Difference between revisions of "Sacred 2:Chance to inflict Serious Open Wounds"

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== Serious Open Wounds ==
 
== Serious Open Wounds ==
 
__TOC__
 
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Serious Open Wounds is the deadliest of the four Wounds effects. It is a combination of Open Wounds and Deep Wounds, in that it causes bleeding damage and reduces the enemy's maximum hitpoints value.
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Serious Open Wounds is the deadliest of the four Wounds effects. It is a combination of Open Wounds and Deep Wounds, in that it causes bleeding damage and reduces the enemy's maximum hitpoints value.
 
 
See also [[Sacred 2:Chance to inflict Open Wounds +X%|Open Wounds]], [[Sacred 2:Chance to inflict Deep Wounds +X%|Deep Wounds]], [[Sacred 2:Chance to inflict Deadly Wounds +X%|Deadly Wounds]].
 
 
 
 
 
 
 
  
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See also [[Sacred 2:Chance to inflict Open Wounds|Open Wounds]], [[Sacred 2:Chance to inflict Deep Wounds|Deep Wounds]], [[Sacred 2:Chance to inflict Deadly Wounds|Deadly Wounds]].
  
 
== Effect ==
 
== Effect ==
 
Serious Open Wounds has two effects:
 
Serious Open Wounds has two effects:
  
* '''Bleeding damage''' - The enemy will sustain five hits (each hit 1 second after the other), total damage of which roughly equals to 50% of the wounding blow (If your hit dealt 100 damage of pure Physical damage and triggered OW, the enemy will take five hits of 50 damage each)). Items or bonuses that modify damage output will change this percentage.
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* '''Bleeding damage''' ([[Sacred 2:Damage over time: Physical|Physical Damage Over Time]]) - The enemy will sustain five hits (each hit 1 second after the other), total [[Sacred 2:Damage|damage]] of which roughly equals to 50% of the wounding blow.  For example, if the hit dealt 100 damage of pure [[Sacred 2:Physical|Physical]] damage and triggered Serious Open Wounds, the enemy will take five hits of 50 damage each. Items or bonuses that modify damage output will change this percentage.
 
 
* '''Reduction of hitpoints''' - will reduce the opponent's maximum hitpoints value by roughly 8%, for a duration of 10 seconds.
 
  
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* '''Reduction of hitpoints''' - will reduce the opponent's [[Sacred 2:Max. Hitpoints|maximum hitpoints]] value by roughly 8%, for a duration of 10 seconds.
  
 
== Animation ==
 
== Animation ==
 
Serious Open Wounds has the following Bleeding animation:
 
Serious Open Wounds has the following Bleeding animation:
 
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{{S2frame|[[Image:open_wounds.png|400px]]|left}}
http://i120.photobucket.com/albums/o185/Antitrusty/Sacred/open_wounds.png
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<br clear="both" />
 
 
 
 
When the duration of SOW wears out, you will notice that the opponent's health bar will blink, and he will seem to "heal" an amount of hitpoints (he'll just get his maximum hitpoints restored). Here is what this blinking looks like:
 
 
 
http://i120.photobucket.com/albums/o185/Antitrusty/special/deep_wounds.gif
 
 
 
 
 
  
  
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When the duration of Serious Open Wounds wears out, the opponent's health bar will blink, and he will seem to "heal" an amount of hitpoints (he'll just get his maximum hitpoints restored). Here is what this blinking looks like:
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{{S2frame|[[Image:deep_wounds.gif|300px]]|left}}
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<br clear="both" />
  
 
== Availability ==
 
== Availability ==
Serious Open Wounds can appear on certain one-handed swords. This bonus always requires Sword Mastery to be unlocked (it does not require hard points in the [[Sacred 2:Sword Weapons|Sword Weapons]] skill though, skill bonuses will unlock it).
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Serious Open Wounds can appear on [[Sacred 2:Bastard Swords|Bastard Swords]]. This bonus always requires Sword Mastery to be unlocked.
  
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It appears as a blue mod (that requires Sword Mastery) on the following unique and legendary items: [[Sacred 2:Quetzal's First Strike|Quetzal's First Strike]], [[Sacred 2:Soorn's Doombringer|Soorn's Doombringer]], [[Sacred 2:Thunderstrike|Thunderstrike]].
  
 
It also appears as a gold mod (that requires no skill) on the following unique and set items: [[Sacred 2:Orc Shock|Orc Shock]], [[Sacred 2:Ilgard's Judgment|Ilgard's Judgement]] (full set bonus)
 
It also appears as a gold mod (that requires no skill) on the following unique and set items: [[Sacred 2:Orc Shock|Orc Shock]], [[Sacred 2:Ilgard's Judgment|Ilgard's Judgement]] (full set bonus)
 
  
 
== Chance to inflict ==
 
== Chance to inflict ==
  
Chance to inflict Serious Open Wounds scales with difficulty levels (except when it's not a full-set-bonus gold mod). A bonus on an item found in Bronze difficulty will improve when you move to next difficulties.
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Chance to inflict Serious Open Wounds scales with difficulty levels (except when it's not a full-set-bonus gold mod). A bonus on an item found in Bronze difficulty will improve when moving on to higher difficulties.
  
Chance for unlockable Serious Open Wounds will increase as you put more points in the [[Sacred 2:Sword Weapons|Sword Weapons]] skill (or even with skill bonuses). Unlockable Serious Open Wounds have the following chances to inflict for each difficulty:
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Chance for unlockable Serious Open Wounds will increase as the player puts more points in the [[Sacred 2:Sword Weapons|Sword Weapons]] skill (or even with skill bonuses). Unlockable Serious Open Wounds have the following chances to inflict for each difficulty:
  
 
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Note that you need skill level 250 to reach the maximum value, regardless of difficulty.
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Note that skill level 250 is required to reach the maximum value, regardless of difficulty.
  
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The significantly higher chance to cast Serious Open Wounds is what makes this bonus vastly superior to the [[Sacred 2:Chance to inflict Deep Wounds|Deep Wounds]] effect. That's why it's worth the skill investment, high chance to cast along with multiple hits per second will mow down any enemy in seconds.
  
The significantly higher chance to cast SOW is what makes this bonus vastly superior to the [[Sacred 2:Chance to inflict Deep Wounds +X%|Deep Wounds]] effect. That's why it's worth the skill investment, high chance to cast along with multiple hits per second will mow down any enemy in seconds.
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==Resistance==
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In order to resist Serious Open Wounds, players should look for items with the following modifiers:
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*Opponent's Chance to Wound - X%: Reduces the chance opponents can inflict Serious Open Wounds on the player.
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*[[Sacred 2:Damage over time: Physical|Damage over Time: Physical]] -X%: Reduces the damage of Serious Open Wounds (and all other sources of Physical Damage over Time).
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*[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]] -X%: Reduces both the effect and duration of Serious Open Wounds.
  
  
 
'''Note:''' prior to patch 2.40 the hitpoint reduction was cumulative, so each consecutive triggered Serious Open Wounds would further reduce the opponent's hitpoints (again by 8% of the '''original''' hitpoint value). It was quite possible to reduce the enemy to 1 hitpoint, if the Attack Speed and DW chance are high enough (this was a bug).
 
'''Note:''' prior to patch 2.40 the hitpoint reduction was cumulative, so each consecutive triggered Serious Open Wounds would further reduce the opponent's hitpoints (again by 8% of the '''original''' hitpoint value). It was quite possible to reduce the enemy to 1 hitpoint, if the Attack Speed and DW chance are high enough (this was a bug).
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==See Also==
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*[[Sacred 2:Item Modifiers|Item Modifiers]]
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*[[Sacred 2:Legendary Database | Legendaries]]
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*[[Sacred 2:Uniques Database|Uniques]]

Latest revision as of 18:57, 18 October 2013

Serious Open Wounds

Serious Open Wounds is the deadliest of the four Wounds effects. It is a combination of Open Wounds and Deep Wounds, in that it causes bleeding damage and reduces the enemy's maximum hitpoints value.

See also Open Wounds, Deep Wounds, Deadly Wounds.

Effect

Serious Open Wounds has two effects:

  • Bleeding damage (Physical Damage Over Time) - The enemy will sustain five hits (each hit 1 second after the other), total damage of which roughly equals to 50% of the wounding blow. For example, if the hit dealt 100 damage of pure Physical damage and triggered Serious Open Wounds, the enemy will take five hits of 50 damage each. Items or bonuses that modify damage output will change this percentage.
  • Reduction of hitpoints - will reduce the opponent's maximum hitpoints value by roughly 8%, for a duration of 10 seconds.

Animation

Serious Open Wounds has the following Bleeding animation:



When the duration of Serious Open Wounds wears out, the opponent's health bar will blink, and he will seem to "heal" an amount of hitpoints (he'll just get his maximum hitpoints restored). Here is what this blinking looks like:


Availability

Serious Open Wounds can appear on Bastard Swords. This bonus always requires Sword Mastery to be unlocked.

It appears as a blue mod (that requires Sword Mastery) on the following unique and legendary items: Quetzal's First Strike, Soorn's Doombringer, Thunderstrike.

It also appears as a gold mod (that requires no skill) on the following unique and set items: Orc Shock, Ilgard's Judgement (full set bonus)

Chance to inflict

Chance to inflict Serious Open Wounds scales with difficulty levels (except when it's not a full-set-bonus gold mod). A bonus on an item found in Bronze difficulty will improve when moving on to higher difficulties.

Chance for unlockable Serious Open Wounds will increase as the player puts more points in the Sword Weapons skill (or even with skill bonuses). Unlockable Serious Open Wounds have the following chances to inflict for each difficulty:

Difficulty 75 skill points 250+ points
Bronze: 6,5 % 15 %
Silver: 7,5 % 17,5 %
Gold: 8,6 % 20 %
Platinum: 9,8 % 22,5 %
Niobium: 10,8 % 25 %

Note that skill level 250 is required to reach the maximum value, regardless of difficulty.

The significantly higher chance to cast Serious Open Wounds is what makes this bonus vastly superior to the Deep Wounds effect. That's why it's worth the skill investment, high chance to cast along with multiple hits per second will mow down any enemy in seconds.

Resistance

In order to resist Serious Open Wounds, players should look for items with the following modifiers:

  • Opponent's Chance to Wound - X%: Reduces the chance opponents can inflict Serious Open Wounds on the player.
  • Damage over Time: Physical -X%: Reduces the damage of Serious Open Wounds (and all other sources of Physical Damage over Time).
  • Detrimental Magic Effects -X%: Reduces both the effect and duration of Serious Open Wounds.


Note: prior to patch 2.40 the hitpoint reduction was cumulative, so each consecutive triggered Serious Open Wounds would further reduce the opponent's hitpoints (again by 8% of the original hitpoint value). It was quite possible to reduce the enemy to 1 hitpoint, if the Attack Speed and DW chance are high enough (this was a bug).

See Also