S-P 6 Posted August 6, 2010 Share Posted August 6, 2010 Basically does Tactics Lore improve chances of criticals with spell CAs? And do you get the damage bonus added to the CAs as well? Link to comment
Llama8 8 Posted August 6, 2010 Share Posted August 6, 2010 If Tactics Lore modifies the aspect that CA is in, then yes. So it will give increased chance for crits on Devout Guardian CAs, but not on Pyro CAs. http://www.sacredwiki.org/index.php5/Sacred_2:Tactics_Lore Link to comment
S-P 6 Posted August 6, 2010 Author Share Posted August 6, 2010 I see, it only effects combat CAs. Link to comment
Dragon Brother 619 Posted August 7, 2010 Share Posted August 7, 2010 Yeah, however the aspect lore will increase chance to crit, and any bonus chance to crit on items effects everything. Link to comment
gogoblender 3,078 Posted August 7, 2010 Share Posted August 7, 2010 , and any bonus chance to crit on items effects everything. What about socketed smith runes in items, .... do socketed smith runes on items, the ones that are offering regen/crit... does the crit from the runes mod spell damage...or just the choice of a mod from a spell based damage Combat Art that will mod damage. ) gogo Link to comment
Dragon Brother 619 Posted August 7, 2010 Share Posted August 7, 2010 I would assume so. I mean spells can crit and you dont need a lore to get them to do so, ergo they must be able to get there chance to crit increased somehow. Link to comment
claudius 104 Posted August 7, 2010 Share Posted August 7, 2010 pre ice and blood I tested twisted torment without voodoo lore, but with crit smith arts. It did crit. I haven't tested after ice and blood. Link to comment
gogoblender 3,078 Posted August 7, 2010 Share Posted August 7, 2010 So there are three ways of attaining crits via Combat Arts Native to CA Using lore in CA to increase it Socketing it, or in equipment natively We're not sure now if third option, if Ice and blood allows spell damage based Combat Arts to benefit from. I've actually spoken to llama in game.. he believes first two are affirmatives... but is thinking third option does not work in Ice and Blood. Has anyone tested to see if smith runes or crit modifiers socketed into armor do mod crit for spell based magic Combat Arts? gogo Link to comment
Dragon Brother 619 Posted August 8, 2010 Share Posted August 8, 2010 Ok, just tested it with one of the level 200 toons. A HE, no crit socketed, no skill points/attributes used, shards had no crits, although every now and again they would hit for a little more damage than they usually would. Then, equipped an item with 12% crit, no effect...nada. Same test with meteor storm, same result. One point into Pyro lore/ice lore both spells started critting regularly...ergo they screwed us out of crit too Link to comment
gogoblender 3,078 Posted August 8, 2010 Share Posted August 8, 2010 WOw! I could not have asked for better confirmation. Thanks DB! I'll add an adendum to the crit page on Wiki with the new findings Dang gogo Link to comment
locolagarto 15 Posted August 8, 2010 Share Posted August 8, 2010 So if I understand this right, Spell casters do not benefit from Chance to Crit from gear? only from the aspect lore? Link to comment
Dragon Brother 619 Posted August 8, 2010 Share Posted August 8, 2010 Yeah, unless they can somehow stack and magically combine into the lores crit type... Now we know not to shop for that anymore for casters so thats one positive through saved sockets Link to comment
larvi 0 Posted August 8, 2010 Share Posted August 8, 2010 Ok, just tested it with one of the level 200 toons. A HE, no crit socketed, no skill points/attributes used, shards had no crits, although every now and again they would hit for a little more damage than they usually would. Then, equipped an item with 12% crit, no effect...nada. Same test with meteor storm, same result. One point into Pyro lore/ice lore both spells started critting regularly...ergo they screwed us out of crit too Is it possible that the 12% crit item is working but before the lore you had 0% chance to crit so increasing that by 12% still meant 0%? By adding a point to the lore you could have given it a base to modify. Once you added the point do you crit more often with the 12% crit item equipped than not? This seems to be how the %chance to burn/freeze, etc items work. They don't have any effect unless you have a base chance to burn/freeze in the first place. Link to comment
Dragon Brother 619 Posted August 8, 2010 Share Posted August 8, 2010 (edited) Well...tried it again...1 point into lore gives 0.4%...and with the extra 12% there was no noticeable difference, of course if it was adding 12% of the base then you wouldnt expect to see any increase in crits. Some more points in the lore didnt seem to make a difference but I didnt test it for long. Even if it works that way which I doubt since it doesnt effect normal crit that way...12%chance to hit equipped means 12/100 melee hits crit...id assume that it doesnt apply to spells...even if it does increase your base, you'd have to socket huge amounts to make it worthwhile since mastery only adds 9% chance to crit...even plus 100% crit socketed would only add another 9% if it worked that way...complete waste of sockets either way because either thats how it works or it just doesnt work for spells. Edited August 8, 2010 by Dragon Brother Link to comment
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