Difference between revisions of "Sacred 2:Damage over time: Physical"

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This effect causes [[Sacred 2:Physical|Physical]] [[Sacred 2:Damage over Time|Damage over Time]].  It can be inflicted by the [[Sacred 2:Weapons|weapons]] and [[Sacred 2:Combat Arts|Combat Arts]] of opponents and the player.  It is also caused by the [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] of Physical damage known as [[Sacred 2:Chance to inflict Open Wounds|Open Wounds]] as well as [[Sacred 2:Chance to inflict Serious Open Wounds|Serious Open Wounds]].   
 
This effect causes [[Sacred 2:Physical|Physical]] [[Sacred 2:Damage over Time|Damage over Time]].  It can be inflicted by the [[Sacred 2:Weapons|weapons]] and [[Sacred 2:Combat Arts|Combat Arts]] of opponents and the player.  It is also caused by the [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] of Physical damage known as [[Sacred 2:Chance to inflict Open Wounds|Open Wounds]] as well as [[Sacred 2:Chance to inflict Serious Open Wounds|Serious Open Wounds]].   
  
The fundamental difference between magic Damage over Time and the periodic damage caused by Secondary Damage Effects (open wounds, burn, poison) is the latter's dependence on flat damage:  
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The fundamental difference between Damage over Time, caused by [[Sacred 2:Spell Damage Based Combat Arts|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:
*Magic Damage over Time depends on Combat Art's level and damage modifiers.  
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*'''Physical Damage over Time, caused by Spell Damage based Combat arts''' , depends on Combat Art's level and damage modifiers, characters do not have this damage type on their Combat Arts, but some monsters do.
*The periodic 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 has received the character: for example, if character's armor absorbs 75% incoming damage, periodic damage caused by Secondary Damage Effect will also inflict 75% less damage.
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*'''The periodic physical 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.
 
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It is important to note that [[Sacred 2:Armor|Armor]] cannot protect against Damage over Time: Physical. The modifier [[Sacred 2:Chance to inflict Open Wounds|Opponent's Chance to Wound - X%]] will reduce the likelihood of being Wounded by opponents, however it will not affect Physical Damage over Time that is built into Combat Arts.  The most effective ways to resist this effect are to use a [[Sacred 2:Recovery Elixir|Recovery Elixir]] and look for the modifiers [[Sacred 2:Damage Mitigation|Damage Mitigation: Physical +X%]] and '''Damage Over Time: Physical -X%'''.
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==Combat Arts that Cause Damage Over Time: Physical==
 
==Combat Arts that Cause Damage Over Time: Physical==
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'''Note:''' These combat arts can cause physical damage over time only by causing Secondary Damage Effects (open wounds), so physical damage over time here depends on how much damage the character has received.
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==Resistance==
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The modifier [[Sacred 2:Chance to inflict Open Wounds|Opponent's Chance to Wound - X%]] will reduce the likelihood of being Wounded by opponents, however it only affects the chance.
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[[Sacred 2:Armor|Armor]] cannot protect against Damage over Time: Physical, caused by Spell Damage Based Combat Arts. But armor can reduce flat physical damage, which inflicts open wounds: if character's armor absorbs 75% incoming damage, periodic damage caused by Secondary Damage Effect will also inflict 75% less damage)
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[[Sacred 2:Damage Mitigation|Damage Mitigation: Physical +X%]] modifier can stack with similar modifier without diminishing returns, so immunity can be achieved:
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*vs Physical 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 DM: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)
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*vs the periodic physical 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.
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[[Sacred 2:Spell Resistance|Spell Resistance]] skill mastery reduces the duration (as well as total damage)
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Damage Over Time: Physical -X% reduces the duration (as well as total damage), modifier can stack with similar modifier without diminishing returns, so immunity can be achieved.
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The most effective ways to resist this effect are to use a [[Sacred 2:Recovery Elixir|Recovery Elixir]]
  
 
==Availability of ''Damage Over Time: Physical -X%'' as an [[Sacred 2:Item Modifiers|Item Modifier]]==
 
==Availability of ''Damage Over Time: Physical -X%'' as an [[Sacred 2:Item Modifiers|Item Modifier]]==
 
This modifier will reduce the amount of Physical damage over time the player suffers by a percentage.
 
This modifier will reduce the amount of Physical damage over time the player suffers by a percentage.

Revision as of 05:43, 30 December 2014


This effect causes Physical 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 Physical damage known as Open Wounds as well as Serious Open Wounds.

The fundamental difference between Damage over Time, caused by [[Sacred 2:Spell Damage Based Combat Arts|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:

  • Physical Damage over Time, caused by Spell Damage based Combat arts , depends on Combat Art's level and damage modifiers, characters do not have this damage type on their Combat Arts, but some monsters do.
  • The periodic physical 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: Physical

Inquisitor

INce.gif Callous Execution

INcm.gif Clustering Maelstrom

Dryad

DRri.gif Ravaged Impact

DRda.gif Darting Assault

Seraphim

SEsh.gif Soul Hammer

Shadow Warrior

SWdb.gif Demonic Blow


Note: These combat arts can cause physical damage over time only by causing Secondary Damage Effects (open wounds), so physical damage over time here depends on how much damage the character has received.

Resistance

The modifier Opponent's Chance to Wound - X% will reduce the likelihood of being Wounded by opponents, however it only affects the chance.

Armor cannot protect against Damage over Time: Physical, caused by Spell Damage Based Combat Arts. But armor can reduce flat physical damage, which inflicts open wounds: if character's armor absorbs 75% incoming damage, periodic damage caused by Secondary Damage Effect will also inflict 75% less damage)

Damage Mitigation: Physical +X% modifier can stack with similar modifier without diminishing returns, so immunity can be achieved:

  • vs Physical 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 DM: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 physical 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.

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

Damage Over Time: Physical -X% reduces the duration (as well as total damage), modifier can stack with similar modifier without diminishing returns, so immunity can be achieved.

The most effective ways to resist this effect are to use a Recovery Elixir

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

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

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