Dispel flare: Difference between revisions
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'''Dispel flares''' are an <section begin=intro />uncommon <noinclude>[[</noinclude>flare<noinclude>]]</noinclude> can be added to weapons and armor. They occupy the standard flare (category B) slot. Though they occupy the normal flare spot on an item (they are not a "script"), there are some notable differences in how they operate compared to other standard flares.<section end=intro /> |
'''Dispel flares''' are an <section begin=intro />uncommon <noinclude>[[</noinclude>flare<noinclude>]]</noinclude> that can be added to weapons and armor. They occupy the standard flare (category B) slot. Though they occupy the normal flare spot on an item (they are not a "script"), there are some notable differences in how they operate compared to other standard flares.<section end=intro /> |
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* Dispel flares have tiers, which corresponds to how many spells they can remove at a maximum in a single activation. |
* Dispel flares have tiers, which corresponds to how many spells they can remove at a maximum in a single activation. |
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* On weapons when an attack is performed, the flare occurs BEFORE the attack resolution. |
* On weapons when an attack is performed, the flare occurs BEFORE the attack resolution. |
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* If the target has active spells when the flare triggers a random amount of spells up to the tier of the item will be dispelled. For instance if you have a weapon that has tier 3 dispel flares, between 1 and 3 spells will be removed. |
* If the target has active spells when the flare triggers a random amount of spells up to the tier of the item will be dispelled. For instance if you have a weapon that has tier 3 dispel flares, between 1 and 3 spells will be removed. |
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* If the target has NO active spells, in lieu of the spell stripping an |
* If the target has NO active spells, in lieu of the spell stripping an [[SMR]]v2 check is performed. Currently this is a direct level comparison between the wielder and the target (no skills or stats influence it). If successful the target is subject to a standard disruption flare critical. There is also an SMR bonus if the dispel flare triggers and the target has no spells. It's equal to {{mono|(# of dispel attempts * 5)}}. |
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A core mechanic of dispelling magic from a target is the ability to cause what is called a |
A core mechanic of dispelling magic from a target is the ability to cause what is officially known as a sphere interference cascade. This is sometimes called a ''flux crit.'' If a target is successfully dispelled there is a small window of time afterwards where if another dispel occurs from a different school of magic, the target is subjected to extra critical damage in addition to having the spell removed. For instance, if you were to remove a spell from a target using [[Spirit Dispel (119)]], and then remove another spell using [[Elemental Dispel (417)]] immediately after the target would take flux damage. Whenever a spell is removed from a target using a dispel flare, the sphere of influence of each spell strip is randomized between elemental, spiritual, and mental. This allows triggering the sphere interference cascade even on a single flare of the item if it is removing more than spell. The damage type of the critical depends upon the type of dispel that triggers the cascade. |
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* '''Spiritual:''' |
* '''Spiritual:''' [[plasma critical table|plasma critical]] |
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* '''Mental:''' |
* '''Mental:''' [[disruption critical table|disruption critical]] |
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* '''Elemental:''' A random element |
* '''Elemental:''' A random element |
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The SMR attack which occurs when a target has no spells is always disruption. |
The SMR attack which occurs when a target has no spells is always disruption. |
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The elemental dispel can, among other things, be lightning or fire. As such it is possible to trigger environmental effects that result from those damage types such as those seen in |
The elemental dispel can, among other things, be lightning or fire. As such it is possible to trigger environmental effects that result from those damage types such as those seen in [[:Category:Thanatoph_creatures|the Bowels]] (fire triggering the exploding gas) or [[:Category:Ruined_Temple_creatures|Nelemar]] (electrocuting the room when a [[lightning critical table|lightning critical]] occurs) |
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Kroderine weapons and armor innately have dispel flares. The weapons and shields are tier 3, while kroderine armor has tier 5 dispel. |
[[Kroderine]] weapons and armor innately have dispel flares. The weapons and shields are tier 3, while kroderine armor has tier 5 dispel. |
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Dispel flares are most often acquired at Duskruin |
Dispel flares are most often acquired at [[:Category:Duskruin|Duskruin]] where they can be added via certificate from the high end scrip shop ([[HESS]]). The tiers increased further up to tier 3 with a standard dispel boost certificate, and up to tier 5 with the major dispel boost certificate. |
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They may also be added via rare flare tokens at the annual Ebon Gate festival. |
They may also be added via rare flare tokens at the annual Ebon Gate festival. |
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The flares can significantly increase the difficulty of working on items via services such as Enchant and Ensorcell. The difficulty increase is: |
The flares can significantly increase the difficulty of working on items via services such as [[Enchant]] and [[Ensorcell]]. The difficulty increase is: |
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{{mono|50 + (50 * tier)}}. |
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This means a tier 3 dispel flare on an item will increase its difficulty by 200. |
This means a tier 3 dispel flare on an item will increase its difficulty by 200. |
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''' Dispel flares currently work differently against targets which are significantly (> 10 levels) higher level than the attacker. At present if the target is more than 10 levels above you they are ALWAYS subjected to an SMR check, even for the spell removal. This facet of the flare is currently being reviewed and may change in the near future. ''' |
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==In Action== |
==In Action== |
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A target with spells: two spells are removed from the target, 107 and 120 (both the very powerful look and white light come from 120). The second dispel was elemental in nature, which triggered the flux effect and caused a fire critical. |
A target with spells: two spells are removed from the target, [[Spirit Warding II (107)]] and [[Lesser Shroud (120)]] (both the very powerful look and white light come from 120). The second dispel was elemental in nature, which triggered the flux effect and caused a fire critical. |
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<pre{{log2}}> |
<pre{{log2}}> |
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You channel at a festering taint. |
You channel at a festering taint. |
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Awesome lash of plasma severs the gremlock's arm completely! |
Awesome lash of plasma severs the gremlock's arm completely! |
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A gremlock collapses and her eyes roll up as she dies. |
A gremlock collapses and her eyes roll up as she dies. |
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</pre> |
</pre> |
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Latest revision as of 11:01, 9 October 2022
Dispel flares are an uncommon flare that can be added to weapons and armor. They occupy the standard flare (category B) slot. Though they occupy the normal flare spot on an item (they are not a "script"), there are some notable differences in how they operate compared to other standard flares.
- Dispel flares have tiers, which corresponds to how many spells they can remove at a maximum in a single activation.
- On weapons when an attack is performed, the flare occurs BEFORE the attack resolution.
- If the target has active spells when the flare triggers a random amount of spells up to the tier of the item will be dispelled. For instance if you have a weapon that has tier 3 dispel flares, between 1 and 3 spells will be removed.
- If the target has NO active spells, in lieu of the spell stripping an SMRv2 check is performed. Currently this is a direct level comparison between the wielder and the target (no skills or stats influence it). If successful the target is subject to a standard disruption flare critical. There is also an SMR bonus if the dispel flare triggers and the target has no spells. It's equal to (# of dispel attempts * 5).
A core mechanic of dispelling magic from a target is the ability to cause what is officially known as a sphere interference cascade. This is sometimes called a flux crit. If a target is successfully dispelled there is a small window of time afterwards where if another dispel occurs from a different school of magic, the target is subjected to extra critical damage in addition to having the spell removed. For instance, if you were to remove a spell from a target using Spirit Dispel (119), and then remove another spell using Elemental Dispel (417) immediately after the target would take flux damage. Whenever a spell is removed from a target using a dispel flare, the sphere of influence of each spell strip is randomized between elemental, spiritual, and mental. This allows triggering the sphere interference cascade even on a single flare of the item if it is removing more than spell. The damage type of the critical depends upon the type of dispel that triggers the cascade.
- Spiritual: plasma critical
- Mental: disruption critical
- Elemental: A random element
The SMR attack which occurs when a target has no spells is always disruption.
The elemental dispel can, among other things, be lightning or fire. As such it is possible to trigger environmental effects that result from those damage types such as those seen in the Bowels (fire triggering the exploding gas) or Nelemar (electrocuting the room when a lightning critical occurs)
Kroderine weapons and armor innately have dispel flares. The weapons and shields are tier 3, while kroderine armor has tier 5 dispel.
Dispel flares are most often acquired at Duskruin where they can be added via certificate from the high end scrip shop (HESS). The tiers increased further up to tier 3 with a standard dispel boost certificate, and up to tier 5 with the major dispel boost certificate.
They may also be added via rare flare tokens at the annual Ebon Gate festival.
The flares can significantly increase the difficulty of working on items via services such as Enchant and Ensorcell. The difficulty increase is: 50 + (50 * tier).
This means a tier 3 dispel flare on an item will increase its difficulty by 200.
In Action
A target with spells: two spells are removed from the target, Spirit Warding II (107) and Lesser Shroud (120) (both the very powerful look and white light come from 120). The second dispel was elemental in nature, which triggered the flux effect and caused a fire critical.
You channel at a festering taint. ** Your orase runestaff glows brightly for a moment, consuming the magical energies around the festering taint! ** The deep blue glow leaves a festering taint. A hazy film coats a festering taint. The very powerful look leaves a festering taint. The white light leaves a festering taint. The elemental aura around a festering taint fluxes chaotically! ... 15 points of damage! Burst of flames to left hand fries palm. Ouch! A single dim, grey-green globe springs to life in your left hand. With a flick of your left wrist, the globe dances through the air toward a festering taint! CS: +417 - TD: +301 + CvA: +25 + d100: +17 == +158 Warding failed! The orb squarely impacts a festering taint, discharging the grey-green energy over its entire being for 60 points of damage! The festering taint chokes on its blood, gurgling noisily before finally dying. Cast Roundtime 3 Seconds.
Another target with spells. This time the second dispel was spiritual, which caused a plasma flux critical.
You channel at a festering taint. ** Your orase runestaff glows brightly for a moment, consuming the magical energies around the festering taint! ** The very powerful look leaves a festering taint. The white light leaves a festering taint. The elemental aura around a festering taint wavers. The deep blue glow leaves a festering taint. The hazy film around a festering taint fluxes chaotically! ... 50 points of damage! The festering taint is sliced open neatly by a brilliant beam of plasma! You focus a lambent beam of divine energy at a festering taint! AS: +419 vs DS: +182 with AvD: +41 + d100 roll: +35 = +313 ... and hit for 119 points of damage! Muscle and bone blasted to pieces by powerful bolt of energy!
An example when a target has no active spells. the SMR attack is triggered and successful, causing the target to receive a standard disruption flare.
You channel at a gremlock. ** Your orase runestaff glows brightly for a moment, consuming the magical energies around the gremlock! ** [SMR result: 128 (Open d100: 20, Bonus: 49)] ... 15 points of damage! The gremlock's intestines knot themselves. Painful. A sickly, violet haze encompasses a gremlock. CS: +417 - TD: +332 + CvA: +25 + d100: +97 == +207 Warding failed! The violet haze chaotically swirls around the gremlock, the tremendous force causing the victim to crumple inward upon itself! The gremlock is hit for 45 points of damage! ... 35 points of damage! Awesome lash of plasma severs the gremlock's arm completely! A gremlock collapses and her eyes roll up as she dies.