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FrostElfGuard
07-25-2006, 08:55 PM
CA and Spell Regeneration times (by Telenochek and Covenant)
Submitted by Librarian on September 19, 2004 - 4:57pm. Combat Arts
Written by Covenant and Telenochek for Sacredins.com

This is an article regarding calculation of Regeneration times for
Spells and Combat Arts. It should give you a good idea how to develop
your CA's and Spells correctly and to make sure you are not waiting for
5 minutes before using each spell. Ultimately, regeneration times are
all about maximizing your damage output. Some of these exact values may
change in subsequent patches as the game is balanced by Ascaron, but it
is very doubtful that the structure of the formulas will be changing.
Don't freak out once you see the general formula, plenty of examples
are provided ;)

Note: All of the data and formulas below have been tested for 1.7UK
final up to level 200. Not at every single level of course, but it
works ;)

Not surprisingly, Ascaron used exactly the same formula structure for
both Spells and CA regeneration times, which makes our task (and
theirs) so much simpler. There are far too many spells and CA's to try
and develop a separate formula for each of them. And there is no need
to do so either. We will be using Seraphim's, WoodElf and BattleMage's
Spells and CAs as examples since these are the characters we are
currently playing.

Here is how this article is structured:

General Formula for Spells and CA's
Examples of how to use the formula
Consequences of the formula -> the most interesting section!
[ list ]
How to manage your regeneration time properly -> a short guide and some
tips
Short Summary
Appendix
Ghost Meadow
Traps
Vampiress' CAs
1. General Formula for Spells and CA's

Note: to keep the formulas appearance as simple as possible, the effect
of Ghost Meadow, Vampirism, Ballistics and Trap Lore has been excluded
from the Spell Formula. Please see Appendix. Don't worry, if you
understand this formula, you will easily be able to extend it to those
effects.

So here are the two formulas (one formula is for CA, the other one is
for Spells):

CA Regeneration time =
{ Basic Time + Level Time *
(CA runes read + CA runes socketed / 2) } *
{ 1 / 1 + PR } * {1 / 1 + C } * {1 / 1 + RSM }


Spell Regeneration time =
{ Basic Time + Level Time *
(Spell runes read + Spell runes socketed / 2) } *
{ 1 / 1 + MR } * {1 / 1 + M + SR } * {1 / 1 + MS }



Definitions and explanations of variables:

Basic Time - The "starting" point for Regeneration time. See the table
provided at the end of the article.

Level Time - The factor by how much a CA/Spell increases its
regeneration time if you are learning a higher level CA/Spell.

CA/Spell runes read - how many runes of that specific CA/spell you have
read.

Spell runes socketed - how many runes of that specific CA/spell are
provided by equipment (rings, amulets, armor ... etc)

MR - Mental Regeneration / 100 ; For example, if your Mental
Regeneration is 48, you know that the regeneration time is reduced by
48%, or that MR = 0.48

M - Meditation factor; So if your Meditation is level 1 (or 12%
regeneration bonus), then M = 0.12

SR - Spell Regeneration factor that is listed on items; So if it says
Spell Regeneration + 30 on a certain item, then SR = 0.30 Notice the
Spell Regeneration is added to Meditation as opposed to having its own
separate factor. Note that SR is the sum of all the equipped items.

MS - Magic Specific Factor ; Magic Specific factor is the factor for
skills like Heavenly Magic, Moon Magic etc... For example, if you have
level 1 Heavenly Magic (6 % regen bonus), then MS = 0.06

PR - Physical Regeneration / 100 ; For example, if your Physical
Regeneration is 48, you know that the regeneration time is reduced by
48%, or that PR = 0.48

C - Concentration factor; So if your Concentration is level 1 (or 12%
regeneration bonus), then C = 0.12

RSM - "+ Regeneration Special Move" that is listed on items; If it says
+ Regeneration Special Move + 75 on a certain item, then regeneration
time decreases by 75% or RSM = 0.75 Note that RSM works slightly
differently from SR, because RSM has its own factor, whereas SR is
added to M.

2. Examples of how to use the formula

Example# 1
Level 3 Anna (beautiful name for a Seraphim ;) ) has:
Meditation = level 0 (she doesn't have Meditation), so M = 0.00
Heavenly Magic = level 0 (she doesn't have Heavenly Magic either), so
MS = 0.00
Mental Regeneration = 22; so MR = 0.22
Irritation runes read = 1
Irritation runes socketed = 0
Basic Irritation Time = 20 seconds (see Table of Basic Times)
Irritation Level Time = 12 seconds (see Table of Level Times)
Irritation level 1 regen time listed as = 26.2 seconds (as displayed in
char. info)

Does this work with the formula?
[20 + 12] /(1.22) = 26.2 sec
Yes it does.

Example #2
Level 4 Anna, has 0 points in both Meditation and Heavenly Magic:
Meditation = level 0; M = 0.00
Heavenly Magic = level 0; MS = 0.00
Mental Regeneration = 26; MR = 0.26
Irritation runes read = 1
Irritation runes socketed = 0
Irritation regen. Time = 25.4 seconds

Does this work with the formula?
(20 + 12*(1+0))/(1.26) = 25.4 sec
Bingo.

Example #3
This time, lets see the effect of Meditation:
Level 3 Anna
Meditation = level 1 (12% regen. Increase); M = 0.12
Heavenly Magic = level 0; MS = 0.00
Mental Regeneration = 22
Irritation runes read = 1
Irritation runes socketed = 0
Irritation regen. Time = 23.4 seconds

Does this work with the formula?
(20+12) /( 1.12 * 1.22) = 23.42 = 23.4 sec
Correct.

Example #4
Now lets see the effect of Heavenly Magic on regen. time:
Heavenly magic is half as effective as Meditation at reducing
regeneration times, because it has half the percentage in progression
table.
Anna level 3 has:
Meditation = level 0; M = 0
Heavenly Magic = level 1 (6% regen. increase); MS= 0.06 (half as
effective as Meditation lvl1)
Mental Regen. = 22; MR = 0.22
Irritation runes read = 1
Irritation runes socketed = 0
Irritation time = 24.7 seconds

Does this work?
Lets check: (20 + 12)/(1.22*1.06) = 24.74 = 24.7 sec
Correct.

Example #5
Level 7 Anna has:
Mental Regeneration = 32
Heavenly magic = level 0; MS = 0.00
Meditation = level 0: M = 0.00
Irritation runes read = 2;
Irritation runes socketed = 0;
Irritation regen time = 33.3 seconds

Does this work with the formula?
(20 + 12*2) / 1.32 = 33.3 sec
Correct.

Example #6
What will happen on very high level? Is it still working?:
Level 200 wood elf, with a typical mage skills:
Mental Regeneration = 713
Moon magic = 146% (level 149); MS = 1.46
Meditation = 193% (level 150); M = 1.93
SR on items = 216 (100 on a rare shield and 116 on israfaels armor niob
version)
CoA runes read = 255 (CoA = Call of the Ancestors)
CoA runes socketed = 6
CoA regen time = 51.0 seconds

Does this work with the formula?
(40 + 24 *(255 + 6/2)) / ( (1+7.13) * (1+1.46) * (1 + 2.16 + 2.93 ) ) =
51.166 sec
Why is this not exactly 51.0?

Well, the values of meditation and moonmagic are only rounded numbers.
So I guess level 150 meditation is more like 193.5% than 193.0%, or
it's 146.5% moonmagic. So the result could differ a bit from the
display in sacred, but it's not the fault of the formulas but rather
due to the rounding problems of the input data.

3. Consequences of the formula

PR, C and RSM are independent factors
RSM items are incredibly powerful
Meditation has to do nothing with MReg
Comparing RSM to Regeneration Spells
PReg is a very important attribute
MReg is second to none
Dispelling the myth about Heavenly Magic
Animation time
Socketing runes with RSM and RSp
Zero level CA regen. timers
a) Physical Regeneration (PR), Concentration © and +Regeneration
Special Move (RSM) are all independent multiplicative factors in the
formula

What this means is that you are trying to maximize the product of these
factors in order to get the lowest regeneration time. Lets see how to
do that most efficiently.

You have a product of 3 factors (1+X)(1+Y)(1+Z) and you want to make it
as large as possible and as efficiently as possible. Lets see some
examples.

Suppose that X=Y=Z=1
What the product?
Product = 2^3 = 8

Now suppose you have exactly 3 points that you can spend however you
like.
What would be the best way to spend these 3 points to achieve the
lowest regen. time?

i) lets try to put all 3 of these points in X:
so factor X = 1+3 = 4, Y = 1, Z = 1;
Product = 5*2*2=20

ii) lets try to put 2 points in X and 1 point in Y:
so X = 1+2 = 3; Y = 2, Z = 1;
Product = 4*3*2=24
Nice! It's bigger!

iii) lets try to put 1 point in X, 1 point in Y and 1 point in Z:
so X = 2, Y = 2, Z=2
Product = 3*3*3 = 27
This is the biggest number you can get!

Conclusion: To achieve lowest regeneration time, spread points as
evenly as possible between Physical Regen, Concentration and +RSM! This
fact can be quickly proven in the general case using the theorem of
Lagrange multipliers. (Note: If you know how it works, try maximizing
the function (A+X)(A+Y)(A+Z) subject to constraint X+Y+Z = B, where B
is positive, and you will find that the maximum is achieved when X=Y=Z.
)

b) +Regeneration Special Move items are incredibly powerful

It is not uncommon to find items with +50 Regeneration Special Move
modifiers even at very low levels (like level 10). If you take a look
at Concentration Progression table, an item with +50 Regen. Special
Move is equivalent to 7 levels of Concentration. An item with +100
Regen. Special Move is equivalent to level 16 Concentration. Incredibly
powerful!

Utilize a couple of items with these modifiers and save yourself some
points on Concentration, or use these modifiers to help out if you are
having trouble keeping your regen. times low!

+Regeneration Special Move is very important at high levels to keep
your regen times low while using a higher level CA/Spell. It's quite
easy to get +100 RSM, but +300 RSM is highly recommended (sounds like a
lot if starting a new character, but later in the game, +300 RSM will
be provided by 3 or maybe 4 rare items).

A +300 RSM on items will divide your regeneration time by 4. 1/(1+RSM)
= 1/(1+3) In other words you can read 4 times as many runes and still
get the same regen time, compared to not using any +RSM items. And, of
course, if the level of your CA/Spell is 4 times larger you are doing a
huge amount of damage.

c) Meditation has nothing to do with Mental Regeneration, despite the
fact that the game says so

Meditation (M) and Mental Regeneration are two completely separate
factors.
Meditation does not increase Mental Regeneration in any way.

However, +Spell Regeneration and Meditation are not separate.
They are added together before you divide by them.

Therefore, keep in mind, that a high bonus from +Spell Regeneration
items will lower the usefullness of meditation
(see some examples and calculations further down at d) )

d) +Regen Special Move compared to + Regen Spells

Since + Regen Special Move has its own factor, whereas +Spell Regen is
added to Meditation first, + Regeneration Special Move is a lot more
powerful than +Spell Regen if you happen to have Meditation.

If you don't have any points in Meditation at all, or in other words M
= 0, then +Spell Regen. factor is exactly the same as +Regen special
move. However, if you have a lot of points in Meditation, then +SR is
not too effective.

Examples of how this works:
A: Suppose you have + 100 Regen Special Move and your Concentration is
level 16 (98% )
Your regeneration time is reduced by a factor of (1+1)*(1+0.98) = 3.96
or about a factor of 4

B: Suppose you have +100 Spell Regen and your Meditation is level 16
(98%)
Your regeneration time is reduced by a factor of (1+1+0.98) = 2.98 or
about a factor of 3
Meditation and +Spell Regen modifier make each other a lot less
effective.

Therefore it might be a good idea to skip Meditation completely and
instead use +SR items to reduce your regeneration time, if you are
playing a hybrid character and are very short on skills. This decision
is entirely up to you. On the other hand, if you playing a primarily
magic-oriented character, skipping Meditation is not a good idea. At
least some points in Meditation are recommended. At higher levels ,
Specific Magic skills will hit diminishing returns and a few points in
Meditation will definitely be more effective than trying to increase
the level of your Specific Magic skills once they have hit diminishing
returns. It could also save you a couple of slots (so that you don't
have to socket too much +SR).

Compared to Meditation, Specific magic skills (Heavenly magic, Moon
Magic etc..) are invaluable, because they have their own factors and
remember that they also reduce animation time of spells! Please see
part g) for more comparison of Heavenly Magic and Meditation.

e) Physical Regeneration is a very powerful attribute because it allows
you to use higher level CAs

Physical regeneration allows you to maximize your damage at higher
levels. Lets face it, the way this game is designed, its all about
Spells and Combat Arts. The bonuses on Spells and Combat Arts are way
too good to pass up, therefore at higher character levels it is
beneficial to NEVER use your normal attack but instead rely on a set of
Combat Arts or Spells (or Combat Arts AND Spells if you are a hybrid).

At higher levels of play, its hard to find a skill that can beat
Physical Regeneration at maximizing damage. Lets take a ranged combat
Wood Elf as an example. We've got two choices here, Physical
Regeneration (PR) or Dexterity (Dex). PR will increase about 2.1 per
level, Dex 2.9 per level automatically. So we have one free point to
spend.

Let's assume we've got a level 50 woodelf. Here is a very typical
character setup:

Concentration is up to 150%; C =1.5 and we have +100 regen. special
move on our equipment and shooting with Multihit mainly.

Woodelf #1 without any extra points in PR: 124 points PR, so Multihit
level 5 (with 1 read rune and 4 socketed runes) has:
(5 + 3*(1 +4/2)) / ( (1 +1.24) * (1+1) *(1 + 1.5) ) = 1.25s regen time
and very nice to play with.

Woodelf #2 with the same equipment, but all free points in pR (173),
first we try multihit again an level 5:
(5 + 3*(1 +4/2)) / ( (1 +1.73) * (1+1) *(1 + 1.5) ) = 1.02s
and we've got a 22% faster regeneration of Multihit.
So if your WoodElf keeps shooting for about for about 10s, WoodElf#2
will shoot nearly 10 times, while #1 only 8 times.
Suppose we increase the regeneration time on WoodElf#2 to 1.25 seconds
by socketing 2 extra runes:
So now we have overall 1 rune read and 6 socketed on the equipment:
(5 + 3*(1 +6/2)) / ( (1 +1.73) * (1+1) *(1 + 1.5) ) = 1.245s
So #2 can use their CA at the same speed as #1, but the CA is 2 levels
higher!

What does this mean in terms of damage? This gives a nice +10% damage
of the overall damage in WoodElf #2 compared to WoodElf #1. Now, before
you conclude that this is not very impressive, let us point out one
very important thing: This extra damage bonus is multiplied (not added
to) by the weapon lore bonus! At higher levels multiplicative effects
always win over additive effects.

So, WoodElf #1 could spend their points on Dexterity (220 dex instead
of 171) but the damage boost of Dex (only increasing physical and fire
damage (at least in ranged combat)) is additive with the weapon lore
extra damage. Whereas the higher CA level that you can use with
physical regeneration is multiplicative with the weapon lore and
affects all types of damage!

So with lots of points in weapon lore, the damage boost provided by
Dexterity, cannot really compete with the higher CA level damage boost
allowed by Physical Regeneration. And you've got the +hitpoints using
physical regeneration as well!

This effect is even stronger at higher levels. For example, a level 150
WoodElf without spending any points on PR has 334 points in PR, with
spending every point on PR it's about 483. So the difference of no-PR
(quotient of 4.34 in the formula) to PR-only (5.83) is even bigger than
on level 50 with around 34% faster regeneration (or a 34% higher CA
level, keep in mind that CA regen. time has a linear dependence on CA
level (just look at the formula)).

Conclusion: Strength and Weapon Lore weapon bonus are added to each
other. But the damage bonus of CAs is multiplied with the bonus of
Weapon Lore. So PR is much more effective than Strength or Dexterity.

f) Mental Regeneration

Exactly the same ideas as in e) and a) apply to Mental Regeneration and
regeneration time.

Usually there is no way around Mental Regen for a caster-type build.
You desperately need higher levels of Spells to be able to kill the bad
guys. And the only way to have higher levels of Spells is to somehow
keep the regeneration times low. You need Mental Regeneration. Keep in
mind that Mental Regeneration also directly increases the damage of
spells.

g) Dispelling the Myth about Meditation and Heavenly Magic

There is a myth circulating that Meditation is better than Heavenly
Magic at higher levels, because it says in the description that it
"increases Mental Regeneration". What Ascaron probably meant to put
there is that Meditation increases Spell Regeneration rate. (SR is
added to M) Meditation does NOT increase mental Regeneration in any
way.

Although Heavenly Magic lists 1/2 the percentage of Meditation in
progression table, it can easily become more powerful than meditation,
even if you ignore the increase in animation time.

Yes, Heavenly Magic lists 1/2 the percentage and even if you ignore the
animation time bonus (which is great), it still can become more
powerful than Meditation. What?? How is this possible?

Lets take a look at the quotients: Heavenly Magic has 'its own'
quotient (1+MS) but Meditation has to share it with +Spell Regen. In
fact, as soon as you have at least +100 regenerate Spells on the
equipment, Heavenly Magic is equally powerful as Meditation.

Example:
Suppose you have a hypothetical spell called MoonShine (;-) and that it
has a base regen. time of 100seconds.
Suppose you have equipped an item with +100 Spell Regen; (SR=100)
Lets compare the effects of Heavenly Magic and Meditation by spending
50 point in each in turn.
So you put 50 points in Meditation (198% in progression table), regen
time = 100s/(1+1+1.98) =25.1seconds
50 points in Heavenly Magic gives (99% in progression table), regen
time = 100s/((1+1)*(1+0.99)) = 25.1 seconds

So in this particular example, putting 50 points in Heavenly Magic
gives exactly the same result as putting 50 points in Meditation.

If you have an even larger +SR bonus equipped, meditation will be worse
than heavenly magic.
For example, in the MoonShine example above, suppose you had +300 SR.
50points on Meditation only: 100/ ( 1 + 3 +1.98) = 16.7s
50points on Heavenly Magic: 100/ ( ( 1+3) * (1+0.99) ) = 12.6s

So when your character is low level (when it could be hard to get even
+50 reg spells) you should keep Meditation a bit higher than the
specific magic, but on higher levels with tons of +reg spells items ,
the specifc magic is far better than Meditation.

The 'best' is a mix of both. So 10 Meditation and 40 Heavenly Magic
will get us:
100 / ( ( 1 + 3 + 0.69) * ( 1 + 0.88 ) ) = 11.3s

But, of course, Heavenly Magic also has the bonus of decreasing
animation times.

h) Minimum regeneration time versus Animation time

The minimum regeneration time is 0. The formulas work out so that you
can never reach 0 regeneration time, since its not possible to increase
PR or Concentration to infinite values. You would expect that the
ACTUALLY MEANINGFUL minimum regeneration time is the time it takes your
character to perform the CA/Spell (spell-CA animation time). However at
higher levels there are many different things you have to take into
account, so here is a flavor of it:

There are some CAs which need some time to be completed, like attack on
the woodelf. If you get the regen time as low as the time it takes to
complete the attack, it's very nice to attack everytime and don't even
think about using the 'normal' left mouse button attack. But there are
other CAs which start regenerating after the last hit of CA completes,
so you'll really need a very very low regen time, to compete with an
angry mob around you (so you never get out of life with life-leech).

i) About socketing runes and + Spell Regen and +Regen CA modifiers

Even though +Spell Regen items are powerful, Meditation is still pretty
decent because for your spells to be effective you will need to keep
increasing the level of the spell, and Meditation could work to keep
regen times from becoming huge.

However, at higher levels, there are TONS of + Spell Regen items. And
as have been pointed out many times in this article, Meditation and +SR
make each other a lot less effective.

With an item +200 regen spells, its exactly the same as having 50
points on meditation. So If you are planning a hybrid build (hybrid =
short on skills) and you plan to get to higher levels, you might want
to try and "optimize" your build by leaving meditation out and only put
points in the specific magic. Specific magic with a few powerful +Spell
regen items will be quite effective and Meditation won't help THAT
much.

So what about socketing runes? When you socket runes, the regeneration
time increases by half as much as it would if you read the rune.
Whether you want to rely on socketing runes or not, depends on how you
are planning to use that particular spell.

If it's a Spell which you don't need every second, maybe its only a
supporting/additional CA, then reading runes is fine. But if you're
planning to use the CA as the main attacking option (WE multihit) and
want it to use constantly, the best way to go is to try and reach a
high level of that CA by reading ONLY one rune, and socketing the rest
(there are items with +13 Multihit also which you can use etc..)
...
continued in part 2...

FrostElfGuard
07-25-2006, 08:56 PM
Try using Concentration, tons of +Regen Special Move and PR and
socketing everything. There are plenty of rare
weapons/gloves/belts/armors/... with +CA.

Example by Covenant:
I've played a range-combat woodelf with mainly multihit up to charlevel
~150.
She's got a multihit level of about 36 with 0.8s regtime.
I've only read 1 single rune, the rest is equipment (+13 bow, +8
gloves, several +2 or +4 multihit amu/rings, tons of +reg CA (around
400 I guess) and of course PR-only and high (110 points (?))
concentration.
I don't want to miss the +155% damage boost of the level 36 multihit.
Without the socketing/equipment I think I have to shoot with level ~18
multihit (only +65% damage boost).
As long as you can reach 'planned' CA level with the equipment you
shouldn't read more than one single rune of this CA.

Another example why socketing is so powerful:
Let's take the typical melee-combat char which is using Attack as main
CA.
(Note: for this example, WoodElf data is used actually)
18 points concentration (103%); C = 1.03
No items with +Regen Special Move equipped; RSM = 0
80 points PR (all free points spent on Physical Regeneration); PR =
0.80
1 attack rune read and 3 vampire runes with +1 attack each are already
socketed
(9% lifeleech is very important, so vampire runes are very welcome).
Our starting point is now:
(10 + 6* (1 + 3/2)) / ( (1+0.8)*(1+1.03)*(1+0) ) = 6.84s
It's quite long, but it's only a low level char and only -5% damage for
a very very fast attack isn't that bad.

Suppose we now socket an extra 2 attack runes, but specific to the
gladiator class!:
Gladiator runes grant +10 reg Combat Arts.
How do they affect our regen times?
So we're going to socket 2 extra runes, but also get +0.2 for RSM:
(10 + 6* (1 + 5/2)) / ( (1+0.8)*(1+1.03)*(1+0.2)) = 7.07s
Hey, the regen times haven't increased too much, but the damage is now
+5% instead of -5%!

In case you think +10% is not that huge of deal, remember that this 10%
increase in damage is A TRUE 10% INCREASE.
Many 10% increases in this game are MISLEADING. For example, when you
increase you weapon lore % from 150% to 160% the % increase is not 10%,
it is 160/150 - 1 = ONLY 6.6% increase. So a true 10% increase is very
good!

j) Just something I noticed, ignore this part

Unless you plan to test these formulas for CA/Spells with 0 levels of
that CA or Spell.

If you don't have the spell or CA at all, then the effects are not
displayed for Concentration and Heavenly Magic, but they are displayed
for Physical Regen., Mental Regen. and Meditation. Everything is
calculated correctly, just not all of it is displayed properly if you
don't have any levels of a spell/CA.

Example: suppose that you don't have BeeEffGee at all:
You can put your pointer over the BeeEffGee slot and you will see regen
times... etc. Suppose you that is says BeeEffGee 30 seconds regen. Now
if you increase Concentration, it will still say 30 seconds regen.,
because you don't have BeeEffGee, so if you actually read a BeeeffGee
rune, its regen time will not be 30seconds, (because it IS affected by
concentration).

On the other hand if you increase Physical Regen, you will see that the
regeneration time for BeeEffGee is no longer 30seconds, even though you
don't have any levels of it. Just the way stuff is displayed in Sacred.
If you are confused about 10), just don't worry about it, it doesn't
affect gameplay at all. I just decided to point it out, in case you did
not have any levels of a certain CA/spell, then researched
Concentration and wondered why it doesn't show the decrease in
regeneration time. Its because you don't have the CA/Spell.

4. How to manage your regeneration time properly

Many new players read every single rune they find, then they exchange
the other class runes at the Combo Master and read some more runes! It
is a very empowering feeling to have those CA and Spells at high level
and doing uber damage, yes? Don't worry we have all done it ;)

It is best to do it differently though. For example, when my Seraphima
was level 37, she had 0 spells researched despite being a hybrid build.
That's right, she didn't have a single spell! She also only had 3 CA's
researched and all 3 of them were still at level 1. She had 62 runes
for my character saved in a stash for later use. 10 runes for
Irritation, 10 runes for Combat Kick, 10 runes for Combat Jump , 17
Runes for Lightning strike etc... Many of them were obtained by
exchanging 4:1 ratio using other class' runes. And no, the runes were
not transferred from another character, she got them on her own.

Just in case you were wondering why my hybrid build Seraphima did not
have any spells researched, the reason is is:
she passed Silver at level 36, and in Gold she really needed her spells
to be higher level to be even remotely effective.
Unfortunately, the regeneration times for level of spells THAT high
were quite considerable, because My character was focusing more on her
melee fighting skills up to this point, and had not developed high
enough Heavenly Magic and Meditation yet. So she was keeping the runes
until she developed her magic regen. skills.

In case you are wondering why not just read the runes, why keep them in
the stash? The answer is: you get less rune drops the more runes you
read. So, how do you get more runes? Mirko has posted that there is a
rune drop factor, the bigger that factor is, the less runedrops you
get:

Read runes count as 100%
Socketed count as 75%
Carried runes count as 50%
Runes saved in a stash count as 50% towards this factor.
You will get ridiculous amounts of rune drops if you keep the factor as
low as possible. So try to have as little runes read as possible; try
to have most of the runes saved away in a stash. How can you have as
little runes as possible?

First of all, exchange the other class' runes as often as you can for
one of your own (except Life Leech). Secondly , only read as many runes
as are beneficial to you! Thirdly, don't research your own CA/skills
that you don't need. For example, my Sera will never research BeeEffGee
even in Nyobium, because she is not designed as a BeeEffGee build so I
just treat BeeEffGee as it if was a rune for another class (I exchange
it).

Not reading every rune you find is beneficial to you. So when should
you read a rune? The answer is easy: if reading a rune will increase
the damage of your spell by 15%, while increasing your regen time by
50%, there is no reason to read this rune. Just compare the benefits
you get before you read the rune, and you will know whether to read it
or not.

There are only 2 exceptions to this rule:

When regeneration time is already short enough for you to use it
conveniently, even though the regen time increase outweighs the bonuses
provided by the rune
Spells that have a long duration, or the "cast it and forget it" type
spells, such as Strength Of Faith.
You can afford to read a couple extra runes with those spells.
On the other hand, if you plan to play a character who heavily relies
on spells, you have a problem! You will need to pump those spells high
in level to make them effective! Forget killing anything in Gold with a
level 1 spell ;) (especially in Platinum, Nyobium) So when planning
your character build, make sure your skills are sufficient to keep the
regeneration times down. But there is no reason to have your lightning
strike at 20 seconds regeneration time and doing 2 million damage,
unless you only plan to use it versus bosses and such.

NEVER EVER read runes to increase your CA/Spell level unless you know
that it will be beneficial. Only read runes when you need to and when
your regen. time is already low enough that you can afford it.

If you are having SEVERE problems keeping your regen. time down, you
either

have insufficient skills to keep the regen. time down
have read too many runes :)
5. Short Summary

Physical Regeneration, Concentration and +RSM are all independent
multiplicative factors.
Same holds for MR, (M +SR) and MS.
+Regeneration Special Move and + Spell Regeneration items are very very
powerful.
+SR is just as powerful as +RSM, if you don't have Meditation.
If you have Meditation, +SR is a lot less effective.
Meditation does not increase Mental Regeneration despite what the game
says. They are two completely different factors.
Putting points into Physical Regen is the best way to get more life and
more damage through higher CA-levels and even more attack rating
(remember, CA's have +Attack Rating on them) and the effect of higher
CA-levels is multiplicative to weapon lore (instead of being additive
like strength or dex (and strength and dex only increase the physical
damage, not the magic damage of your weapons)).
Mental regeneration is nearly the only option for caster characters,
unless they desperately need more life.
Always estimate what the pros and cons are of reading a rune, before
reading it. Reading runes left and right hurts you in two ways: you get
less runes and your regen times go up.
0 seconds is the minimum regen time, but you should consider how you
are going to use your CA or Spell.
Is it your main damage spell or is it something you will use only once
in a while? (See part 3 section i) )
Hopefully, you enjoyed this article, and if you have any comments or if
you think some of the information is wrong or needs modification just
PM (Private Message) us on Ascaron Official forum.
Usernames : Cov242 / Covenant (international / german forums) and
Telenochek (international forum)

Cheers and Happy Goblin Hunting!

6. Appendix

Part i) effect of Ghost Meadow on regen. times.

Again, the descriptions in the game are very misleading. Ghost Meadow
doesn't increase Mental Regeneration in any form. Ghost Meadow is quite
different from all the other modifiers and has a strange contribution
to the formula as follows:

Spell Regeneration time =
{ Basic Time + Level Time *
(Spell runes read + Spell runes socketed / 2) } *
[{ 1 / (1 + MR) } * {1 / (1 + M + SR) } + GM ] * {1 / (1 + MS) }



If Ghost Meadow says 150% then GM = 1.5 All the variables are the same
as used throughout the article, with the addition of GM. The Ghost
Meadow increase is as follows: GM = 1.35 + 0.15 * Ghost Meadow Level.
So if your ghost meadow is level 1 then GM = 1.5, level 2 GM = 1.65
etc..

Obviously the calculation gets a bit strange with GM, because it's not
a factor like everything else, but additive to the other things. So a
level 1 GM could be very useful on lower level characters when MR, SM,
SR and M are all quite small and therefore GM will have a large
addition. But on a char with high values of MR, SM, SR and M, Ghost
Meadow effects are pretty useless. In other words you have to push
Ghost Meadow to very high level as well to be effective.

Part ii) regenerating traps

Well, the melee/combat arts of the Dark Elf are calculated exactly like
all the other CAs (so PR, RSM and concentration), but the Dark Arts are
quite different from your typical spells (all the traps, adrenaline..
etc, right side). These are influenced by PR, RSM, TrapLore (TL) and
Ballistics (B), and all 4 are independent multiplicative factors:

Trap Regeneration time =
{ Basic Time + Level Time *
(Runes read + Runes socketed / 2) } *
{ 1 / (1 + PR) } * {1 / (1 + RSM) } * {1 / (1 + TL) } * {1 / (1 + B) }



So the Dark Arts are not your typical "magic" spells, from the formula
we see that the importance of TrapLore is increased. (if you thought
that Trap Lore was equivalent to Meditation )

Part iii) regeneration times of the Vampiress

The effects of lowering Combat Arts for the Vampiress are a little bit
more complicated, because she has 3 different skills to reduce them.
Concentration for the Knight-CAs, Vampirism for Vamp-CAs and Vampirism
(V) + BloodRush (BR) for Vamp-'Spells'.

Lets start with the easier parts first: the Knigh-CAs are influenced by
RSM, PR anc Conc.
So they are calculated exactly like all the other CAs.

Next step are the Vampiress-CA (the left side of the menu, while being
a vampiress).
They are influenced by RSM, PR (vampiress-PR, a bit lower than beeing
Knight) and Vampirism. (no Concentration here)

CA Regeneration time =
{ Basic Time + Level Time *
(Runes read + Runes socketed / 2) } *
{ 1 / (1 + PR) } * {1 / (1 + RSM) } * {1 / (1 + V) }


V - Vampirism-effect (like Concentration)

So no big suprpirse here, but keep in mind, that Concentration is
useless for a vampire-only build which doesn't fight as a knight.

What's about the Special-Vampire-Arts (like the bats, bloodkiss, etc.)
? As stated above, they are influenced by PR, RSM, Vampirism and
BloodRush. (so again, these are not your typical 'Spells' because they
are influenced by PR and RSM)

CA Regeneration time =
{ Basic Time + Level Time *
(Runes read + Runes socketed / 2) } *
{ 1 / (1 + PR) } * {1 / (1 + RSM) } * {1 / (1 + V) * {1 / (1 + BR) }


V - Vampirism
BL - BloodRush

Again, they are 4 independent factors, so it should be easier to get
very low regen times at higher levels. (Remember that multiplicative
effects are very powerful at higher levels).

FrostElfGuard
07-25-2006, 08:57 PM
CA Regeneration Values
Submitted by Librarian on October 5, 2004 - 3:29pm. Combat Arts
By Telenochek and Covenant

Serpahim
Gladiator
Wood Elf
Dark Elf
Battle Mage
Vampiress
Legend:

[Character]
[Combat arts grouped by type]
[Combat art name] : [Base time] / [Level time]

Base time - CA/Spell reg time at level 1 with 0 in related skills and
attributes

Level time - CA/Spell increase after reading a rune with 0 in related
skills and attributes (this value is equal throughout all CA/Spell
levels all the way up to 255)

GLADIATOR

CAs

Stomping Jump: 9/6
Throwing Blades: 3/2
FistoftheGods: 7/4
Back-breaker: 10/6
Awe: 10/6
Heroic Courage: 20/12
Dagger Stare: 30/18
Combat Kick: 5/3
Hard Hit: 5/3
Multi-Hit: 5/3
Attack: 10/5

SERAPHIM

Spells

Irritation: 20/12
Conversion: 40/24
Rotating Blades Of Light: 30/18
Celestial Light : 20/12
Lightning Strike: 3/3
Light Shield 40/24
Strength Of Faith: 40/24
Energy Bolts: 40/24
Light: 30/18

CAs

Hard Hit: 5/3
Multi Hit: 5/3
Combat Kick: 5/3
Attack: 10/6
BeeEffGee: 40/24
Hunter Seeker: 12/8
Whirling Hit: 20/12
Combat Jump 9/6

WOOD ELF

CAs

spider: 15/9
knockback: 7/4.2
penetrating: 10/6
explo: 7/5.5
multishot: 25/15
multihit: 5/3
hardhit: 5/3
Eye for an Eye: 10/6

Spells

transform: 25/15
thorn bush: 5/3
poisoned tendrils: 25/15
plant cage: 20/12
CoA: 40/24
recuperation: 2/10
quick as a flash: 30/18

DARK ELF

CAs

HH (Revenge): 5/3
MH (Sudden Fury): 5/3
Combat Kick: 5/3
Attack(Rage): 12/7
Soul Catcher: 20/12
Cobra: 20/12
Pak-Nakor: 30/18
Pak-Dain: 30/18
Mongoose: 4/2

Dark Arts

Battle Fog: 5/3
Poison Mist: 5/3
Confusion: 4/2
Bottomles Pit: 6/4
ExplosiveCharge: 5/3
Testosterone: 20/12
Adrenaline: 20/12

BATTLE MAGE

Fireball: 3/3
Flameskin: 40/24
Purgatory: 20/12
Fire Spiral: 20/12

Stoneskin: 40/24
Petrification: 20/12
Circle of Fear: 16/4
Meteor: 10/5

Whirlwind: 40/24
Gust of Wind: 5/3
Phase Shift: 10/2
LightningStrike: 5/3

Cataract of Ag.: 30/18
Ice Shards: 5/3
Ice Ring: 20/12
Water Form: 30/18

Spirit. Healing: 2/10
Shield Wall: 30/18
Ghost Meadow: 15/9
Reiki: 15/9

VAMPIRESS

Knight-CAs

Turn to Vampire: 18/12
HardHit: 5/3
Attack: 10/6
MultiHit: 5/3
Combat Kick: 5/3
Wolf: 30/18
Beherrschung: 20/12
Time Control: 4/3

Vamp-CAs

Turn to Knight: 1.2 always
HardHit: 5/3
Attack: 8/5
MultiHit: 5/3
Combat Kick: 5/3
Wolf: 30/18
Beherrschung: 15/9
Time Control: 4/3

Vamparts

Blood Kiss: 12/8
Blood Bite: 9/6
Master Bite: 24/16
Claw Jump: 9/6
Awaken Dead: 20/12
Bats: 40/24

FrostElfGuard
07-25-2006, 09:04 PM
These articles have disappeared from the web (in English...still found one in Russian)... and the google cache now.

They are a goldmine for people wanting to know how to best use their abilities in Sacred.

From reading the articles, all the information was obtained without breaking the license agreement (observation of a regularly running game)

JimmyP
07-25-2006, 09:57 PM
damn you Frosty, thats a lot to read and to study :D
ill read it again tomorrow ,too hot overhere :%

nice job ,there is sure some stuff i need on my DE or glad that can be usefull :) ty

yellowlab
07-25-2006, 10:35 PM
Awesome Post Frosty!

There is a lot of detail in there.

Thanks,
bob

Dags
07-26-2006, 03:45 AM
Once again Dave you have provided excellent information for the benefit of all Sacred players. Well done Mate.:)