Difference between revisions of "Sacred 2:Detrimental magic effects"

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: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. Examples include Spit CAs of the Weaving Spiders in the Swamp, Poison attacks of Undead and Toxic Elementals.
 
: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. Examples include Spit CAs of the Weaving Spiders in the Swamp, Poison attacks of Undead and Toxic Elementals.
  
The fundamental difference between magic DOT and periodical damage caused by DME (open wounds, burn, poison) is its dependence on direct damage. Periodical damage here is ''directly proportional to the direct damage caused DME''.  
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The fundamental difference between magic DOT and periodical damage caused by DME (open wounds, burn, poison) is its dependence on direct damage. '''Periodical damage here is ''directly proportional to the direct damage caused DME'''''.  
Periodical damage from DME caused by melee\ranged, WeaponDamageBased CAs and SpellDamageBased CAs is calculated by the formula: :Direct_damage*Difficulty_multiplier  
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Periodical damage from DME caused by melee\ranged, WeaponDamageBased CAs and SpellDamageBased CAs is calculated by the formula:
 +
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:Direct_damage*Difficulty_multiplier  
 
:where Difficulty_multiplier = 0.65 (bronze); 0.85 (silver), 1.0 (gold); 3.3 (platinum); 3.63 (niobium).
 
:where Difficulty_multiplier = 0.65 (bronze); 0.85 (silver), 1.0 (gold); 3.3 (platinum); 3.63 (niobium).
 
As can be seen from the formula, Damage Over Time caused by DME depends on how much damage has received the character: for example, if character's armor absorbs 50% incoming damage, Damage Over Time caused by DME will also inflict 50% less damage.
 
As can be seen from the formula, Damage Over Time caused by DME depends on how much damage has received the character: for example, if character's armor absorbs 50% incoming damage, Damage Over Time caused by DME will also inflict 50% less damage.

Revision as of 17:31, 25 March 2014

The Detrimental magic effects primarily include the five Secondary Damage Effects. They also include effects like Root(confirmed).

Detrimental Magic Effects have a chance to occure when an enemy is hit by a weapon or Combat Art and inflict a percent of the damage that caused an effect over time 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 such effect was caused by a Critical Hit then the damage inflicted by that effect also increases by 20%. If Detrimental effect was caused by a hit with failed Spell Resistance/Spell Intensity check, this effect's damage is likewise decreased by 30%. Several Detrimental effects stack, so an enemy can be suffering from several effects at the same time. However, only one effect would be displayed.

If the defender's willpower value is too much, the damage dealt by detrimental magic effects would be noticeably reduced. It works only against CAs that deal flat damage and have a chance for detrimental 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.

Defender's Willpower attribute does not affect:
  • Detrimental effects of CAs that do not deal flat damage but only DoT (poison attacks of Undead and Toxic Elementals).
  • Root.
  • Detrimental effects of Close Combat and Ranged attacks.
  • 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 and Ice Elementals' ice projectiles.

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, instead they apply in layers (percent values multiply). Therefore the character can never achieve 100% reduction of detrimental effects. 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. Examples include Spit CAs of the Weaving Spiders in the Swamp, Poison attacks of Undead and Toxic Elementals.

The fundamental difference between magic DOT and periodical damage caused by DME (open wounds, burn, poison) is its dependence on direct damage. Periodical damage here is directly proportional to the direct damage caused DME. Periodical damage from DME caused by melee\ranged, WeaponDamageBased CAs and SpellDamageBased CAs is calculated by the formula:

Direct_damage*Difficulty_multiplier
where Difficulty_multiplier = 0.65 (bronze); 0.85 (silver), 1.0 (gold); 3.3 (platinum); 3.63 (niobium).

As can be seen from the formula, Damage Over Time caused by DME depends on how much damage has received the character: for example, if character's armor absorbs 50% incoming damage, Damage Over Time caused by DME will also inflict 50% less damage.


Availability of Detrimental magic effects -X% as Item Modifier

The "-X%" refers to the amount of time rooted as well as the damage/duration of the various elemental Secondary Damage Effects.

This modifier is available on the following unique items as a yellow modifier (that requires no skill):

This modifier is available on the following unique jewelry as a yellow modifier (that requires no skill):

This modifier is available on the following Set Items as a yellow modifier (that requires no skill):


See Also