Difference between revisions of "Sacred 2:Soul Hammer"

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(added more skills)
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==Innate Abilities (Lvl 1) [[File:Physical.png]]==
 
==Innate Abilities (Lvl 1) [[File:Physical.png]]==
 
* Total [[Sacred 2:Damage|Damage]]: 20-20 [[Sacred 2:Physical|Physical]] (unarmed)
 
* Total [[Sacred 2:Damage|Damage]]: 20-20 [[Sacred 2:Physical|Physical]] (unarmed)
* Multiplies all damage types of the equipped weapon.
+
* Multiplies all [[Sacred 2:Damage Types|damage types]] of the equipped [[Sacred 2:Weapons|weapon]].
 
* Has an innate bonus to [[Sacred 2:Attack Value|attack rating]] (20 + 35*CA-Lvl.)
 
* Has an innate bonus to [[Sacred 2:Attack Value|attack rating]] (20 + 35*CA-Lvl.)
 
* [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.5 seconds
 
* [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.5 seconds
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==Skills and Attributes==
 
==Skills and Attributes==
 
The following [[Sacred 2:Skills|skills]] will affect this combat art:
 
The following [[Sacred 2:Skills|skills]] will affect this combat art:
* [[Sacred 2:Tactics Lore|Tactics Lore]] - indirectly, it increases weapon [[Sacred 2:Damage|damage]] and [[Sacred 2:Chance for critical hits|critical chance]], thus making Soul Hammer hit harder, also allows modification points for the aspect this combat art is in ([[Sacred 2:Exalted Warrior|Exalted Warrior]]).
+
 
* [[Sacred 2:Exalted Warrior Focus|Exalted Warrior Focus]] - reduces [[Sacred 2:Regeneration Time:|regeneration time]] and allows for [[Sacred 2:Highest Combat Art Level Without Penalty|higher level combat art without penalty]], and just like Tactics Lore, it allows for modification points.
+
* [[Sacred 2:Tactics Lore|Tactics Lore]] - indirectly, it increases weapon [[Sacred 2:Damage|damage]] and [[Sacred 2:Chance for critical hits|critical chance]], thus making Soul Hammer hit harder, also allows modification points.
* Any [[Sacred 2:Weapons|weapon]] lore - will indirectly increase this combat art's speed, damage and [[Sacred 2:Chance To Hit|chance to hit]] by allowing the equippng of higher level weapons used to execute this combat art.
+
 
 +
* [[Sacred 2:Exalted Warrior Focus|Exalted Warrior Focus]] - reduces [[Sacred 2:Regeneration Time:|regeneration time]] and allows for [[Sacred 2:Highest Combat Art Level Without Penalty|higher level combat art without penalty]], allows for modification points.
 +
 
 +
* Any [[Sacred 2:Weapons|weapon]] lore (such as [[Sacred 2:Sword Weapons|Sword Weapons]] when the Seraphim is wielding a sword) - will indirectly increase this combat art's [[Sacred 2:Casting Speed|execution speed]], damage and [[Sacred 2:Chance To Hit|chance to hit]], and will allow the equippng of higher level weapons used to execute this combat art.
 +
 
 
* [[Sacred 2:Concentration|Concentration]] - will lower this combat art's regeneration time.
 
* [[Sacred 2:Concentration|Concentration]] - will lower this combat art's regeneration time.
* [[Sacred 2:Combat Discipline|Combat Discipline]] - will increase the damage of this combat art and lower its regeneration time if it is placed in a combo.
 
  
 +
* [[Sacred 2:Combat Discipline|Combat Discipline]] - will increase the damage of this combat art and lower its regeneration time if it is placed in a [[Sacred 2:Combo|combo]].  This increase in damage is direct; it increases the +xx% that the CA adds to base damage.
 +
 +
* [[Sacred 2:Speed Lore|Speed Lore]] - will increase its chance to hit indirectly by increasing a player's attack rating.
 +
 +
* [[Sacred 2:Damage Lore|Damage Lore]] - will improve the chance, duration, and strength of any [[Sacred 2:Secondary Damage Effects|secondary damage effects]] triggered by Soul Hammer, based on the damage types on the equipped weapon ([[Sacred 2:Chance to inflict Open Wounds|open wounds]], [[Sacred 2:Chance for Burn|burning]], etc.).
  
 
The following [[Sacred 2:Attributes|attributes]] will affect this combat art:
 
The following [[Sacred 2:Attributes|attributes]] will affect this combat art:
 +
 
*[[Sacred 2:Strength |Strength]] will increase damage for melee weapons, and chance to hit
 
*[[Sacred 2:Strength |Strength]] will increase damage for melee weapons, and chance to hit
 +
 
*[[Sacred 2:Dexterity |Dexterity]] will increase damage for ranged weapons (and some melee weapons), and chance to hit
 
*[[Sacred 2:Dexterity |Dexterity]] will increase damage for ranged weapons (and some melee weapons), and chance to hit
 +
 
*[[Sacred 2:Intelligence |Intelligence]] will increase damage for for magic staves
 
*[[Sacred 2:Intelligence |Intelligence]] will increase damage for for magic staves
 +
 
*[[Sacred 2:Stamina|Stamina]] will lower regeneration time
 
*[[Sacred 2:Stamina|Stamina]] will lower regeneration time
 +
 
*[[Sacred 2:Willpower|Willpower]] will increase damage for [[Sacred 2:Lightsabers|Lightsabers]] ([[Sacred 2:Community Patch|Community Patch]] Only)
 
*[[Sacred 2:Willpower|Willpower]] will increase damage for [[Sacred 2:Lightsabers|Lightsabers]] ([[Sacred 2:Community Patch|Community Patch]] Only)
  
 
== Usage Strategies ==
 
== Usage Strategies ==
 
*This combat art is often used as [[Sacred 2:Boss|boss]] killer move, but can also be used as a main attack.
 
*This combat art is often used as [[Sacred 2:Boss|boss]] killer move, but can also be used as a main attack.
 +
 
*This combat art also works very well in a [[Sacred 2:Combo|combo]] with [[Sacred 2:Assailing Somersault|Assailing Somersault]] and/or [[Sacred 2:Pelting Strikes|Pelting Strikes]].
 
*This combat art also works very well in a [[Sacred 2:Combo|combo]] with [[Sacred 2:Assailing Somersault|Assailing Somersault]] and/or [[Sacred 2:Pelting Strikes|Pelting Strikes]].
*The modifications Aim, Battering, and Coup de Grace make Soul Hammer a very good finishing move to a fight.
+
 
*The modifications Wounding, Battering, and Incision make Soul Hammer a very good opening move to a fight.
+
*The modifications '''Aim''', '''Battering''', and '''Coup de Grace''' make Soul Hammer a very good finishing move to a fight.
 +
 
 +
*The modifications '''Wounding''', '''Battering''', and '''Incision''' make Soul Hammer a very good opening move to a fight.
  
 
== Pros and Cons ==
 
== Pros and Cons ==
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*Requires a weapon
 
*Requires a weapon
 
*As a weapon based combat art, it can miss
 
*As a weapon based combat art, it can miss
*Single target attack
+
*Only a single target attack
  
 
== Stats Chart ==
 
== Stats Chart ==

Revision as of 00:11, 6 January 2014

Sera_1.gif A focused, forceful weapon attack against a single target.

This is a Weapon Damage Based Combat Art.

Aspect

Sera_AspS_01.png - Exalted Warrior

Innate Abilities (Lvl 1) Physical.png

Modifications

See also: Sacred 2:Combat Art Modifications
MODicons_12.gif Bronze

MODicons_10.gif Silver
  • Battering - Temporarily reduces the target's armor class. (Opponent's Armor: Physical -100 + 1.5 per CA level decrease (guess))
  • Disarm - Chance to dislodge the weapon from the opponent's hand. (25% + 0.5% per CA level chance)

MODicons_08.gif Gold
  • Incision - Chance to inflict a deep wound. (25% + 0.5% per CA level chance)
  • Coup de Grace - Inflict twice as much damage when the opponent's health has fallen below a threshold value. (Opponent Level for Deathblow; threshold is 25% + 0.5% per CA level of max life)
Soul Hammer without Modifications


Skills and Attributes

The following skills will affect this combat art:

  • Any weapon lore (such as Sword Weapons when the Seraphim is wielding a sword) - will indirectly increase this combat art's execution speed, damage and chance to hit, and will allow the equippng of higher level weapons used to execute this combat art.
  • Combat Discipline - will increase the damage of this combat art and lower its regeneration time if it is placed in a combo. This increase in damage is direct; it increases the +xx% that the CA adds to base damage.
  • Speed Lore - will increase its chance to hit indirectly by increasing a player's attack rating.

The following attributes will affect this combat art:

  • Strength will increase damage for melee weapons, and chance to hit
  • Dexterity will increase damage for ranged weapons (and some melee weapons), and chance to hit
  • Stamina will lower regeneration time

Usage Strategies

  • This combat art is often used as boss killer move, but can also be used as a main attack.
  • The modifications Aim, Battering, and Coup de Grace make Soul Hammer a very good finishing move to a fight.
  • The modifications Wounding, Battering, and Incision make Soul Hammer a very good opening move to a fight.

Pros and Cons

Pros

  • Very effective to take out a single target
  • Very good boss killing move

Cons

  • Requires a weapon
  • As a weapon based combat art, it can miss
  • Only a single target attack

Stats Chart

  • Duration (which?) is 1.5 + 0.01*CA-Lvl.
  • Weapon damage multiplier is 1.25 + 0.005*CA-Lvl.
  • Damage modifier is increased by 40 + 10*CA-Lvl percentage points.

See Also

Gallery

Fist Weapons