Difference between revisions of "Sacred 2:Armour Lore"

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* Armor Bonus +X% (refer to table below)
 
* Armor Bonus +X% (refer to table below)
* Regeneration Time penalty from armor -Y%
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* Regeneration Time penalty from [[Sacred 2:Armor|armor]]  -Y%
* Item level without penalty Z
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* [[Sacred 2:Items/Usable Item Levels|Item level without penalty]] Z
  
  
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* In the later game, [[Sacred 2:Damage Mitigation|Damage Mitigation]] % becomes a fairly common armor modification that requires Armor Lore Mastery (75 or more hard skillpoints) to unlock.
 
* In the later game, [[Sacred 2:Damage Mitigation|Damage Mitigation]] % becomes a fairly common armor modification that requires Armor Lore Mastery (75 or more hard skillpoints) to unlock.
  
* "Item Level Without Penalty" reduces the speed penalties for equipping high-level armor, and can help with unmounted [[Sacred 2:Run Speed|run speed]].  This skill doesn't allow equipping armor above certain threshold (which depends on character level)
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* "Item Level Without Penalty" reduces the speed penalties for equipping high-level armor, and can help with unmounted [[Sacred 2:Run Speed|run speed]].  This skill doesn't allow equipping armor above certain threshold (which depends on character level - see [[Sacred 2:Items/Usable Item Levels|Items/Usable Item Levels]])
  
 
====Breakpoints====
 
====Breakpoints====
 
* Item level without penalty is increased by one for every two skill points spent, starting at character level value. It is capped at 250.
 
* Item level without penalty is increased by one for every two skill points spent, starting at character level value. It is capped at 250.
  
* Regeneration time bonus depends on character level and item quality. It decreases at every level-up, forcing you to spend more points into this skill.
+
* Regeneration time bonus depends on [[Sacred 2:Character Class|character]] level and [[Sacred 2:Items|item]] quality. It decreases at every level-up, forcing you to spend more points into this skill.
  
 
* The Armor Bonus is increased in steps as shown in the [[/Full Table|Armor Lore full table]].
 
* The Armor Bonus is increased in steps as shown in the [[/Full Table|Armor Lore full table]].

Revision as of 22:48, 7 October 2013


armorlore.gif Armor Lore

Increases armor protection and reduces the encumbrance penalty caused by armor. Grants the ability to wear higher-level armor.


Skill level 1 10 20 30 40 50 60 70 74 75 80 90 100 110 120 130 140 155 170 185 200
Armor Bonus, +%: 9,8 41,7 71,5 96,9 118,5 137,3 153,6 168,1 173,5 180,8 195,1 221,1 243,8 264,2 282,2 298,3 313,1 332,5 349,5 364,5 377,7


lsTitle.png
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Mastery

  • Further reduces the regeneration penalty.


Properties

  • Increases existing armor (resistances).
  • Especially effective in combination with Toughness skill (which provides all armor types).
  • This skill will unlock item attributes that require Armor Lore skill (like "Defense (Armor Lore)).
  • In the later game, Damage Mitigation % becomes a fairly common armor modification that requires Armor Lore Mastery (75 or more hard skillpoints) to unlock.
  • "Item Level Without Penalty" reduces the speed penalties for equipping high-level armor, and can help with unmounted run speed. This skill doesn't allow equipping armor above certain threshold (which depends on character level - see Items/Usable Item Levels)

Breakpoints

  • Item level without penalty is increased by one for every two skill points spent, starting at character level value. It is capped at 250.
  • Regeneration time bonus depends on character level and item quality. It decreases at every level-up, forcing you to spend more points into this skill.


The Armor bonus at a given skill level x is given fairly precisely by the following formulas:

  • 400*(x+1.5)/(x+100) Pre-Mastery
  • 600*(x-32.5)/(x+66) Mastery

The bold marked numbers are the smallest upper bounds of this progression, which will never at any skill level be exceeded.

As an example, attack and defense at x=75: 75 is the first mastery level, so we take the mastery formula and we have

600*(75-32.5)/(75+66) = 600*42.5/141 = 180.85

This value compared with the table value is a good example of the precision the formulas offer.