Difference between revisions of "Sacred 2:Temple Guardian Battery"

From SacredWiki
Jump to navigation Jump to search
(New page: The two general ways to inflict damage in the game consist of: *Melee/ranged *Spell Melee/ranged attacks for the Temple Guardian for Combat Arts [i]cannot be modified by base damage ri...)
 
m (Fixed wrong info about battery damage conversion.)
 
(15 intermediate revisions by 4 users not shown)
Line 1: Line 1:
The two general ways to inflict damage in the game consist of:
+
{{S2frame|[[File:Temple guardian battery.jpg|375px]]}}
 +
==The Battery==
 +
The Battery is a special piece of equipment that only the [[Sacred 2:Temple Guardian|Temple Guardian]] can wear.  It is an item that allows the Temple Guardian to shoot an energy projectile from his left-hand arm cannon.  It can also carry various offensive/defensive [[Sacred 2:Item Modifiers|Item Modifiers]].  Therefore it is like an armor/weapon hybrid.
  
 +
==How to Fire the Battery Projectile==
 +
The battery projectile is a left-click attack.  The Temple Guardian must have a battery equipped to fire this projectile, and it can ONLY be fired while holding a melee weapon.  If holding a [[Sacred 2:Ranged Weapons|Ranged Weapon]] (such as an [[Sacred 2:Energy Pistols|Energy Pistol]]), the pistol will fire the left click attacks instead of the battery.  The battery projectile will not fire at all while [[Sacred 2:Dedicated Blow|Dedicated Blow]] and [[Sacred 2:Battle Extension|Battle Extension]] are in the active CA slot, no matter the weapon type.  Dedicated Blow and Battle Extension can be used with ranged weapons but not the arm cannon.
  
*Melee/ranged
+
However there is an interesting "trick" that will allow the arm cannon to be used for Battle Extension.  If the Temple Guardian executes Battle Extension, then quickly switches to (but does not execute) another CA that would allow use of the battery projectile (almost any other CA will work), then Battle Extension will begin using the arm cannon to execute its attacks, firing a series of projectiles at enemies.
*Spell
 
  
 +
The arm cannon's range is tremendously long; there seems to be no limit to the firing distance.  The Temple Guardian can also press Control+Click to ensure that he stands still while firing.  This will also help to "lead" when targeting moving enemies.
  
Melee/ranged attacks for the Temple Guardian for Combat Arts [i]cannot be modified by base damage rings socketed within the battery[/i].
+
Note also that the battery's [[Sacred 2:Attack Speed|speed]] and [[Sacred 2:Attack Value|attack rating]] are determined by proficiency with the equipped weapon.  For example, if the player is wielding a sword and has the skill [[Sacred 2:Sword Weapons|Sword Weapons]], which gives a boost to attack rating and speed, then the attack and speed of the battery shots will be likewise boosted.  These values can also be penalized if the Temple Guardian is using a weapon he has no skill for.  Also, any skill or combat art (such as [[Sacred 2:Combat Alert|Combat Alert]]) that universally boosts attack rating and attack speed will affect the battery.
  
http://i90.photobucket.com/albums/k271/gogoblender/basedamage.jpg
+
In [[Sacred 2:Community Patch|Community Patch 1.60]], the battery projectile now has a 20% chance to cause [[Sacred 2:Chance to hit additional opponents|splash damage]].
  
Spell Damage (Any of the Lost Fusion and Source Warden  Aspect CA's and possibly the [wiki]Sacred 2:T-Energy Shroud[/wiki] Buff Modifier, Derogatewhich sends out damage pulses ) [i]can[/i] be modified by the batteries sockets via damage modifiers.  Devout Guardian (Melee/ranged aspect) can also be modified this way as well.
+
==The Battery's Damage==
 +
The Battery projectile's damage consists only of damage listed upon the battery itself, and it will be enhanced by any appropriate modifiers from [[Sacred 2:Skills|skills]] (such as [[Sacred 2:Tactics Lore|Tactics Lore]]), [[Sacred 2:Attributes|attributes]], and equipped [[Sacred 2:Armor|armor]]. Battery projectile damage is not modified by weapon damage, however, modifiers on the weapon (or any other equipment) such as +% [[Sacred 2:Damage|Damage]] will increase the battery projectile's damage.  Likewise, the damage numbers on the battery don't affect other weapons or Combat Arts, but item modifiers doThe battery's stats look like this:
  
Examples of modifiers that [i]will [/i]modify battery damage for Source Warden, Lost Fusion and Devout Guardian:
+
{{S2frame|[[Image:battery.jpg|400px]]|none}}
  
*Smith arts
+
Remember: the only time that the listed base damage numbers on the battery itself come into play is when the player fires the battery projectile.
*Elemental damage modifiers (damage: +x%)
 
*Critical,
 
*Death blow
 
  
A battery socketed with base damage rings WILL NOT modify ANY damage that the Temple Guardian manifests with the EXCEPTION of damage being issued from the battery as projectiles.  
+
===Base Damage Rings===
 +
When socketing base damage rings into the battery, it is helpful to the think of the battery as a weapon. Such rings look like this:
  
 +
{{S2frame|[[Image:basedamage.jpg|400px]]|none}}
  
Spell Damage can be identified by the fact that min and max damage are identical.
+
Base damage rings will only increase the damage of the weapon they are socketed into.  They do not enhance other weapons, or Combat Arts that do not use that weapon.  Therefore melee and ranged attacks and CA's are not modified by base damage rings socketed within the battery, and neither are any of the Temple Guardian's spell-based Combat Arts.  A battery socketed with base damage rings will ONLY increase the damage of the battery projectile itself.
  
http://i90.photobucket.com/albums/k271/gogoblender/ad.jpg
+
===Item Modifiers===
 +
In terms of the effect the battery has on Combat Arts and other weapon attacks, it is helpful to think of it like a piece of armor. The battery does not boost the damage of weapons or effect any Temple Guardian Combat Arts, except for whatever item modifers are present on it. The battery is like any other piece of equipment when it comes to the item modifiers on it.  
  
whereas with Weapon Based Ca's the range will have different start-end numbers as modified by the weapon launching the CA
+
[[Sacred 2:Spell Damage Based Combat Arts|Spell damage CA's]] (from any of the [[Sacred 2:Lost Fusion|Lost Fusion]] and [[Sacred 2:Source Warden|Source Warden]] CA's as well as [[Sacred 2:Deathly Spears|Deathly Spears]] and [[Sacred 2:T-Energy Shroud|T-Energy Shroud]] with "Derogate" modification), can be modified by the battery's sockets via item modifiers (eg, +% damage, +skills, +CA levels).  [[Sacred 2:Devout Guardian|Devout Guardian]] ([[Sacred 2:Weapon Damage Based Combat Arts|Weapon-based CA's]]) can also be modified this way as well.
  
http://i90.photobucket.com/albums/k271/gogoblender/be.jpg
+
Therefore, a battery socketed with +% to all Damage rings will enhance the damage of the TG's three aspects and CA's. This works both ways, so the battery projectile can be enhanced by +% Damage and +% Attack modifiers on other equipment as well.
  
battery socketed with Plus to All Damage rings (as mentioned in the list above) WILL modify ALL of the TG's three aspects and CA's, whereas Melee/ranged based CA's have a damage range.
+
These are just a few examples of modifiers that will modify battery projectile damage:
  
The damage numbers seen upon a battery:
+
*[[Sacred 2:Forging#Blacksmith Arts|Blacksmith Arts]]
 +
*[[Sacred 2:Damage Types|Elemental damage]] modifiers (damage: +x%)
 +
*[[Sacred 2:Chance for critical hits|Critical hits]]
 +
*[[Sacred 2:Opponent level for death blow|Death blow]]
 +
*[[Sacred 2:Regeneration per hit|Regen per hit]]
  
[img]http://i90.photobucket.com/albums/k271/gogoblender/battery.jpg[/img]
+
==Known Issues==
 +
Damage Converters ([[Sacred 2:Chunk of Lava|Chunk of Lava]], [[Sacred 2:Magic Pearl|Magic Pearl]], etc.) socketed into the battery will convert the damage of ALL weapons and combat arts. An example of this is shown below:
  
will not add to any of the damage produced by a character [i]unless the battery projectile is in use[/i].
+
'''NOTE!!!!'''
 +
This is only a '''visual bug''' in the tooltip. All the spells still deal their original damage types and damage converters in battery do not change their damage composition in any way, only of the main battery projectile.
 +
{{S2frame|[[Image:ad.jpg|400px]]|none}}
  
The only time that listed-battery-base-damage on the battery itself comes into play is when the player fires the battery projectile.
+
Here a battery has been socketed with a [[Sacred 2:Poison Fang|Poison Fang]], causing [[Sacred 2:Amplifying Discharge|Amplifying Discharge]] to wrongly show a part of its damage converted to [[Sacred 2:Poison|Poison]].
  
[b]How to Fire the Battery Projectile[/b]
+
The player should take note whether or not they have a converter socketed in the battery and assume the original damage types, even if the tooltip states otherwise.
  
The battery projectile can ONLY be fired while holding a melee weapon.  The battery projectile will not fire while Dedicated Blow and Battle extension are in use.  If using Dedicated Blow or Battle Extension and holding a gun, it will be the gun that will use the right click CA's while firing and it will be that same gun as well that will fire with left click.  The Battery Projectile's damage will consist only of damage listed upon the battery itself, armor worn, skill and attributes. Battery Projectile damage is not modified by any of the weapon slots.
+
==Notable Batteries==
 +
'''[[Sacred 2:Uniques Database|Unique]]:'''
 +
*[[Sacred 2:Raladan's Lightning|Raladan's Lightning]]
 +
*[[Sacred 2:Dura's Cell|Dura's Cell]]
 +
*[[Sacred 2:Glowing Core of Energy|Glowing Core of Energy]]
 +
*[[Sacred 2:Solar Cell KT 189|Solar Cell KT 189]]
 +
 
 +
'''[[Sacred 2:Legendary Database|Legendary]]:'''
 +
*[[Sacred 2:Plasma Energy Core|Plasma Energy Core]]
 +
 
 +
'''[[Sacred 2:Set Items|Set]]:'''
 +
*[[Sacred 2:Battery N5s|Battery N5s]]
 +
*[[Sacred 2:Battery of T-Energy|Battery of T-Energy]]
 +
*[[Sacred 2:Battery of the Demiurge|Battery of the Demiurge]]
 +
*[[Sacred 2:Kendric's Core|Kendric's Core]] ([[Sacred 2:Community Patch|Community Patch]])
 +
*[[Sacred 2:Dimiona's Tri-cell Battery|Dimiona's Tri-cell Battery]] (Community Patch)
 +
 
 +
==Gallery==
 +
{|
 +
|{{S2frame|[[File:Temple guardian battery 2.jpg|x180px]]|none}}
 +
|{{S2frame|[[File:Temple guardian battery 1.jpg|x180px]]|none}}
 +
|}
 +
 
 +
==See Also==
 +
*[[Sacred 2:Items|Items]]
 +
*[[Sacred 2:Item Modifiers|Item Modifiers]]
 +
*[[Sacred 2:Temple Guardian Combat Arts|Temple Guardian Combat Arts]]

Latest revision as of 15:01, 19 December 2022

The Battery

The Battery is a special piece of equipment that only the Temple Guardian can wear. It is an item that allows the Temple Guardian to shoot an energy projectile from his left-hand arm cannon. It can also carry various offensive/defensive Item Modifiers. Therefore it is like an armor/weapon hybrid.

How to Fire the Battery Projectile

The battery projectile is a left-click attack. The Temple Guardian must have a battery equipped to fire this projectile, and it can ONLY be fired while holding a melee weapon. If holding a Ranged Weapon (such as an Energy Pistol), the pistol will fire the left click attacks instead of the battery. The battery projectile will not fire at all while Dedicated Blow and Battle Extension are in the active CA slot, no matter the weapon type. Dedicated Blow and Battle Extension can be used with ranged weapons but not the arm cannon.

However there is an interesting "trick" that will allow the arm cannon to be used for Battle Extension. If the Temple Guardian executes Battle Extension, then quickly switches to (but does not execute) another CA that would allow use of the battery projectile (almost any other CA will work), then Battle Extension will begin using the arm cannon to execute its attacks, firing a series of projectiles at enemies.

The arm cannon's range is tremendously long; there seems to be no limit to the firing distance. The Temple Guardian can also press Control+Click to ensure that he stands still while firing. This will also help to "lead" when targeting moving enemies.

Note also that the battery's speed and attack rating are determined by proficiency with the equipped weapon. For example, if the player is wielding a sword and has the skill Sword Weapons, which gives a boost to attack rating and speed, then the attack and speed of the battery shots will be likewise boosted. These values can also be penalized if the Temple Guardian is using a weapon he has no skill for. Also, any skill or combat art (such as Combat Alert) that universally boosts attack rating and attack speed will affect the battery.

In Community Patch 1.60, the battery projectile now has a 20% chance to cause splash damage.

The Battery's Damage

The Battery projectile's damage consists only of damage listed upon the battery itself, and it will be enhanced by any appropriate modifiers from skills (such as Tactics Lore), attributes, and equipped armor. Battery projectile damage is not modified by weapon damage, however, modifiers on the weapon (or any other equipment) such as +% Damage will increase the battery projectile's damage. Likewise, the damage numbers on the battery don't affect other weapons or Combat Arts, but item modifiers do. The battery's stats look like this:


Remember: the only time that the listed base damage numbers on the battery itself come into play is when the player fires the battery projectile.

Base Damage Rings

When socketing base damage rings into the battery, it is helpful to the think of the battery as a weapon. Such rings look like this:


Base damage rings will only increase the damage of the weapon they are socketed into. They do not enhance other weapons, or Combat Arts that do not use that weapon. Therefore melee and ranged attacks and CA's are not modified by base damage rings socketed within the battery, and neither are any of the Temple Guardian's spell-based Combat Arts. A battery socketed with base damage rings will ONLY increase the damage of the battery projectile itself.

Item Modifiers

In terms of the effect the battery has on Combat Arts and other weapon attacks, it is helpful to think of it like a piece of armor. The battery does not boost the damage of weapons or effect any Temple Guardian Combat Arts, except for whatever item modifers are present on it. The battery is like any other piece of equipment when it comes to the item modifiers on it.

Spell damage CA's (from any of the Lost Fusion and Source Warden CA's as well as Deathly Spears and T-Energy Shroud with "Derogate" modification), can be modified by the battery's sockets via item modifiers (eg, +% damage, +skills, +CA levels). Devout Guardian (Weapon-based CA's) can also be modified this way as well.

Therefore, a battery socketed with +% to all Damage rings will enhance the damage of the TG's three aspects and CA's. This works both ways, so the battery projectile can be enhanced by +% Damage and +% Attack modifiers on other equipment as well.

These are just a few examples of modifiers that will modify battery projectile damage:

Known Issues

Damage Converters (Chunk of Lava, Magic Pearl, etc.) socketed into the battery will convert the damage of ALL weapons and combat arts. An example of this is shown below:

NOTE!!!! This is only a visual bug in the tooltip. All the spells still deal their original damage types and damage converters in battery do not change their damage composition in any way, only of the main battery projectile.

Here a battery has been socketed with a Poison Fang, causing Amplifying Discharge to wrongly show a part of its damage converted to Poison.

The player should take note whether or not they have a converter socketed in the battery and assume the original damage types, even if the tooltip states otherwise.

Notable Batteries

Unique:

Legendary:

Set:

Gallery

See Also