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Notes on a Temple Guardian's Battery


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After a whole afternoon of testing, Schot and I have come up with some interesting basics for Battery usage. This all started when we took off all our armor for the Temple Guardian, and then started putting the battery on and off trying to understand which of the Temple Guardian's Combat Arts were "calling" from it for damage. After trying out many Combat Arts one after another and looking for increase in damage as modded by the battery... we could find none :D We then tried out both our TG's and finally were able to cobble this little list of tips for anyone trying to understand the basics of TG damage when regarding the battery.

 

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 cannot be modified by base damage rings socketed within the battery.

 

basedamage.jpg

 

Spell Damage (Any of the Lost Fusion and Source Warden Aspect Combat Arts and possibly the Sacred 2:T-Energy Shroud Buff Modifier, Derogate, which sends out damage pulses ) can be modified by the batteries sockets via damage modifiers. Devout Guardian (Melee/ranged aspect) can also be modified this way as well.

 

Examples of modifiers that will increase damage via battery for Source Warden, Lost Fusion and Devout Guardian:

 

  • Smith arts
  • Elemental damage modifiers (damage: +x%)
  • Critical,
  • Death blow
  • etc

 

 

 

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.

 

How to Fire the Battery Projectile

 

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 Combat Arts 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.

 

 

Spell Damage Combat Arts can be identified by the fact that minimum and maximum damage are identical.

 

ad.jpg

 

whereas with Weapon Based Combat Arts, the range will have different start-end numbers as modified by the weapon launching the Combat Art.

 

be.jpg

 

 

A battery socketed with Plus to All Damage rings (as mentioned in the list above) WILL modify ALL of the Temple Guardian's three aspects and Combat Arts, whereas Melee/ranged based Combat Arts have a damage range.

 

The damage numbers seen upon a battery:

 

battery.jpg

 

will not add to any of the damage produced by a character unless the battery projectile is in use.

 

The only time that listed-battery-base-damage on the battery itself comes into play is when the player fires the battery projectile.

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oh cool info :D

 

I just cought myself wondering when reading about this... have you done any testing with the jolting touch? with that CA equipped and attacking from distance the bullets from the arm looks diffrent...

 

so im kinda wondering.. does the jolting touch level effect how much damage you do with those bullets? if so.. that aspect can actuly be useful o.O

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The testing was done with all the Combat Arts. We can only attest to how to modify Jolting Touch's damage from the battery...by using plus to all damage mods like smith, Dblow and Crit etc.

 

Socketing Hard Damage rings in the Battery won't increase Jolting Touch's damage though.

 

:evil:

hoho

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Here's a little something to add to the write up. On rare occasions it's possible to come across a battery with Armor on it while shopping at the merchants. Not even the set item batteries can claim that so I'm thinking this is quite significant. Of all the time I have spent shopping I have only seen 2 or 3 of them so far. Granted I am rarely looking for nice batteries...

 

The battery I just bought has a substantial amount of Physical Armor. Much more the most of my other pieces of equipment. My chest piece has 83 Armor and my Helm has 33. Those are my two highest Armor rated pieces and the battery I just bought has 50. So one can imagine the added protective benefits here.

 

batteryarmor.jpg

 

Happy shopping!

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Beautiful Schot! :P

 

Now this makes me wonder... Is it possible.. As it is with most other armor pieces... To find batteries with Poison resist or Fire resist.. OR maybe magic resist.

 

So that they could be used as secondary relics

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I've only ever seen them spawn with physical armour, but as said above in very generous amounts. Even those found/shopped at low levels have comparatively good values.

 

Btw, one thing I've been wondering about is how damage converters (lava rocks, poison fangs etc.) socketed into batteries are accounted for. Do they only affect the battery? or do the main weapon take them into account?

 

What I know from personal experience is that when I was rocking out with Battle Extension and an unsocketed pure phys sword and a lava rock in my battery I was quite often setting my opponents on fire. My character screen showed my weapon damage as being converted, but I know character screens in these types of games are notoriously unreliable.

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  • 1 month later...

What stats effects battery range attack and combat art damage? I would assume dexterity because its ranged but it uses T-Energy which is magic... So which stat increases dmg?

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Well, firstly: Don't think the battery gun and the Lost Fusion combat arts have anything to do with each other (beyond the mere cosmetic). The Lost Fusion Combat Arts are spells and are affected by Intelligence.

 

The battery gun cannot be used with any combat arts, only normal attack and only if your target is not within melee range. The battery gun always counts as the same weapon type as the weapon you are holding in your right hand.

 

So if you are wielding a hammer, for example, your battery gun would be affected by Hafted Lore and Strength and if you are wielding a dagger it would be affected by Sword Lore and Dexterity.

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and only if your target is not within melee range

 

The arm-cannon has the longest range of any attack, it can hit anything that you can see on-screen.

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  • 2 months later...
  • 5 weeks later...

Hi all,

 

Found this forum yesterday and was up most of the night reading... ;)

 

I just bought the game this last weekend and was really intrigued by the TG. I've been trying to figure out the ins and outs of the battery gun but can't find where to view it's stats (damage range, type, etc...). Does anyone know?

 

Also, is the battery gun treated as a weapon or as a CA?

 

I've read that it takes it's damage type from the right hand weapon... but would it be modified by tactics lore or combat discipline?

 

Thanks for any info

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  • 3 weeks later...
  • 2 weeks later...
  • 2 years later...

One unanswered question has been nagging me:

 

Does Combat Alert (unmodded) increase the attack rating for the arm cannon? Or must I take the Assault mod to get the benefits?

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Just one? ;)

 

Yes, left-clicks on ranged opponents (thus, triggering the arm cannon to fire) will be affected by combat alert, even unmodified. However, there aren't any skills for the arm cannon... not too sure about ranged weapons but I don't think it affects it. Be sure to take that Assault mod if you plan on using the arm cannon in the higher difficulties. Valcaf has confirmed that info!

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Ah, thank you. Right now I just use it to pick off stray ranged enemies. Assault it is!

One of the best uses for it! Also, lots of fun can be had trying to snipe far-away targets (say, from the top of a hill). Use <CTRL> and left-click, and don't forget to 'lead' the target ;)

 

Anyway, a belated welcome to the Dark Matters forums, repository for all things Sacred :thumbsup:

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  • 2 years later...
  • 8 years later...

I know this thread is old, but

On 5/18/2009 at 11:59 PM, Little Faith said:

The battery gun cannot be used with any combat arts, only normal attack and only if your target is not within melee range. The battery gun always counts as the same weapon type as the weapon you are holding in your right hand.

 

So if you are wielding a hammer, for example, your battery gun would be affected by Hafted Lore and Strength and if you are wielding a dagger it would be affected by Sword Lore and Dexterity.

Exactly what I was looking for!

Quote wiki: "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."

Unfortunately it isn't stated which weapon lore influences the battery.

The battery attack has a spell defined in spells.txt, "tenergy-gun_tg", with spellclass "cSpellProjectile". There you can also confirm that it's influenced by tactics lore and doesn't cause spell dmg.

On 10/5/2011 at 4:33 PM, essjayehm said:

Yes, left-clicks on ranged opponents (thus, triggering the arm cannon to fire) will be affected by combat alert, even unmodified. However, there aren't any skills for the arm cannon... not too sure about ranged weapons but I don't think it affects it. Be sure to take that Assault mod if you plan on using the arm cannon in the higher difficulties. Valcaf has confirmed that info!

How has this been confirmed? As Dmitriy found out, Attack Value and Defense Value don't play any role in non-Addendum versions of the game.

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On 7/13/2022 at 11:38 AM, Lindor said:

I know this thread is old, but

Exactly what I was looking for!

Quote wiki: "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."

Unfortunately it isn't stated which weapon lore influences the battery.

The battery attack has a spell defined in spells.txt, "tenergy-gun_tg", with spellclass "cSpellProjectile". There you can also confirm that it's influenced by tactics lore and doesn't cause spell dmg.

How has this been confirmed? As Dmitriy found out, Attack Value and Defense Value don't play any role in non-Addendum versions of the game.

I found TG's mechanics so befuddling when the game was released.. kept  two builds I think as part of a trading chain but was never able to get it up to high enuff level or actually found him exciting enough to be loved... too much *Pinocchio* in him

:lol:

gogo

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4 minutes ago, gogoblender said:

As Dmitriy found out, Attack Value and Defense Value don't play any role in non-Addendum versions of the game.

I don't think that's right.

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