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

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The '''Detrimental magic effects''' primarily include the five [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]].  They also include effects like Root(confirmed).
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*'''[[Sacred 2:Chance for Burn|Chance for Burn]] +X%''' - [[Sacred 2:Fire|Fire]] [[Sacred 2: Damage over Time|Damage over time]]. Duration is 5 seconds.
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The Detrimental Magic Effects (DME's) primarily include the five [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]].  They also include effects like Root and most of the [[Sacred 2:Debuff|De-buffs]] (but not all).
  
*'''[[Sacred 2:Chance for Freeze|Chance for Freeze]] +X%''' - Chance to freeze is a 25% slow down of movement and [[Sacred 2:Attack Speed|Attack Speed]].
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*'''Secondary Damage Effects:'''
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**'''[[Sacred 2:Chance for Burn|Chance for Burn]] +X%''' - [[Sacred 2:Fire|Fire]] [[Sacred 2: Damage over Time|Damage over time]]. Duration is 5 seconds.
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**'''[[Sacred 2:Chance for Freeze|Chance for Freeze]] +X%''' - Chance to freeze is a 25% slow down of movement and [[Sacred 2:Attack Speed|Attack Speed]]. Duration is 5 seconds.
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**'''[[Sacred 2:Chance for Poison|Chance for Poison]] +X%''' - [[Sacred 2:Poison|Poison]] [[Sacred 2: Damage over Time|Damage over time]]. Duration is 5 seconds.
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**'''[[Sacred 2:Chance for Weaken|Chance for Weaken]] +X%''' - Weaken will reduce [[Sacred 2:Attributes|Attributes]] by 20%. Duration is 5 seconds.
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**'''[[Sacred 2:Chance to inflict Open Wounds|Chance to Inflict Open Wounds]] +X%''' - [[Sacred 2:Physical|Physical]] [[Sacred 2: Damage over Time|Damage over time]]. Duration is 5 seconds.
  
*'''[[Sacred 2:Chance for Poison|Chance for Poison]] +X%''' - [[Sacred 2:Poison|Poison]] [[Sacred 2: Damage over Time|Damage over time]]. Duration is 5 seconds.
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*'''[[ Sacred 2:Root|Root]]''' - Root effect causes the victim to be locked in place and unable to move. A root effect differs from a [[Sacred 2:Chance to stun opponents|stun effect]] in that the target is still able to use their Combat Arts or melee/ranged attacks, but cannot move from its location as long as the effect is active. Root duration is '''not''' a constant value and depends on CA's level and modifications.
  
*'''[[Sacred 2:Chance for Weaken|Chance for Weaken]] +X%''' - Weaken will reduce [[Sacred 2:Attributes|Attributes]] by 20%.
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*'''[[Sacred 2:Debuff|De-buff]]''' - Monsters and characters can apply various effects, reducing different characteristics (attributes, movement/cast/attack speed, defense/attack value; damage mitigation may be lowered, armor value can be inverted)
  
*'''[[Sacred 2:Chance to inflict Open Wounds|Chance to Inflict Open Wounds]] +X%''' - [[Sacred 2:Physical|Physical]] [[Sacred 2: Damage over Time|Damage over time]]. Duration is 5 seconds.
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All DME types have their own mechanics, see corresponding sections for further explanation.
  
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.
 
 
 
The fundamental difference between [[Sacred 2:Damage over Time|magic DOT]] and periodic damage caused by DME (open wounds, burn, poison) is its dependence on flat damage. '''''Periodic damage here is directly proportional to the received damage, caused Detrimental magic effect'''''.
 
Damage of Detrimental magic effects caused by CloseCombat\Ranged, WeaponDamageBased CAs and SpellDamageBased CAs is calculated by the formula:
 
 
:Total_damage * (100% - %_absorbed_by_armor) * (100% - %_Damage_mitigation) * ''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, periodic damage caused by DME depends on how much damage has received the character: for example, if character's armor absorbs 75% incoming damage, periodic damage caused by DME will also inflict 75% less damage.
 
 
I would like to emphasize: '''[[Sacred 2:Damage Mitigation|Damage Mitigation]] protects from DME twice''' - first DM reduces incoming flat damage (periodic damage depends on how much damage has received the character), secondly DM reduces damage from incoming periodic damage (open wounds, burn, poison). For example, 50% Damage Mitigation reduces damage over time at 50%, and then another 50 %, a total of 75% mitigation.
 
:[[File:DOT_DM.png|450px]]
 
 
 
 
If the defender's [[Sacred 2:Willpower|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, Ice Elementals' ice projectiles and Spit CA of the Weaving Spiders.
 
 
 
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, final sum can be calculated using the following formula:
 
:x_final = х_1 + х_2*(100%-х_1)^2 + х_3*(100%-(х_1+х_2*(100%-х_1)^2))^2 + х_4*...
 
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 CA of the Weaving Spiders in the Swamp, Poison attack of Undead and Toxic Elementals.
 
 
== Notes ==
 
 
For one minimal in-game time (frame) no more than one hit (flat damage) on the target can cause detrimental magic effect, and from this hit a chance to cause DME is calculated.
 
This means even million of [[Sacred 2:Glacial Thorns|Glacial Thorns]], simultaneously inflicted damage, have the same chance to cause DME as one Glacial Thorn.
 
  
 
== Availability of ''Detrimental magic effects -X%'' as [[Sacred 2:Item Modifiers|Item Modifier]] ==
 
== Availability of ''Detrimental magic effects -X%'' as [[Sacred 2:Item Modifiers|Item Modifier]] ==

Latest revision as of 04:26, 13 January 2015

The Detrimental Magic Effects (DME's) primarily include the five Secondary Damage Effects. They also include effects like Root and most of the De-buffs (but not all).

  • Root - Root effect causes the victim to be locked in place and unable to move. A root effect differs from a stun effect in that the target is still able to use their Combat Arts or melee/ranged attacks, but cannot move from its location as long as the effect is active. Root duration is not a constant value and depends on CA's level and modifications.
  • De-buff - Monsters and characters can apply various effects, reducing different characteristics (attributes, movement/cast/attack speed, defense/attack value; damage mitigation may be lowered, armor value can be inverted)

All DME types have their own mechanics, see corresponding sections for further explanation.


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