Difference between revisions of "Sacred 2:Viperish Disease"

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== Modifications ==
 
== Modifications ==
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{{See Also|Sacred 2:Combat Art Modifications}}
 
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|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>
 
|width="90px"|<span style="color:#803C0D;font-size:1.5em;">http://www.sacredwiki.org/images/Sacred_2/Icon/MODicons_12.gif '''Bronze'''</span>

Revision as of 04:29, 14 June 2009

07.gif Infects the victim with harmful poison. The more the target has been injured the more damage Viperish will inflict. If the Dryad carries a shrunken head it will increase the chance that opponents of the same type will also catch the disease.

Aspect

DRY_Asp_02.png - Cabalistic Voodoo

Innate Abilities (Lvl 1)

  • Please add in game tooltip info for this CA from a Level 1 character with no equipment on and no Survival Bonus. See Blazing Tempest for an example. Basic starter tips are welcome here.
  • ...

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze
  • Gangrene - Targets do not need to be as severely injured before the damage output of Viperish Disease increases. (1% + 0.2% per CA level (?))
  • Relapse - Increases the duration of Viperish Disease which leaves more time for opponents to become infected. (60% increase)

MODicons_10.gif Silver
  • Transmission - Increases the chance to transmit the disease even with no shrunken head equipped. (7% + 0.1% per CA level (?))
  • Headhunter - Increases the chance to recieve a shrunken head when the victim dies. (95% + 5% per CA level chance (?))

MODicons_08.gif Gold
  • Gouge - Chance of inlicting a deep wound on first target. (20% + 0.1% per CA level chance)
  • Contaminate - Extends the range of Viperish Disease. (40% + 0.5% per CA level increase)

Skills

The following skills will affect this combat art:

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  • Warning! Cabalistic Voodoo Lore doesn't raise dmg of Viperish Disease.

Usage Strategies

"Your Majesty, there's been a fire."

As of patch 2.34, this spell has a tremendous exploit when modified in a specific way. With the Relapse (duration) bronze mod, the Transmission (enhanced spread) silver mod, and Contaminate (range) modifictions, it is very easy to get the spell's effect to travel very far off-screen from the character, and can kill great numbers of monsters in a very short time. This effect can happen with other combinations of modifications, but it seems to be most powerful when these specific modifications are chosen and when the character has the specific shrunken head of surrounding monsters equipped.

While this can be used to obtain large amounts of experience in a very short time, there is the problem of obtaining items and money dropped by monsters that have died far away from the character; most of the loot will rot long before the character can locate it. Since the spell's effect travels in an expanding wave around where the outbreak began, the vast majority of loot will inevitably be wasted.

This exploit continues to work well into Niobium difficulty, and in fact becomes even more powerful in contrast to other combat arts as difficulty goes up, since it inflicts damage by a percentage of the infected monster's current health. It appears to get even easier to start an epidemic at later levels with the wrong head equipped, possibly due to a hidden mechanism that depends on character levels or skill levels.

This exploit has been reported to Ascaron as a multiplayer server bug, as the calculation of hundreds of monsters transmitting the disease back and forth causes very noticeable overhead and can make the client unresponsive. It would be a major breach of etiquette to abuse this technique on a multiplayer server.

Pros and Cons

Pros

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Cons

  • Important note: This spell has no effect on creatures of type Energy (ghosts, fey fires) and some kinds of undead, notably those found in the lizardman swamps.

Stats Chart


PICTURE HERE