Difference between revisions of "Sacred 2:Influence that Skill Level has on Locked Item Modifiers."

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'''Originally written by Mibbs (in russian). Translation by Silver_fox.'''
 
'''Originally written by Mibbs (in russian). Translation by Silver_fox.'''
 
   
 
   
Some Item Modifiers require specific skills to be unlocked. Bonuses this modifiers grant to the character depend on the level of a skill required to unlock them.
+
Some [[Sacred 2:Item Modifiers|Item Modifiers]] require specific [[Sacred 2:Skills|skills]] to be unlocked. Bonuses this modifiers grant to the character depend on the level of a skill required to unlock them.
For example, some types of armor drop with Detrimental magic effects -X% modifier that requires Armor Lore skill (or Armor Lore mastery for most 80+ItemLvl equipment) and scales with it.
+
For example, some types of armor drop with Detrimental magic effects -X% modifier that requires [[Sacred 2:Armor Lore|Armor Lore]] skill (or Armor Lore mastery for most 80+ItemLvl equipment) and scales with it.
 
Every point(not obligatory "hard"), invested in the respective skill (''255 points maximum''), increases the bonus from such locked modifier.
 
Every point(not obligatory "hard"), invested in the respective skill (''255 points maximum''), increases the bonus from such locked modifier.
  
 
   
 
   
:'''1. Item modifiers whose bonuses from different sources are normally added to each other (1+1=2) and Block chance: CloseCombat/Projectiles/Combat Arts +x%.'''
+
:'''1. Item modifiers whose bonuses from different sources are normally added to each other (1+1=2) and Block chance: [[Sacred 2:Block chance: Close Combat|Close Combat]]/[[Sacred 2:Block chance: Projectiles|Projectiles]]/[[Sacred 2:Block chance: Combat Arts|Combat Arts]] +x%.'''
 
   
 
   
 
You can calculate the resulting bonus for these modifiers using the followin formula:
 
You can calculate the resulting bonus for these modifiers using the followin formula:
:Resulting Bonus from a Locked Item Modifier = Base Bonus + Base Bonus*Skill Level/255
+
Resulting Bonus from a Locked Item Modifier = Base Bonus + Base Bonus*Skill Level/255
 
Where Skill Level is capped at 255.
 
Where Skill Level is capped at 255.
 
   
 
   
Additional bonus is applied directly by multiplying with the Base value for the Item Modifier Bonus. The Bonus dependency on the Skill level is linear, when the Skill level reaches 255 the resulting bonus is approximately 1.9 times bigger than its base value.
+
Additional bonus is applied directly by multiplying with the Base valuenote for the Item Modifier Bonus. The Bonus' dependency on the Skill level is linear, when the Skill level reaches 255 the resulting bonus is approximately 1.9 times bigger than its base value.
 
   
 
   
 
Approximate increase in the bonus granted by an Item Modifier after n points were invested in the respective skill:
 
Approximate increase in the bonus granted by an Item Modifier after n points were invested in the respective skill:
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|style="width:50px; padding: 5px 10px;"|n||style="padding: 5px 10px;"|Bonus increase
 
|style="width:50px; padding: 5px 10px;"|n||style="padding: 5px 10px;"|Bonus increase
 
|-
 
|-
|style="width:50px; padding: 5px 10px;"|25||9%
+
|style="width:50px; padding: 5px 10px;"|1||2%
 
|-
 
|-
 
|style="width:50px; padding: 5px 10px;"|50||18%
 
|style="width:50px; padding: 5px 10px;"|50||18%
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|style="width:50px; padding: 5px 10px;"|255||90%
 
|style="width:50px; padding: 5px 10px;"|255||90%
 
|}  
 
|}  
If a modifier requires Skill to be Mastered, it would have its bonus value increased by 27% immediately after being unlocked.
+
If a modifier requires [[Sacred 2:Skill Mastery|Skill to be Mastered]], it would have its bonus value increased by 27% immediately after being unlocked.
 
+
''Note'': It is necessary to keep in mind that the Base Bonus for each Item Modifier depends on a difficulty level. The higher the difficulty is, the bigger Base value bonuses have. Inctances of the same unique item found on Niob and Silver would have 33% difference in Base Bonus values.
*''Note'': It is necessary to keep in mind that the Base Bonus for each Item Modifier depends on a difficulty level. The higher the difficulty is, the bigger Base value bonuses have. Inctances of the same unique item found on Niob and Silver would have 33% difference in Base Bonus values.
+
  
 
   
 
   
:'''2. Item Modifiers whose bonuses from different sources have diminishing returns, for example: Opponent's Chance for a Secondary Effect, Detrimental Magic Effects -x% and others.'''
+
:'''2. Item Modifiers whose bonuses from different sources are applied in layers or have diminishing returns, for example: Opponent's Chance for a Secondary Effect, Detrimental Magic Effects -x% and others.'''
 
   
 
   
 
For these modifiers the skill bonus is either multiplied by the base value, but the additional bonus granted at each skill level is significantly smaller than in previous example. Bonus increase for these modifiers is a linear function and for n points invested in skill results in following values:
 
For these modifiers the skill bonus is either multiplied by the base value, but the additional bonus granted at each skill level is significantly smaller than in previous example. Bonus increase for these modifiers is a linear function and for n points invested in skill results in following values:
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:'''3. White "Block chance +x%" and "Defense value +x" Item Modifiers that appear on Shields.'''
+
:'''3. White "Block chance +x%" Item Modifiers, depending on [[Sacred 2:Shield Lore|Shield Lore]] skill, that appear on Shields.'''
 
   
 
   
Locked Block chance modifier that appears on shields has its own dependency on skill level (it does NOT apply to similar modifiers that appear on armor pieces!) For n points invested in skill it would be the following:
+
Locked Block chance modifier that appears on shields has its own dependency on skill level (it does NOT apply to similar modifiers that appear on armor pieces!) For n points invested in Shield Lore skill it would be the following:
  
 
{|class="skills" cellspacing="0" style="text-align:center;"
 
{|class="skills" cellspacing="0" style="text-align:center;"
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|style="width:50px; padding: 5px 10px;"|255||110%
 
|style="width:50px; padding: 5px 10px;"|255||110%
 
|}  
 
|}  
For example, if Kira's Wall has 43.7% Block chance at 1 point in Shield Lore, than at 255 points it would have 43.7*2.10 = 89.4%.
+
For example, if Kira's Wall has 43.7% Block chance at 1 point in [[Sacred 2:Shield Lore|Shield Lore]], than at 255 points it would have 43.7*2.10 = 89.4%.
 
If a block chance modifier requires Skill to be Mastered, it would have its bonus value increased by 72% immediately after being unlocked.
 
If a block chance modifier requires Skill to be Mastered, it would have its bonus value increased by 72% immediately after being unlocked.
  
  
:'''4. "Max. Shield Energy +x%" Item modifier, depending on "warding energy lore" skill.'''  
+
:'''4. "[[Sacred 2:Max. Shield Energy X%|Max. Shield Energy +x%]]" Item modifier, depending on [[Sacred 2:Warding Energy Lore|Warding Energy Lore]] skill.'''  
Bonus increase for these modifiers is a linear function and for n points invested in "warding energy lore" skill results in following values:
+
Bonus increase for these modifiers is a linear function and for n points invested in warding energy lore skill results in following values:
  
 
{|class="skills" cellspacing="0" style="text-align:center;"
 
{|class="skills" cellspacing="0" style="text-align:center;"
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:'''5. "Chance to Find Valuables" item modifier, depending on "Enhanced perception" skill, that appears on some jewels/relics.'''
+
:'''5. "Chance to Find Valuables" item modifier, depending on [[Sacred 2:Enhanced Perception|Enhanced perception]] skill, that appears on some relics & amuls.'''
Bonus increase for these modifiers is a linear function and for n points invested in "Enhanced perception" skill results in following values:
+
Bonus increase for these modifiers is a linear function and for n points invested in Enhanced Perception skill results in following values:
  
 
{|class="skills" cellspacing="0" style="text-align:center;"
 
{|class="skills" cellspacing="0" style="text-align:center;"

Revision as of 07:47, 30 June 2014

Originally written by Mibbs (in russian). Translation by Silver_fox.

Some Item Modifiers require specific skills to be unlocked. Bonuses this modifiers grant to the character depend on the level of a skill required to unlock them. For example, some types of armor drop with Detrimental magic effects -X% modifier that requires Armor Lore skill (or Armor Lore mastery for most 80+ItemLvl equipment) and scales with it. Every point(not obligatory "hard"), invested in the respective skill (255 points maximum), increases the bonus from such locked modifier.


1. Item modifiers whose bonuses from different sources are normally added to each other (1+1=2) and Block chance: Close Combat/Projectiles/Combat Arts +x%.

You can calculate the resulting bonus for these modifiers using the followin formula: Resulting Bonus from a Locked Item Modifier = Base Bonus + Base Bonus*Skill Level/255 Where Skill Level is capped at 255.

Additional bonus is applied directly by multiplying with the Base valuenote for the Item Modifier Bonus. The Bonus' dependency on the Skill level is linear, when the Skill level reaches 255 the resulting bonus is approximately 1.9 times bigger than its base value.

Approximate increase in the bonus granted by an Item Modifier after n points were invested in the respective skill:

n Bonus increase
1 2%
50 18%
75 27%
100 36%
150 54%
200 72%
255 90%

If a modifier requires Skill to be Mastered, it would have its bonus value increased by 27% immediately after being unlocked. Note: It is necessary to keep in mind that the Base Bonus for each Item Modifier depends on a difficulty level. The higher the difficulty is, the bigger Base value bonuses have. Inctances of the same unique item found on Niob and Silver would have 33% difference in Base Bonus values.


2. Item Modifiers whose bonuses from different sources are applied in layers or have diminishing returns, for example: Opponent's Chance for a Secondary Effect, Detrimental Magic Effects -x% and others.

For these modifiers the skill bonus is either multiplied by the base value, but the additional bonus granted at each skill level is significantly smaller than in previous example. Bonus increase for these modifiers is a linear function and for n points invested in skill results in following values:

n Bonus increase
50 6%
75 9%
100 12%
150 18%
255 30.5%

If a modifier requires Skill Mastery (75+ points invested), it would have its bonus value increased by 9% immediately after being unlocked.


3. White "Block chance +x%" Item Modifiers, depending on Shield Lore skill, that appear on Shields.

Locked Block chance modifier that appears on shields has its own dependency on skill level (it does NOT apply to similar modifiers that appear on armor pieces!) For n points invested in Shield Lore skill it would be the following:

n Bonus increase
40 50%
80 75%
192 100%
255 110%

For example, if Kira's Wall has 43.7% Block chance at 1 point in Shield Lore, than at 255 points it would have 43.7*2.10 = 89.4%. If a block chance modifier requires Skill to be Mastered, it would have its bonus value increased by 72% immediately after being unlocked.


4. "Max. Shield Energy +x%" Item modifier, depending on Warding Energy Lore skill.

Bonus increase for these modifiers is a linear function and for n points invested in warding energy lore skill results in following values:

n Bonus increase
75 45%
150 90%
255 153%

This item modifier has never required skill mastery (75+ "hard" points).


5. "Chance to Find Valuables" item modifier, depending on Enhanced perception skill, that appears on some relics & amuls.

Bonus increase for these modifiers is a linear function and for n points invested in Enhanced Perception skill results in following values:

n Bonus increase
75 21%
150 42%
255 71%

This item modifier has never required skill mastery (75+ "hard" points).

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