gogoblender 3,070 Posted May 24, 2011 Share Posted May 24, 2011 Does anyone know absolutely for sure if it does? Tested this? gogo Link to comment
Dragon Brother 619 Posted May 24, 2011 Share Posted May 24, 2011 Well, I've never tested it, but its something that if damage lore works then why wouldnt it affect them? PS. You're getting oh so close to 20k posts gogo...insane effort Link to comment
Llama8 8 Posted May 24, 2011 Share Posted May 24, 2011 Yes Gogo, it affects all classes. IIRC, in vanilla Sacred 2 it only affected weapon-based CAs (I think), but this was "fixed" in Ice and Blood & it now affects all elemental damage (as it should), regardless of how the player does the damage. Link to comment
chattius 2,526 Posted May 24, 2011 Share Posted May 24, 2011 AS long the damage is not damage over time itself already: Take for example the gust of wind of a dragon mage: entry0 = {"et_maxangle_cone", 180, 0, 0, 8 }, entry1 = {"et_duration_sec", 250, 0, 0, 8 }, entry2 = {"et_push_distance", 200, 2, 0, 10 }, entry3 = {"et_range_distance", 1000, 0, 0, 4 }, entry4 = {"et_cone_adapt", 30, 0, 0, 5 }, entry5 = {"et_spelldamage_physical", 900, 450, 0, 133 }, entry6 = {"et_chance_stun", 334, 2, 1, 133 }, entry7 = {"et_dotdamage_poison", 400, 200, 2, 42 }, entry8 = {"et_maxangle_cone", 60, 0, 3, 8 }, entry9 = {"et_quicken_boost", 250, 0, 4, 8 }, entry10 = {"et_spelldamage_physical", 300, 150, 5, 133 }, entry11 = {"et_dotdamage_poison", 400, 200, 6, 42 }, As you can see the direct spell damage is just physical, the poison damage is DoT and won't be affected by damage lore. Same for the Inquisitors corpse explosion: poison part is DoT, ... high elf frost strike: cold damage is DoT, ... Link to comment
gogoblender 3,070 Posted May 24, 2011 Author Share Posted May 24, 2011 Thanks guys for the confirmation! This could actually be kind of useful...but not sure if I have enough levels in my toon's projected lifetime for a mastery here for Damage Lore. Still though, for multi hit for leveling, will definitely come in useful, and as bonus will also give the guardians an additional headache. gogo Link to comment
JKtheWonderguy 3 Posted May 28, 2011 Share Posted May 28, 2011 Thanks guys for the confirmation! This could actually be kind of useful...but not sure if I have enough levels in my toon's projected lifetime for a mastery here for Damage Lore. Still though, for multi hit for leveling, will definitely come in useful, and as bonus will also give the guardians an additional headache. gogo It might clear up something for me, cause I have seen in fighting guardians where the shield goes up, and the guardians take damage, but the shield stays up. It has happened where I'm using claws against them, and of course the physical damage isn't all that strong. I was thinking the damage lore is what is damaging it, whereas the shield isn't damaged enough to come down. Link to comment
Llama8 8 Posted June 10, 2011 Share Posted June 10, 2011 It might clear up something for me, cause I have seen in fighting guardians where the shield goes up, and the guardians take damage, but the shield stays up. Did you have any of the item mod that reduces the opponent's shield absorption (can't remember what it's called, it's either a reduction to the % absorption warding energy (ie, split between HP & shield energy, the Guardians have 100%, so everything goes to their shield) or the damage reduction of the shield)? Or some life leech (since life leech doesn't require you to do damage to leech, just hit the target)? Link to comment
essjayehm 58 Posted June 10, 2011 Share Posted June 10, 2011 I am confident that the Guardians' absorbtion warding energy is less than 100%. Just that the insane amount of HP doesn't move a whole lot when only a small % of damage is getting past the shield. That -ve opponents abs. warding energy always confused me... to me, it seemed like it was a direct multiplier to your damage output... their shields really drop fast whenever I've used it... which seems wrong because if the damage is going past the shield (directly to HP), then the shield should drop less quickly, as far as my thought on that goes, anyway. Or should I just have another ? Link to comment
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