Major Cold (907): Difference between revisions

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'''Major Cold''' is a freezing ball of pure cold which is flung at one's foe. Occasionally, it will break apart causing additional damage to the original target, or strike other opponents within the area.
<section begin=description /><noinclude>'''Major Cold''' is a</noinclude><includeonly>A</includeonly> [[ball spell]] based on the [[cold critical table|cold]] element. Training in [[Elemental Lore, Water]] increases the spell's [[damage factor]] and potential splash targets. Potential splash targets are also affected by [[Multi Opponent Combat]].<section end=description />


{{usage-channel|s=907}}
== Factors That Affect Major Cold ==
The [[attack strength|Attack Strength]] for this spell is determined by [[dexterity]] bonus and [[Spell Aiming]] bonus. Training in [[Elemental Lore, Water]] increases the spell's [[damage factor]] by .001 per rank until rank 50. For ranks 51 to 100 the increase is .001 per two ranks and .001 per four ranks for ranks above 100. With 200 EL, Water ranks the total DF bonus is 0.100. Like other [[ball spell|ball spells]] it will sometimes splash to hit other targets based on [[Elemental Lore, Water]] and [[Multi Opponent Combat]] training.


== Spell Usage ==
==Lore Benefits==
===Damage Factor Bonus===
* [[CAST (verb)|CAST]] or [[INCANT (verb)|INCANT]] this spell to hurl a ball of pure cold at your target.
Training in [[Elemental Lore, Water]] increases the spell's [[Damage factor|damage factor]] (DF).


{| {{prettytable}}
|- style= "text-align:center; background: #DDD;"
|'''Water Lore Ranks'''||'''<center>DF Increase</center>'''
|-
|<center>1 to 50</center>||0.001 per rank
|-
|<center>51 to 100</center>||0.001 per two ranks
|-
|<center>101 to 200</center>||0.001 per four ranks
|}
The total DF increase with 200 ranks EL, Water lore is 0.100.
<section begin=Water Lore Bonus/>
{{Ballspellchart|1=Elemental Lore, Water}}
<section end=Water Lore Bonus/>

==Damage Factor Table==
{{Boltspell table start}}
{{Boltspell table start}}
{{Boltspell table entry|spell = Major Cold|DFcloth = .445|DFleather = .350|DFscale = .245|DFchain = .217|DFplate = .208
{{Boltspell table entry|spell = Major Cold|DFcloth = .445|DFleather = .350|DFscale = .245|DFchain = .217|DFplate = .208
Line 26: Line 43:
|AvD13=40|AvD14=36|AvD15=32|AvD16=28
|AvD13=40|AvD14=36|AvD15=32|AvD16=28
|AvD17=35|AvD18=29|AvD19=23|AvD20=17}}
|AvD17=35|AvD18=29|AvD19=23|AvD20=17}}
{{Boltspell table end}}
{{Table end}}

==Channel Damage==
{{bolt-channel}}

==Messaging==
{{addmetext}}

{{AR}}
{{AR}}
{{:azure rod}}
{{:azure rod}}


== External Links ==
== Resources ==
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#907 Wizard Base Spell Circle: Major Cold], on Play.net
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#907 Wizard Base Spell Circle: Major Cold], on Play.net

[[Category: Wizard Base Spells]]

Latest revision as of 13:02, 7 December 2023

Major Cold (907)
Mnemonic [MAJORCOLD]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Cold 
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility

Major Cold is a ball spell based on the cold element. Training in Elemental Lore, Water increases the spell's damage factor and potential splash targets. Potential splash targets are also affected by Multi Opponent Combat.

Usage

  • PREP 907 | CAST {target} or INCANT 907 to cast this spell
  • PREP 907 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
  • INCANT 907 CHANNEL to channel this spell once using INCANT
  • INCANT SET CHANNEL 907 to always channel this spell using INCANT 907

Lore Benefits

Damage Factor Bonus

Training in Elemental Lore, Water increases the spell's damage factor (DF).

Water Lore Ranks
DF Increase
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

The total DF increase with 200 ranks EL, Water lore is 0.100.

Potential Splash Targets

The number of targets hit by a ball spell is determined by the following calculation using Elemental Lore, Water and Multi Opponent Combat (MOC):

  • Lore Skill Modifier = (1 + √8 * [Elemental Lore, Water Ranks] - 7) / 2
  • First Roll is a random number from 0 to 8
  • Second Roll is a random number from 0 to [First Roll + Lore Skill Modifier]
  • The number of targets is the smaller number of [First Roll + Lore Skill Modifier] and [Second Roll + MOC Ranks].

(As such, training in Elemental Lore, Water contributes to both of the values from which the smaller number is chosen.)

Elemental Lore, Water ranks 0 1 2 4 7 11 16 22 29 37 46 56
Possible additional splashes 0 1 2 3 4 5 6 7 8 9 10 11
Elemental Lore, Water ranks 67 79 92 106 121 137 154 172 191 211 232
Possible additional splashes 12 13 14 15 16 17 18 19 20 21 22


Damage Factor Table

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Major Cold DF .445 .350 .245 .217 .208
AvD 65 55 54 53 52 45 43 41 39 40 36 32 28 35 29 23 17

Channel Damage

CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.

When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).

The roundtime imposed by channeling cannot be reduced by haste effects.

Messaging

This section has not been added yet; please add to it now!

Alchemy Recipe

A slender azure rod
  1. Add wand oil
  2. Add 3 doses of slender twig
  3. Boil
  4. Add ground polished blue coral
  5. Simmer
  6. Add s'ayanad crystal
  7. Infuse
  8. Add runed azure crystal
  9. Chant Major Cold (907)

Resources