at any skill level be exceeded.

As an example, effectiveness increase value at x=75:

450*(75-32.5)/(75+66) + 100 = 450*42.5/141 + 100 = 235.64

This value compared with the table value is a good example of the precision the formula offers.

Damage Lore via Combat Art and their modification choices

Damage Lore's effect on Spell Damage Based Combat Arts

Damage Lore will only enhance via the following:


Character Class Combat ArtModification Name
Dragon MageUnknownUnknown
UnknownUnknown
UnknownUnknown
DryadUnknownUnknown
UnknownUnknown
UnknownUnknown
High ElfAncestral FireballNo modifier needed, Greek Fire or Inferno modifier from Incandescent Skin will increase the likelihood of inflicting burning on the target
Blazing TempestNo modifier needed, Inferno modifier from Incandescent Skin will increase the likelihood of inflicting burning on the target
Incendiary ShowerNo modifier needed, Inferno modifier from Incandescent Skin will increase the likelihood of inflicting burning on the target
Incandescent SkinInferno ( Will make all spells in Arrant Pyromancer Aspect to be more likely to set the target on fire, thus giving rise to a DoT that can be affected by Damage Lore)
InquisitorUnknownUnknown
UnknownUnknown
UnknownUnknown
SeraphimUnknownUnknown
UnknownUnknown
UnknownUnknown
Shadow WarriorUnknownUnknown
UnknownUnknown
UnknownUnknown
Temple GuardianDeathly SpearsSinge or Occult
T-Energy ShroudDerogate
Amplifying DischargeIce Bullets
Furious EmblazerNo modifier needed
Jolting TouchNo modifier needed
Archimedes BeamNo modifier needed
Propelled LevitationNo modifier needed
Source WardenDamage Lore Mastery will enhance all of this Aspect's Combat Arts

Success of Damage Lore via Weapon Damage Based Combat Arts

There are 5 Damage Types.

Each of the five weapon-based damage types has a chance to trigger a secondary damage effect.

Damage Lore will enhance all secondary damage effects that are triggered from a melee or ranged weapon as long as the combat art being used belongs to the class of weapon damage based combat arts. For example, a player who is wielding a sword forged with a lava chunk in it, which provides burn as a secondary damage effect cannot expect burn to trigger when using the Cobalt Strike Combat Art.

Combat Arts that have Damage over Time effects "built in" that will not benefit from Damage Lore

Blazing Tempest

Frost Flare

Cobalt Strike

Energy Blaze

Eternal Fire (not really, but nothing affects EF)

Viperish Disease (not really, but nothing affects VD)

Levin Array


Combat Art mods that give a Damage over Time effect:

Blazing Tempest (Conflagration)

Frost Flare (Frost)

Gust of Wind (Poison Mist)

Clustering Maelstrom (Gash)

Dislodged Spirit (Torture)

Eruptive Desecration (Plague)

Baneful Smite (Electrocute)


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