Sacred 2:Secondary Damage Effects
Secondary damage effects are a type of Detrimental magic effects which a player can inflict on an enemy by using a weapon with the particular elemental damage, or Forging particular Damage Types within their weapons, or by using a Combat Art that has the chosen element as it's main damage type or even with a mix of damage types in the Combat Art:
|Chunk of Lava|
|Converts a percentage of Physical damage into elemental (Fire) damage which increases the Chance for Burn|
|Converts a percentage of physical damage into elemental (Poison) damage which increases the Chance for Poison|
|Converts a percentage of physical damage into elemental (Magic) damage which increases the Chance for Weaken|
|Converts a percentage of physical damage into elemental (Ice) damage which increases the Chance for Freeze|
Having no damage converter socketed into a weapon will increase the weapon's Chance to Inflict Open Wounds, which is the Secondary Damage Effect (and Detrimental Magic Effect) of Physical damage. If successful, the effect of Open Wounds is Physical Damage over Time. Forging damage converters into a weapon will actually lower the Chance to Inflict Open Wounds, as the weapon will then have a percentage of its physical damage converted into another element.
Secondary Damage Effects have a chance to occur when an enemy is hit by a weapon or Combat Art. Burn, Poison and Open wounds inflict a percent of the damage that caused the effect over a time period of 5 seconds (the actual value for effect duration is about 500 frames, which could have been interpreted as 5 seconds, but the game applies damage once a second; so in practice the effect deals damage over five seconds in five pulses).
If the effect is caused by a Critical Hit, then the damage inflicted by that effect also increases by 20%. If a Secondary Damage Effect was caused by a hit with failed Spell Resistance/Spell Intensity check, this effect's damage is likewise decreased by 30%. Several different (not similar!) effects stack, so an enemy can suffer from several effects at the same time. However, only one graphical effect is displayed at a time.
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. 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 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.
Damage of Secondary Damage Effect caused by CloseCombat\Ranged, Weapon Damage Based CAs and Spell Damage Based CAs is calculated by the formula:
- Player vs monster
When triggered, effect will cause periodic elemental damage. The enemy will sustain five hits (each hit 1 second after the other), total damage of which is 20% of the initial blow's elemental damage composition. For example, if the hit dealt 100 damage of pure poison damage and triggered Poison, the enemy would take five hits of 20 poison damage each (100 damage over time in total). This percentage can be modified by Damage Lore skill mastery.
- Monster vs player
Total_flat_damage * (100% - %_absorbed_by_armor) * (100% - %_Damage_mitigation) * Difficulty_multiplier
- where Difficulty_multiplier = 0.65 (bronze); 0.85 (silver), 1.0 (gold); 3.3 (platinum); 3.63 (niobium).
For example, toxic cloud with 1000 poison damage on platinum VS 2000 poison armor and "Damage mitigation: Poison +20%" causes 1000 * (100% - 59%) * (100% - 20%) * 3.3 = 1000*0.41*0.8*3.3 = 1080 damage over time in total (in five pulses: 216 dam/sec)
As can be seen from the formula, periodic damage caused by SDE depends on how much damage has received the character: for example, if character's armor absorbs 75% incoming damage, periodic damage caused by SDE will also inflict 75% less damage.
I would like to emphasize: Damage Mitigation protects from SDE twice - first DM reduces incoming flat damage (periodic damage depends on how much damage has received the character), 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.
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 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 effect deals only some % of its original damage.
- Defender's Willpower attribute does not affect:
- Pure Damage over Time, caused by Spell Damage Based CAs (poison attacks of Undead and Toxic Elementals for example)
- Secondary Damage Effects of Close Combat and Ranged attacks (as well as Weapon Damage Based Combat Arts
- Combat Arts that deal mixed damage - both flat damage and DoT (not to be confused with CAs that deal flat damage with a chance of detrimental effect). Examples of such CAs are High Elf's Frost Flare, Ice Elementals' ice projectiles and Spit CA of the Weaving Spiders. Willpower affects Secondary Damage Effects, caused by flat damage, but ignores build-in Damage over Time.
The Detrimental magic effects -x% modifier reduces the duration of such effects as well as damage dealt by them (damage is reduced proportionally to the time). If several bonuses of this kind are equipped at the same time, their percentage does not sum up, final sum can be calculated using the following formula:
- x_final = х_1 + х_2*(100%-х_1)^2 + х_3*(100%-(х_1+х_2*(100%-х_1)^2))^2 + х_4*...
Therefore the character can never achieve 100% reduction of Secondary Damage Effects.
In order to resist Secondary Damage Effects, players should look for items with the following modifiers:
- Opponent's Chance to Burn/Poison/Inflict Open Wounds/Freeze/Weaken - X%: Reduces the chance that opponents will hurt the player.
- Damage over Time: Fire/Damage over Time: Physical/Damage over Time: Poison -X%: Reduces effect 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 effect duration (as well as total damage).
- Spell Resistance skill mastery reduces effect duration (as well as total damage).
- Armor can reduce flat elemental damage, which inflicts burning/poisoning/wounding status: if character's armor absorbs 75% incoming damage, periodic damage caused by Secondary damage Effect will also inflict 75% less damage).
- Damage Mitigation: Fire +X% modifier protects twice - first Damage Mitigation reduces incoming flat damage (periodic damage depends on how much damage the character has received), secondly Damage Mitigation 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 Burn/Poison/Open wound.
- 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.
Reflected damage can not cause Secondary Damage Effects.
Only one similar Secondary Damage Effect can be active on a monster at a time. The next time it is triggered, it will reset the timer.
Some Detrimental Magic Effects (Burn, Poison and Open Wounds) are classified as DoT and therefore affected by Damage Mitigation +x% and DoT -x% modifiers as well as by Mastery of Spell Resistance skill.
- Many monsters have Combat Arts of this type (they are classified as DoT and Detrimental Effects at the same time). Such CAs do not deal flat damage and therefore are not affected by armor - they only inflict DoT over 5 seconds after attack (Poison attack of Undead and Toxic Elementals for example).
For one minimal in-game time (1 frame) no more than one hit (of flat damage) on the target can cause a Secondary Damage Effect, and from this hit a chance to cause an efect is calculated. This means that even a million Glacial Thorns, simultaneously inflicting damage, have the same chance to cause Freeze as a single Glacial Thorn.
Different effects may be inflicted upon enemies simultaneously. For example, a player who is dual wielding a weapon which does fire damage and a weapon which does poison damage, will have the chance to inflict both of the secondary damage effects which are Chance for Burn and Chance for Poison.
Spell casters have a chance to cause secondary damage effects as well. In the example of a High Elf casting a Fireball spell, the initial elemental composition of the fireball is almost all fire element. Each hit against an enemy creates a chance that Chance for Burn will be triggered.
These secondary effects can also be forged within armor using jewelry, but the relevant elemental damage needs to be done in order to inflict the secondary effect. For example, if a ring with +% chance to burn is worn or forged into an item, nothing will happen unless the player is also doing some fire damage. The higher the chance for secondary effects on the material used to change the weapon's damage type, as well as the higher the percentage of the chance to inflict a damage type forged within armor, the better chance a player has to inflict effects.