Difference between revisions of "Sacred 2:Damage over Time"

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Damage Over Time [[Sacred 2:Combat Arts|Combat Arts]] or abilities are those that deal a predetermined amount of [[Sacred 2:Damage|damage]] over a period of time to the affected target. There are 2 DoT types:
 
Damage Over Time [[Sacred 2:Combat Arts|Combat Arts]] or abilities are those that deal a predetermined amount of [[Sacred 2:Damage|damage]] over a period of time to the affected target. There are 2 DoT types:
*Build-in Damage Over Time. It is caused by some Spell Damage Based CAs [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]] with 100% chance.
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*Build-in Damage Over Time. It is caused by some [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]] with 100% chance (DoT is also indicated on CA's tooltip).
*DoT, caused by Secondary Damage effects. Some [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]] ([[Sacred 2:Detrimental magic effects|Detrimental magic effects]]) can also inflict Damage over Time ([[Sacred 2:Chance for Burn|Fire]], [[Sacred 2:Chance for Poison|Poison]] or [[Sacred 2:Chance to inflict Open Wounds|Physical]]).
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*DoT, caused by [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]]. Some Secondary Damage Effects ([[Sacred 2:Detrimental magic effects|Detrimental magic effects]]) can also inflict Damage over Time ([[Sacred 2:Chance for Burn|Fire]], [[Sacred 2:Chance for Poison|Poison]] or [[Sacred 2:Chance to inflict Open Wounds|Physical]]).
  
 
Some Combat Arts have only a chance to inflict Damage over Time as a Secondary Damage Effect. The ones that have minor chance are not listed below.  
 
Some Combat Arts have only a chance to inflict Damage over Time as a Secondary Damage Effect. The ones that have minor chance are not listed below.  
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==Pseudo-DOT==
 
==Pseudo-DOT==
 
Some Combat Arts are easily mistaken for Damage over Time.  Like Damage over Time CAs, these Combat Arts have fixed durations, fixed damage and fixed frequency of attacks.
 
Some Combat Arts are easily mistaken for Damage over Time.  Like Damage over Time CAs, these Combat Arts have fixed durations, fixed damage and fixed frequency of attacks.
However, unlike Damage over Time, the damage from these Combat Arts can be blocked\reflected, armor protects against them, and each hit has a chance to cause the appropriate [[Sacred 2:Detrimental magic effects|Detrimental magic effect]].  Furthermore, "Damage over Time:*** -x%"  modifiers  and Recovery Elixirs do not protect against the damage inflicted by these CAs.
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Unlike Damage over Time, the damage from these Combat Arts can be blocked\reflected, armor protects against them, and each hit has a chance to cause the appropriate [[Sacred 2:Detrimental magic effects|Detrimental magic effect]].  Furthermore, "Damage over Time:*** -x%"  modifiers  and Recovery Elixirs do not protect against the damage inflicted by these CAs.
Pseudo Dot can inflict pure DoT as a Secondary Damage Effect.
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However Pseudo DoT can inflict pure DoT as a Secondary Damage Effect.
  
 
See for example: [[Sacred 2:Temple Guardian|Temple Guardian's]] [[Sacred 2:Propelled Levitation|Propelled Levitation]], [[Sacred 2:Icy Evanescence|Icy Evanescence]], [[Sacred 2:Jolting Touch|Jolting Touch]].
 
See for example: [[Sacred 2:Temple Guardian|Temple Guardian's]] [[Sacred 2:Propelled Levitation|Propelled Levitation]], [[Sacred 2:Icy Evanescence|Icy Evanescence]], [[Sacred 2:Jolting Touch|Jolting Touch]].
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*'''[[Sacred 2:Damage over time: Poison|Damage over Time: Poison]] -X%'''
 
*'''[[Sacred 2:Damage over time: Poison|Damage over Time: Poison]] -X%'''
 
*'''[[Sacred 2:Damage over time: Physical|Damage over Time: Physical]] -X%'''
 
*'''[[Sacred 2:Damage over time: Physical|Damage over Time: Physical]] -X%'''
*DoT, caused by Secondary Damage effects, can also be reduced by [[Sacred 2:Detrimental magic effects|Detrimental magic effects-x%]] modifier, [[Sacred 2:Armor|Armor value]], [[Sacred 2:Damage Mitigation|Damage Mitigation]] protects '''twice'''. See corresponding sections for further explanation.
+
 
 +
DoT, caused by Secondary Damage effects, can also be reduced by [[Sacred 2:Detrimental magic effects|Detrimental magic effects-x%]] modifier, [[Sacred 2:Armor|Armor value]], [[Sacred 2:Damage Mitigation|Damage Mitigation]] (protects '''twice'''). See corresponding sections for further explanation.
  
 
==Notes==
 
==Notes==
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*Several build-in DoT stack with each other; several DoT, caused by Secondary Damage effects, don't stack.
 
*Several build-in DoT stack with each other; several DoT, caused by Secondary Damage effects, don't stack.
  
*The target can be hit by different Damage Types at the same time (fire, ice, poison, physical, magic), but only one would be displayed.
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*The target can be hit by different DoT at the same time (fire, ice, poison, physical, magic), but only one would be displayed.
  
*Initial Duration of DoT effect is defined by DurationDOT parameter in balance.txt. Default value is DurationDOT = 500, which means that DoT lasts 5 seconds. For example, High Elf's Frost Flare would slow its target for as many seconds as said in CA description, but would deal DoT for 5 seconds.
+
*Initial Duration of DoT effect is defined by DurationDOT parameter in balance.txt. Default value is DurationDOT = 500, which means that DoT lasts 5 seconds. For example, High Elf's Frost Flare would slow its target for as many seconds as said in CA description, but would deal DoT for 5 seconds. However duration of DoT, caused by Secondary Damage effects, can be increased by [[Sacred 2:Damage Lore|Damage Lore]] skill mastery.
  
*It is '''impossible''' to block or reflect build-in DoT. Successfully blocking or reflecting, block/reflection negates all Secondary Damage Effects from blocked attacks.
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*It is '''impossible''' to block or reflect build-in DoT. Successfully blocking or reflecting, block/reflection negates all Secondary Damage Effects from blocked attacks (for example see [[Sacred 2:Blazing Tempest|Blazing Tempest]]: it is impossible to block build-in Damage over Time: Fire, but it is possible to block flat fire damage as well as burning status, caused by flat fire damage).
  
*The Damage Lore skill mastery bonus will not affect damage over time effects that are stated in an ingame Combat Art tooltip (build-in [[Sacred 2:Damage over Time|Damage over Time]], caused by [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]] - eg, [[Sacred 2:Blazing Tempest|Blazing Tempest]]). However, it is possible for a monster to be affected by two different types of [[Sacred 2:Damage over Time|DoTs]]: one from the Spell Damage Based Combat Art (buil-in) and one due to the monster being burned.
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*The Damage Lore skill mastery bonus will not affect Damage over Time effects that are stated in an ingame Combat Art tooltip (build-in Damage over Time, caused by [[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]] - eg, [[Sacred 2:Blazing Tempest|Blazing Tempest]]). However, it is possible to be affected by two different types of DoT: one from the Spell Damage Based Combat Art (build-in Damage over time: Fire) and one due to the monster being burned (Damage over Time, caused by Secondary Damage Effect).
  
 
*The [[Sacred 2:Ancient Magic|Ancient Magic]] Skill allows to partially ignore the target's Armor as well as Damage Mitigation for Spell Damage Based Combat Arts. This skill causes relative decrease of these modifiers as it affects only actual modifiers the target has.
 
*The [[Sacred 2:Ancient Magic|Ancient Magic]] Skill allows to partially ignore the target's Armor as well as Damage Mitigation for Spell Damage Based Combat Arts. This skill causes relative decrease of these modifiers as it affects only actual modifiers the target has.

Revision as of 00:57, 9 February 2015


Damage Over Time Combat Arts or abilities are those that deal a predetermined amount of damage over a period of time to the affected target. There are 2 DoT types:

Some Combat Arts have only a chance to inflict Damage over Time as a Secondary Damage Effect. The ones that have minor chance are not listed below.

Innate Damage over Time Combat Arts


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Cabalistic Voodoo

DRvd.gif Viperish Disease



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Arrant Pyromancer

HEbt.gif Blazing Tempest


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Mystic Stormite
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Frost Flare


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Delphic Arcania

HEcs-1.gif Cobalt Strike (to T-Energy Creatures)



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Astute Supremacy

INla.gif Levin Array


None


None



None


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Dragon Magic

DMdm.gif Dragon Form allows to use

DMfireodem.gif Fire Odem

DMef.gif Eternal Fire


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Mentalism

DMeb.gif Energy Blaze

Damage over Time Combat Arts via Modifications


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Capricious Hunter

DRri.gif Ravaged Impact (mod 1a - Perforate (25% chance))

DRda.gif Darting Assault (mod 2b - Wounding (20% chance))


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Arrant Pyromancer

HEaf.gif Ancestral Fireball (mod 1a - Greek Fire (30% chance))


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Gruesome Inquisition

INce.gif Callous Execution (mod 1a - Bleed (50% chance))


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Astute Supremacy

INcm.gif Clustering Maelstrom (mod 2b - Gash)


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Nefarious Netherworld

INds.gif Dislodged Spirit (mod 2b - Torture)

INed.gif Eruptive Desecration (mod 3b - Plague)



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Exalted Warrior

SEsh.gif Soul Hammer (mod 1b - Wounding (50% chance))


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Celestial Magic

SEbs-1.gif Baneful Smite (mod 3a - Electrocute)



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Death Warrior

SWdb.gif Demonic Blow (mod 1a - Wounding (20% chance))



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Lost Fusion

TGfem.gif Furious Emblazer (mod 1b - Immolation (25% chance for burn))


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Elemental Magic

DMgw.gif Gust of Wind (mods 1b and 3b - Poison Mist)

Pseudo-DOT

Some Combat Arts are easily mistaken for Damage over Time. Like Damage over Time CAs, these Combat Arts have fixed durations, fixed damage and fixed frequency of attacks. Unlike Damage over Time, the damage from these Combat Arts can be blocked\reflected, armor protects against them, and each hit has a chance to cause the appropriate Detrimental magic effect. Furthermore, "Damage over Time:*** -x%" modifiers and Recovery Elixirs do not protect against the damage inflicted by these CAs. However Pseudo DoT can inflict pure DoT as a Secondary Damage Effect.

See for example: Temple Guardian's Propelled Levitation, Icy Evanescence, Jolting Touch.

Resistance

Build-in DoT can be reduced by several modifiers: Damage over Time -X%, Damage Mitigation -X% and Mastery of Spell Resistance skill. The player can also use a Recovery Elixir and look for the following Item Modifiers:

DoT, caused by Secondary Damage effects, can also be reduced by Detrimental magic effects-x% modifier, Armor value, Damage Mitigation (protects twice). See corresponding sections for further explanation.

Notes

  • "DoT -X%" modifiers are cumulative, which means that values from different sources are simply added to each other (1+1=2) and can reach 100%, making a character effectively immune to a particular damage type DoT.
  • Several build-in DoT stack with each other; several DoT, caused by Secondary Damage effects, don't stack.
  • The target can be hit by different DoT at the same time (fire, ice, poison, physical, magic), but only one would be displayed.
  • Initial Duration of DoT effect is defined by DurationDOT parameter in balance.txt. Default value is DurationDOT = 500, which means that DoT lasts 5 seconds. For example, High Elf's Frost Flare would slow its target for as many seconds as said in CA description, but would deal DoT for 5 seconds. However duration of DoT, caused by Secondary Damage effects, can be increased by Damage Lore skill mastery.
  • It is impossible to block or reflect build-in DoT. Successfully blocking or reflecting, block/reflection negates all Secondary Damage Effects from blocked attacks (for example see Blazing Tempest: it is impossible to block build-in Damage over Time: Fire, but it is possible to block flat fire damage as well as burning status, caused by flat fire damage).
  • The Damage Lore skill mastery bonus will not affect Damage over Time effects that are stated in an ingame Combat Art tooltip (build-in Damage over Time, caused by Spell Damage Based Combat Arts - eg, Blazing Tempest). However, it is possible to be affected by two different types of DoT: one from the Spell Damage Based Combat Art (build-in Damage over time: Fire) and one due to the monster being burned (Damage over Time, caused by Secondary Damage Effect).
  • The Ancient Magic Skill allows to partially ignore the target's Armor as well as Damage Mitigation for Spell Damage Based Combat Arts. This skill causes relative decrease of these modifiers as it affects only actual modifiers the target has.
  • Temple Guardian's CAs Fiery Ember and Icy Evanescence increase target's vulnerability to Ice or Fire; High Elf's Buff Crystal Skin has Feel Cold modification that causes all targets in close vicinity to the caster to be more vulnerable to Ice Damage. These CAs cause all enemies in Area of Effect to have modifier "Damage Vulnerability Ice/Fire +x%" which not only removes these enemies' resistance to Damage but can decrease it below zero, causing CAs to deal more damage than the value stated in CA description. These CAs do not affect target's Armor, but decrease Damage Mitigation modifier by fixed percentage (not by percent of target's mitigation like Ancient Magic).

See Also