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<div class="mobile_subj"><b>Subj:</b> Preview: Elemental Lore Review (Wizard Base)</div>
<div class="mobile_subj"><b>Subj:</b> Preview: Elemental Lore Review (Wizard Base)</div>
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Here's what we're working with for Elemental Lore benefits for the Wizard Base spell circle. These ideas and their details are not necessarily set in stone, and could potentially change before release, but this is a solid representation in the direction we are going. Spells and related lore benefits not mentioned in this post are still under review.<br /><br />Each spell is also noted with one of two designations as to how lore applies to the spell. Overt denotes a direct influence by elemental flavor; fire spell + fire lore = more fire. Secondary denotes that the secondary influences of the element beyond the overt apply.<br /><br /><hr /><br /><br /><b>Minor</b> <b>Shock</b> (<b>901</b>):<br />Overt: Air/Water<br /><br />Training in Elemental Lore, Air grants a chance to apply a stun-shock effect on a successful hit that would not otherwise normally stun. The chance increases using a Seed 5 summation according to EL:A skill bonus: 1% at 5 skill, 10% at 96 skill, and a maximum of 20% at 290 skill. The stun-shock effect has a base duration of 8 seconds and will periodically cause either a 1 round stun or a minor lightning flare.<br /><br />Training in Elemental Lore, Water increases the duration of the stun-shock effect. The duration increases according to EL:W rank: +1 second at 10 ranks and a maximum of +12 seconds at 186 ranks.<br /><br /><hr /><br /><br /><b>Minor</b> <b>Elemental</b> <b>Edge</b> (<b>902</b>):<br />Secondary: Water<br /><br />Training in Elemental Lore, Water allows for magical weapons without existing special abilities to be edged. The maximum magical bonus able to be edged increases according to EL:W ranks: +1 at 1 rank, +10 at 55 ranks, and +15 at 120 ranks.<br /><br />Training in each Elemental Lore skill unlocks an extra effect on attack at 20 Elemental Lore ranks. There is a 10% chance that an effect will activate on attack. If the caster has trained in multiple lore skills, the extra benefit will be randomly chosen from the available abilities.<br /> * Air grants a chance to haste an attack with the enhanced weapon, providing a bonus of -3 to the attack's roundtime.<br /> * Earth grants a chance to parry an attack against the wielder of the enhanced weapon.<br /> * Fire grants a chance to double the normal Minor Elemental Edge AS bonus on an attack made with the enhanced weapon.<br /> * Water grants a chance to drain 5 mana, +1 per 10 damage inflicted, on an attack with the enhanced weapon.<br /><br /><hr /><br /><br /><b>Minor</b> <b>Water</b> (<b>903</b>):<br />Overt: Water<br /><br />Training in Elemental Lore, Water grants a 20% chance to soak the target of a successful hit. The chance increases by 1% per 2 skill bonus, for a maximum 100% chance at 160 EL:W skill bonus (60 ranks). Soaked targets have an additional 30% chance to be affected by stun-shock effects, and stun-shock effects last an additional 3 seconds when applied to soaked targets.<br /><br />Training in Elemental Lore, Water also unlocks the ability to create temporary watery conditions in the room for 30 seconds with an open cast at 25 EL:W ranks.<br /><br />Training in Elemental Lore, Fire unlocks the ability to CHANNEL this spell to cast Minor Steam at the cost of 1 additional mana at 20 EL:F ranks.<br /><br /><hr /><br /><br /><b>Minor</b> <b>Acid</b> (<b>904</b>):<br />Overt: Water/Earth<br /><br />Training in Elemental Lore, Earth unlocks a 25% chance to splash the target of a successful hit for additional damage over time at 10 ranks. Additional damage is inflicted every 5 seconds for 15 seconds. Training in Elemental Lore, Earth beyond 10 ranks increases the damage dealt by the splash effect.<br /><br />Training in Elemental Lore, Water unlocks the ability to CHANNEL this spell to cast Major Acid at the cost of 1 additional mana at 30 EL:W ranks.<br /><br />Once the caster has enough EL:E training to unlock the splash ability described above, training in Elemental Lore, Water increases the chance of splashing a target by 1% per 4 skill bonus.<br /><br /><hr /><br /><br /><b>Minor</b> <b>Fire</b> (<b>906</b>):<br />Overt: Fire<br /><br />Training in Elemental Lore, Fire unlocks a chance to ignite the target on a successful hit for additional damage over time at 10 ranks. The chance to ignite a target is equal to 1% per 5 EL:F skill bonus. An ignited target will periodically take fire damage, decreasing with each cycle until being extinguished. Ignition of a target already affected by this effect does not stack, but it does refresh the duration of the effect. Ignition has no effect on targets already on fire as a result of the Immolation spell. Soaking a target (as per Minor Water (903)) will remove this effect.<br /><br /><hr /><br /> <br /><b>Tremors</b> (<b>909</b>):<br />Overt: Earth<br /><br />Training in Elemental Lore, Earth increases the likelihood that targets will succumb to the effects of this spell.<br /><br /><hr /><br /><br /><b>Major</b> <b>Shock</b> (<b>910</b>):<br /><br />See Minor Shock (901).<br /><br /><hr /><br /><br /><b>Wizard*'*s</b> <b>Shield</b> (<b>919</b>):<br />Secondary: Earth<br /><br />Training in Elemental Lore, Earth unlocks a group version at 50 EL:E ranks.<br /><br /><hr /><br /><br /><b>Enchant</b> <b>Item</b> (<b>925</b>):<br />Secondary: All<br /><br />With training in the relevant Elemental Lore skill, the caster will unlock the ability to Enchant equipment that has elemental flares. Additional training in Elemental Lore will increase the chance of successfully enchanting gear with elemental flares of the same element type.<br /><br /><hr /><br /><br />The following spells are not scheduled to have changes or additions to their lore benefits. Major Cold (907), Major Fire (908), Call Wind (912), Boil Earth (917), Duplicate (918)<br /><br />
Here's what we're working with for Elemental Lore benefits for the Wizard Base spell circle. These ideas and their details are not necessarily set in stone, and could potentially change before release, but this is a solid representation in the direction we are going. Spells and related lore benefits not mentioned in this post are still under review.<br /><br />Each spell is also noted with one of two designations as to how lore applies to the spell. Overt denotes a direct influence by elemental flavor; fire spell + fire lore = more fire. Secondary denotes that the secondary influences of the element beyond the overt apply.<br /><br />-----<br /><br /><b>Minor</b> <b>Shock</b> (<b>901</b>):<br />Overt: Air/Water<br /><br />Training in Elemental Lore, Air grants a chance to apply a stun-shock effect on a successful hit that would not otherwise normally stun. The chance increases using a Seed 5 summation according to EL:A skill bonus: 1% at 5 skill, 10% at 96 skill, and a maximum of 20% at 290 skill. The stun-shock effect has a base duration of 8 seconds and will periodically cause either a 1 round stun or a minor lightning flare.<br /><br />Training in Elemental Lore, Water increases the duration of the stun-shock effect. The duration increases according to EL:W rank: +1 second at 10 ranks and a maximum of +12 seconds at 186 ranks.<br /><br />----<br /><br /><b>Minor</b> <b>Elemental</b> <b>Edge</b> (<b>902</b>):<br />Secondary: Water<br /><br />Training in Elemental Lore, Water allows for magical weapons without existing special abilities to be edged. The maximum magical bonus able to be edged increases according to EL:W ranks: +1 at 1 rank, +10 at 55 ranks, and +15 at 120 ranks.<br /><br />Training in each Elemental Lore skill unlocks an extra effect on attack at 20 Elemental Lore ranks. There is a 10% chance that an effect will activate on attack. If the caster has trained in multiple lore skills, the extra benefit will be randomly chosen from the available abilities.<br /> * Air grants a chance to haste an attack with the enhanced weapon, providing a bonus of -3 to the attack's roundtime.<br /> * Earth grants a chance to parry an attack against the wielder of the enhanced weapon.<br /> * Fire grants a chance to double the normal Minor Elemental Edge AS bonus on an attack made with the enhanced weapon.<br /> * Water grants a chance to drain 5 mana, +1 per 10 damage inflicted, on an attack with the enhanced weapon.<br /><br />-----<br /><br /><b>Minor</b> <b>Water</b> (<b>903</b>):<br />Overt: Water<br /><br />Training in Elemental Lore, Water grants a 20% chance to soak the target of a successful hit. The chance increases by 1% per 2 skill bonus, for a maximum 100% chance at 160 EL:W skill bonus (60 ranks). Soaked targets have an additional 30% chance to be affected by stun-shock effects, and stun-shock effects last an additional 3 seconds when applied to soaked targets.<br /><br />Training in Elemental Lore, Water also unlocks the ability to create temporary watery conditions in the room for 30 seconds with an open cast at 25 EL:W ranks.<br /><br />Training in Elemental Lore, Fire unlocks the ability to CHANNEL this spell to cast Minor Steam at the cost of 1 additional mana at 20 EL:F ranks.<br /><br />-----<br /><br /><b>Minor</b> <b>Acid</b> (<b>904</b>):<br />Overt: Water/Earth<br /><br />Training in Elemental Lore, Earth unlocks a 25% chance to splash the target of a successful hit for additional damage over time at 10 ranks. Additional damage is inflicted every 5 seconds for 15 seconds. Training in Elemental Lore, Earth beyond 10 ranks increases the damage dealt by the splash effect.<br /><br />Training in Elemental Lore, Water unlocks the ability to CHANNEL this spell to cast Major Acid at the cost of 1 additional mana at 30 EL:W ranks.<br /><br />Once the caster has enough EL:E training to unlock the splash ability described above, training in Elemental Lore, Water increases the chance of splashing a target by 1% per 4 skill bonus.<br /><br />----<br /><br /><b>Minor</b> <b>Fire</b> (<b>906</b>):<br />Overt: Fire<br /><br />Training in Elemental Lore, Fire unlocks a chance to ignite the target on a successful hit for additional damage over time at 10 ranks. The chance to ignite a target is equal to 1% per 5 EL:F skill bonus. An ignited target will periodically take fire damage, decreasing with each cycle until being extinguished. Ignition of a target already affected by this effect does not stack, but it does refresh the duration of the effect. Ignition has no effect on targets already on fire as a result of the Immolation spell. Soaking a target (as per Minor Water (903)) will remove this effect.<br /><br />----<br /> <br /><b>Tremors</b> (<b>909</b>):<br />Overt: Earth<br /><br />Training in Elemental Lore, Earth increases the likelihood that targets will succumb to the effects of this spell.<br /><br />----<br /><br /><b>Major</b> <b>Shock</b> (<b>910</b>):<br /><br />See Minor Shock (901).<br /><br />----<br /><br /><b>Wizard*'*s</b> <b>Shield</b> (<b>919</b>):<br />Secondary: Earth<br /><br />Training in Elemental Lore, Earth unlocks a group version at 50 EL:E ranks.<br /><br />----<br /><br /><b>Enchant</b> <b>Item</b> (<b>925</b>):<br />Secondary: All<br /><br />With training in the relevant Elemental Lore skill, the caster will unlock the ability to Enchant equipment that has elemental flares. Additional training in Elemental Lore will increase the chance of successfully enchanting gear with elemental flares of the same element type.<br /><br />----<br /><br />The following spells are not scheduled to have changes or additions to their lore benefits. Major Cold (907), Major Fire (908), Call Wind (912), Boil Earth (917), Duplicate (918)<br /><br />
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<div class="mobile_subj"><b>Subj:</b> Re: re Immo/Nerfs</div>
<div class="mobile_subj"><b>Subj:</b> Re: re Immo/Nerfs</div>
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How are bolts getting nerfed?<br /><br /><br /><hr /><br /><br />-- dantastic<br /><br />
How are bolts getting nerfed?<br /><br /><br />----<br /><br />-- dantastic<br /><br />
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<div class="mobile_subj"><b>Subj:</b> Re: re Immo/Nerfs</div>
<div class="mobile_subj"><b>Subj:</b> Re: re Immo/Nerfs</div>
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<i>&gt;Why would they wanna touch what works? Isn't the point to be able to hunt? Dying 2/3 hunts and/or not frying SUCKS and makes it stupid to play this game. </i><br /><br />I shell out $50 per account and just got back. It is fine for me. The only thing I would like to hear of is IMPROVEMENTS, not diminution of skills. <br /><br />They already effed up Sorcerors and I don't play that class anymore. The Paladin 'balance' was a joke the last time I was here. They played with Cave Trolls and who the hell hunts those now when they used to be the funnest low level critter in the game? <br /><br />They make 130 sickening..I mean, what the hell is the damn point? I had a crossbow which had mech flares on it and Warden makes sure that the thing gets nerfed so that the flares do NO damage. It was like...a few hit points each and never anything above a minor, if it even happened to get that. STUPID!<br /><br /><hr /><br /><br />I separated that post into paragraphs. I think we all should read it again.<br /><br />I'm unsure how I feel about any incoming "nerfs". Immolation is a powerful spell, but everybody has powerful spells (hai Empaths.) I would have to see the specific nerfs before deciding how much to jeer.<br /><br />I will, however, be <b>furious</b> if our nerfs come down the pipe before Empath melee AS and the healing system are adjusted.<br /><br />-Sea Wizard, just sayin'.<br /><br />You reach into the cauldron and take out a silvery monogram rocket.<br />The cauldron raises up two of its legs and clasps them in victory.<br /><br />
<i>&gt;Why would they wanna touch what works? Isn't the point to be able to hunt? Dying 2/3 hunts and/or not frying SUCKS and makes it stupid to play this game. </i><br /><br />I shell out $50 per account and just got back. It is fine for me. The only thing I would like to hear of is IMPROVEMENTS, not diminution of skills. <br /><br />They already effed up Sorcerors and I don't play that class anymore. The Paladin 'balance' was a joke the last time I was here. They played with Cave Trolls and who the hell hunts those now when they used to be the funnest low level critter in the game? <br /><br />They make 130 sickening..I mean, what the hell is the damn point? I had a crossbow which had mech flares on it and Warden makes sure that the thing gets nerfed so that the flares do NO damage. It was like...a few hit points each and never anything above a minor, if it even happened to get that. STUPID!<br /><br />----<br /><br />I separated that post into paragraphs. I think we all should read it again.<br /><br />I'm unsure how I feel about any incoming "nerfs". Immolation is a powerful spell, but everybody has powerful spells (hai Empaths.) I would have to see the specific nerfs before deciding how much to jeer.<br /><br />I will, however, be <b>furious</b> if our nerfs come down the pipe before Empath melee AS and the healing system are adjusted.<br /><br />-Sea Wizard, just sayin'.<br /><br />You reach into the cauldron and take out a silvery monogram rocket.<br />The cauldron raises up two of its legs and clasps them in victory.<br /><br />
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<div class="mobile_subj"><b>Subj:</b> Re: re Immo/Nerfs</div>
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<i>&gt;I had an argument with my Rogue playing friend the other day who said it was 'way OP'. This 'OP' nonsense is overUSED. I don't even care if it is or not</i><br /><br /><br />Why would you bother arguing if you didn't care if it really was or not?<br /><br />-farmer<br /><br /><b>*</b><br /><table class="forumTable"><tr class="oddrow"><td>That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.</td></tr><tr class="evenrow"><td></td></tr><tr class="oddrow"><td>-Strath</td></tr></table><br /><br />
<i>&gt;I had an argument with my Rogue playing friend the other day who said it was 'way OP'. This 'OP' nonsense is overUSED. I don't even care if it is or not</i><br /><br /><br />Why would you bother arguing if you didn't care if it really was or not?<br /><br />-farmer<br /><br />
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|That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.
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| -Strath
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<div class="mobile_subj"><b>Subj:</b> Re: re Immo/Nerfs</div>
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Overused /= Overpowered<br /><br />However, I do agree. A point was missed somewhere.<br /><br /><br />-farmer<br /><br /><b>*</b><br /><table class="forumTable"><tr class="oddrow"><td>That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.</td></tr><tr class="evenrow"><td></td></tr><tr class="oddrow"><td>-Strath</td></tr></table><br /><br />
Overused /= Overpowered<br /><br />However, I do agree. A point was missed somewhere.<br /><br /><br />-farmer<br /><br /><br />
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|That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.
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| -Strath
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<div class="mobile_subj"><b>Subj:</b> Elemental Lore Review - Status?</div>
<div class="mobile_subj"><b>Subj:</b> Elemental Lore Review - Status?</div>
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Just curious if there is anything new to report about the status of the elemental lore review?<br /><br /><br />-Adam<br /><hr /><br />"You guys took all the pretty places." ~Anonymous<br /><br />
Just curious if there is anything new to report about the status of the elemental lore review?<br /><br /><br />-Adam<br /><br />"You guys took all the pretty places." ~Anonymous<br /><br />
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<div class="mobile_subj"><b>Subj:</b> 540 bug</div>
<div class="mobile_subj"><b>Subj:</b> 540 bug</div>
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I get hit, 540 activates, the attack misses, the arrow flies off, the arrow flares.<br /><br />It's getting really annoying, I've had this happen 3-4 times now in the last couple weeks.<br /><br /><hr /><br /><br />A triton magus is revealed from hiding.<br />A triton magus fires a silver-streaked arrow at you!<br /> AS: +431 vs DS: +400 with AvD: +29 + d100 roll: +60 = +120<br /> A hit!<br /><br />Your surroundings melt away as the air around you shivers with a large flux of mana. Abruptly, time wrenches violently to give you a second chance. This time, you're better prepared.<br /><br />A triton magus fires a silver-streaked arrow at you!<br /> AS: +431 vs DS: +600 with AvD: +29 + d100 roll: +37 = -103<br /> A clean miss.<br />The silver-streaked arrow disappears into the local environs.<br /><br /> <b> As a triton magus's silver-streaked arrow hits you, it gives off an electric shock! </b><br /> ... 30 points of damage!<br /> Electric blast goes right to the heart! You'll miss that steady beat.<br /><br /><br />/glitch<br /><br /><hr /><br /><br />Cupcake is informing you that she wishes to have no further interaction with you OF ANY KIND! She desires that the two of you go your separate ways and have no further contact.<br /><br />Strongest foe vanquished: The Legendary Chuck Norris<br /><br />
I get hit, 540 activates, the attack misses, the arrow flies off, the arrow flares.<br /><br />It's getting really annoying, I've had this happen 3-4 times now in the last couple weeks.<br /><br />----<br /><br />A triton magus is revealed from hiding.<br />A triton magus fires a silver-streaked arrow at you!<br /> AS: +431 vs DS: +400 with AvD: +29 + d100 roll: +60 = +120<br /> A hit!<br /><br />Your surroundings melt away as the air around you shivers with a large flux of mana. Abruptly, time wrenches violently to give you a second chance. This time, you're better prepared.<br /><br />A triton magus fires a silver-streaked arrow at you!<br /> AS: +431 vs DS: +600 with AvD: +29 + d100 roll: +37 = -103<br /> A clean miss.<br />The silver-streaked arrow disappears into the local environs.<br /><br /> <b> As a triton magus's silver-streaked arrow hits you, it gives off an electric shock! </b><br /> ... 30 points of damage!<br /> Electric blast goes right to the heart! You'll miss that steady beat.<br /><br /><br />/glitch<br /><br />----<br /><br />Cupcake is informing you that she wishes to have no further interaction with you OF ANY KIND! She desires that the two of you go your separate ways and have no further contact.<br /><br />Strongest foe vanquished: The Legendary Chuck Norris<br /><br />
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<div class="mobile_subj"><b>Subj:</b> Re: 540 bug</div>
<div class="mobile_subj"><b>Subj:</b> Re: 540 bug</div>
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It's a known bug from what I've seen.<br /><br /><br />-Adam<br /><hr /><br />"You guys took all the pretty places." ~Anonymous<br /><br />
It's a known bug from what I've seen.<br /><br /><br />-Adam<br /><br />"You guys took all the pretty places." ~Anonymous<br /><br />
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<div class="mobile_subj"><b>Subj:</b> Re: 540 bug</div>
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That makes it even worse!<br /><br />/glitch<br /><br /><hr /><br /><br />Cupcake is informing you that she wishes to have no further interaction with you OF ANY KIND! She desires that the two of you go your separate ways and have no further contact.<br /><br />Strongest foe vanquished: The Legendary Chuck Norris<br /><br />
That makes it even worse!<br /><br />/glitch<br /><br /><br /><br />Cupcake is informing you that she wishes to have no further interaction with you OF ANY KIND! She desires that the two of you go your separate ways and have no further contact.<br /><br />Strongest foe vanquished: The Legendary Chuck Norris<br /><br />
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<div class="mobile_subj"><b>Subj:</b> Re: Spell 420</div>
<div class="mobile_subj"><b>Subj:</b> Re: Spell 420</div>
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<i>&gt;What factors into the success rate when embedding a spell into an item? I was recently in my House node, embedding some rods for a friend. I had, I think, 4 or 5 failures. out of 14 rods. Now, I am level 92, have 50 ranks EMC and 76 ranks of MnE spells. This just seemed like an abnormally high failure rate; could just have been some bad hidden die rolls, I suppose, but now I am curious. </i><br /><br />You are going to need to reduce the number of charges attempted per rod to avoid that failure rate. There is a much higher difficulty factor trying to imbed a 90 mana capacity rod with 10 charges of a level 9 spell than 45 charges of a level 2 spell. You may need to experiment a little bit to find a satisfactory failure rate.<br /><br /><table class="forumTable"><tr class="oddrow"><td>Level of Character</td></tr><tr class="evenrow"><td>Level of Spell</td></tr><tr class="oddrow"><td>Number of Charges</td></tr><tr class="evenrow"><td>Material of Item</td></tr><tr class="oddrow"><td></td></tr><tr class="evenrow"><td>Being in a workshop provides a bonus to imbedding.</td></tr><tr class="oddrow"><td>.</td></tr><tr class="evenrow"><td></td></tr><tr class="oddrow"><td>That's it. Period. Nothing else has anything to do with imbedding.</td></tr><tr class="evenrow"><td>.</td></tr><tr class="oddrow"><td></td></tr><tr class="evenrow"><td>Additionally, the tiers of workshop, top to bottom, are as follows: private, guild/che, public.</td></tr><tr class="oddrow"><td>.</td></tr><tr class="evenrow"><td></td></tr><tr class="oddrow"><td>The material modifier can only help imbedding chances, and never harm them.</td></tr><tr class="evenrow"><td>.</td></tr><tr class="oddrow"><td></td></tr><tr class="evenrow"><td>The only materials that are currently considered by imbedding are mithril, ora, imflass, and vultite. Anything else is 'normal'. I'll let you experiment to figure out how these materials effect changes in imbedding success rate.</td></tr><tr class="oddrow"><td>.</td></tr><tr class="evenrow"><td></td></tr><tr class="oddrow"><td>Ranger imbued items are no better or worse (mana capacity aside) from other items. The type, form, shape, color, size or the item doesn't make any difference. - NAOS</td></tr></table><br /><br />Mark<br /><br />
<i>&gt;What factors into the success rate when embedding a spell into an item? I was recently in my House node, embedding some rods for a friend. I had, I think, 4 or 5 failures. out of 14 rods. Now, I am level 92, have 50 ranks EMC and 76 ranks of MnE spells. This just seemed like an abnormally high failure rate; could just have been some bad hidden die rolls, I suppose, but now I am curious. </i><br /><br />You are going to need to reduce the number of charges attempted per rod to avoid that failure rate. There is a much higher difficulty factor trying to imbed a 90 mana capacity rod with 10 charges of a level 9 spell than 45 charges of a level 2 spell. You may need to experiment a little bit to find a satisfactory failure rate.<br /><br />

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|Being in a workshop provides a bonus to imbedding.
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|That's it. Period. Nothing else has anything to do with imbedding.
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|Additionally, the tiers of workshop, top to bottom, are as follows: private, guild/che, public.
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|The material modifier can only help imbedding chances, and never harm them.
|-
|The only materials that are currently considered by imbedding are mithril, ora, imflass, and vultite. Anything else is 'normal'. I'll let you experiment to figure out how these materials effect changes in imbedding success rate.
|-
|Ranger imbued items are no better or worse (mana capacity aside) from other items. The type, form, shape, color, size or the item doesn't make any difference. - NAOS
|}
<br /><br />Mark<br /><br />
[<a href="/forums/19/237/2647/post?reply_to=958803">Reply</a>]
[<a href="/forums/19/237/2647/post?reply_to=958803">Reply</a>]
</div>
</div>

Revision as of 18:16, 4 October 2016

Date: 07/03/2009 09:14 PM PDT
From: GS4-NAOS
Subj: Preview: Elemental Lore Review (Wizard Base)
   Here's what we're working with for Elemental Lore benefits for the Wizard Base spell circle.  These ideas and their details are not necessarily set in stone, and could potentially change before release, but this is a solid representation in the direction we are going.  Spells and related lore benefits not mentioned in this post are still under review.

Each spell is also noted with one of two designations as to how lore applies to the spell. Overt denotes a direct influence by elemental flavor; fire spell + fire lore = more fire. Secondary denotes that the secondary influences of the element beyond the overt apply.

-----

Minor Shock (901):
Overt: Air/Water

Training in Elemental Lore, Air grants a chance to apply a stun-shock effect on a successful hit that would not otherwise normally stun. The chance increases using a Seed 5 summation according to EL:A skill bonus: 1% at 5 skill, 10% at 96 skill, and a maximum of 20% at 290 skill. The stun-shock effect has a base duration of 8 seconds and will periodically cause either a 1 round stun or a minor lightning flare.

Training in Elemental Lore, Water increases the duration of the stun-shock effect. The duration increases according to EL:W rank: +1 second at 10 ranks and a maximum of +12 seconds at 186 ranks.

----

Minor Elemental Edge (902):
Secondary: Water

Training in Elemental Lore, Water allows for magical weapons without existing special abilities to be edged. The maximum magical bonus able to be edged increases according to EL:W ranks: +1 at 1 rank, +10 at 55 ranks, and +15 at 120 ranks.

Training in each Elemental Lore skill unlocks an extra effect on attack at 20 Elemental Lore ranks. There is a 10% chance that an effect will activate on attack. If the caster has trained in multiple lore skills, the extra benefit will be randomly chosen from the available abilities.
* Air grants a chance to haste an attack with the enhanced weapon, providing a bonus of -3 to the attack's roundtime.
* Earth grants a chance to parry an attack against the wielder of the enhanced weapon.
* Fire grants a chance to double the normal Minor Elemental Edge AS bonus on an attack made with the enhanced weapon.
* Water grants a chance to drain 5 mana, +1 per 10 damage inflicted, on an attack with the enhanced weapon.

-----

Minor Water (903):
Overt: Water

Training in Elemental Lore, Water grants a 20% chance to soak the target of a successful hit. The chance increases by 1% per 2 skill bonus, for a maximum 100% chance at 160 EL:W skill bonus (60 ranks). Soaked targets have an additional 30% chance to be affected by stun-shock effects, and stun-shock effects last an additional 3 seconds when applied to soaked targets.

Training in Elemental Lore, Water also unlocks the ability to create temporary watery conditions in the room for 30 seconds with an open cast at 25 EL:W ranks.

Training in Elemental Lore, Fire unlocks the ability to CHANNEL this spell to cast Minor Steam at the cost of 1 additional mana at 20 EL:F ranks.

-----

Minor Acid (904):
Overt: Water/Earth

Training in Elemental Lore, Earth unlocks a 25% chance to splash the target of a successful hit for additional damage over time at 10 ranks. Additional damage is inflicted every 5 seconds for 15 seconds. Training in Elemental Lore, Earth beyond 10 ranks increases the damage dealt by the splash effect.

Training in Elemental Lore, Water unlocks the ability to CHANNEL this spell to cast Major Acid at the cost of 1 additional mana at 30 EL:W ranks.

Once the caster has enough EL:E training to unlock the splash ability described above, training in Elemental Lore, Water increases the chance of splashing a target by 1% per 4 skill bonus.

----

Minor Fire (906):
Overt: Fire

Training in Elemental Lore, Fire unlocks a chance to ignite the target on a successful hit for additional damage over time at 10 ranks. The chance to ignite a target is equal to 1% per 5 EL:F skill bonus. An ignited target will periodically take fire damage, decreasing with each cycle until being extinguished. Ignition of a target already affected by this effect does not stack, but it does refresh the duration of the effect. Ignition has no effect on targets already on fire as a result of the Immolation spell. Soaking a target (as per Minor Water (903)) will remove this effect.

----

Tremors (909):
Overt: Earth

Training in Elemental Lore, Earth increases the likelihood that targets will succumb to the effects of this spell.

----

Major Shock (910):

See Minor Shock (901).

----

Wizard*'*s Shield (919):
Secondary: Earth

Training in Elemental Lore, Earth unlocks a group version at 50 EL:E ranks.

----

Enchant Item (925):
Secondary: All

With training in the relevant Elemental Lore skill, the caster will unlock the ability to Enchant equipment that has elemental flares. Additional training in Elemental Lore will increase the chance of successfully enchanting gear with elemental flares of the same element type.

----

The following spells are not scheduled to have changes or additions to their lore benefits. Major Cold (907), Major Fire (908), Call Wind (912), Boil Earth (917), Duplicate (918)

[<a href="/forums/19/237/2647/post?reply_to=958655">Reply</a>]
Date: 11/30/2010 10:29 PM PST
From: LIPPO-GRANDE
Subj: Re: Naos - Why Is Immolate "Too Good"?
   Cruisin' the boards here and saw this. Doesn't make sense to me! I immolated and trained in fire lores something like 180 ranks and got squat for crits. It was a bad decision and I died all the time because my mage was just not tough enough to withstand the rigors of OTF. Pures are soft, like ice cream for the grizzled masses up there! I switched to a brawl/shield build with next to no lores and presto- he is a fighting God with almost no deaths compared and little problem frying.

Immo? Seems just about as good without lores, though that wasn't the question, I suppose. I just don't use it hardly at all.

[<a href="/forums/19/237/2647/post?reply_to=958727">Reply</a>]
Date: 12/01/2010 12:28 AM PST
From: LORDEVARIN
Subj: Re: Naos - Why Is Immolate "Too Good"?
   The immo build is terrible for OTF because Immolation's disabling properties wont save you when a creature fades in/enters the room attacking. In Nelemar, however, you almost always get the first shot off and thus are able to disable everything before it attacks. mmolation is quite powerful, but it also requires near to complete devotion of 2x elemental lore to make it wortwhile. I would rather they make other lores better, thus making it a real sacrifice to be so singularly trained than to simply nerf the spell.

[<a href="/forums/19/237/2647/post?reply_to=958728">Reply</a>]
Date: 12/01/2010 05:29 AM PST
From: GS4-NAOS
Subj: Re: Naos - Why Is Immolate "Too Good"?
   << I switched to a brawl/shield build with next to no lores and presto- he is a fighting God with almost no deaths compared and little problem frying. >>

Oh, look, another problem!

--
Naos

I'm immune to fire! Now with more banhammer! You sense the bond between you and your grey cat grow stronger.

[<a href="/forums/19/237/2647/post?reply_to=958729">Reply</a>]
Date: 12/01/2010 07:07 AM PST
From: DOUG
Subj: Re: Naos - Why Is Immolate "Too Good"?
   ROFL!

I think? . . .

Doug

[<a href="/forums/19/237/2647/post?reply_to=958730">Reply</a>]
Date: 12/01/2010 12:10 PM PST
From: THROGG
Subj: Re: Naos - Why Is Immolate "Too Good"?
   >>I switched to a brawl/shield build with next to no lores and presto- he is a fighting God with almost no deaths compared and little problem frying.

Please do not post anything about how good warmages are; they are already planning some nerfs.


"So, what does that green line on the graph represent?"

"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."

[<a href="/forums/19/237/2647/post?reply_to=958731">Reply</a>]
Date: 12/01/2010 03:45 PM PST
From: LIPPO-GRANDE
Subj: re Immo/Nerfs
   Why would they wanna touch what works? Isn't the point to be able to hunt? Dying 2/3 hunts and/or not frying SUCKS and makes it stupid to play this game. I shell out $50 per account and just got back. It is fine for me. The only thing I would like to hear of is IMPROVEMENTS, not diminution of skills. They already effed up Sorcerors and I don't play that class anymore. The Paladin 'balance' was a joke the last time I was here. They played with Cave Trolls and who the hell hunts those now when they used to be the funnest low level critter in the game? They make 130 sickening..I mean, what the hell is the damn point? I had a crossbow which had mech flares on it and Warden makes sure that the thing gets nerfed so that the flares do NO damage. It was like...a few hit points each and never anything above a minor, if it even happened to get that. STUPID!

">>I switched to a brawl/shield build with next to no lores and presto- he is a fighting God with almost no deaths compared and little problem frying.

Please do not post anything about how good warmages are; they are already planning some nerfs.

"So, what does that green line on the graph represent?"

"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."

[<a href="/forums/19/237/2647/post?reply_to=958732">Reply</a>]
Date: 12/01/2010 07:25 PM PST
From: LULZ
Subj: Re: re Immo/Nerfs
   List of confirmed wizard builds Naos is busy crafting clever nerfs disguised as shiny new abilities for:

1) Immolater
2) Warrior Mage
3) Bolter


That leaves:

4) Enchanter

[<a href="/forums/19/237/2647/post?reply_to=958733">Reply</a>]
Date: 12/01/2010 07:49 PM PST
From: LAMOREED
Subj: Re: re Immo/Nerfs
   How are bolts getting nerfed?


----

-- dantastic

[<a href="/forums/19/237/2647/post?reply_to=958734">Reply</a>]
Date: 12/01/2010 08:09 PM PST
From: LORDEVARIN
Subj: Re: re Immo/Nerfs
   Cone has been referenced as being in need of "adjustment"

[<a href="/forums/19/237/2647/post?reply_to=958738">Reply</a>]
Date: 12/02/2010 12:54 AM PST
From: RIMALON
Subj: Re: re Immo/Nerfs
   >Why would they wanna touch what works? Isn't the point to be able to hunt? Dying 2/3 hunts and/or not frying SUCKS and makes it stupid to play this game. 

I shell out $50 per account and just got back. It is fine for me. The only thing I would like to hear of is IMPROVEMENTS, not diminution of skills.

They already effed up Sorcerors and I don't play that class anymore. The Paladin 'balance' was a joke the last time I was here. They played with Cave Trolls and who the hell hunts those now when they used to be the funnest low level critter in the game?

They make 130 sickening..I mean, what the hell is the damn point? I had a crossbow which had mech flares on it and Warden makes sure that the thing gets nerfed so that the flares do NO damage. It was like...a few hit points each and never anything above a minor, if it even happened to get that. STUPID!

----

I separated that post into paragraphs. I think we all should read it again.

I'm unsure how I feel about any incoming "nerfs". Immolation is a powerful spell, but everybody has powerful spells (hai Empaths.) I would have to see the specific nerfs before deciding how much to jeer.

I will, however, be furious if our nerfs come down the pipe before Empath melee AS and the healing system are adjusted.

-Sea Wizard, just sayin'.

You reach into the cauldron and take out a silvery monogram rocket.
The cauldron raises up two of its legs and clasps them in victory.

[<a href="/forums/19/237/2647/post?reply_to=958740">Reply</a>]
Date: 12/02/2010 07:04 AM PST
From: THROGG
Subj: Re: re Immo/Nerfs
   >>I will, however, be furious if our nerfs come down the pipe before Empath melee AS and the healing system are adjusted.<< 

Oh, and leave my warpath alone also!




"So, what does that green line on the graph represent?"

"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."

[<a href="/forums/19/237/2647/post?reply_to=958742">Reply</a>]
Date: 12/03/2010 06:24 PM PST
From: LIPPO-GRANDE
Subj: Re: re Immo/Nerfs
   Well, I will just say that if they nerf wizards and drain their power away that they probably will lose a client. They took 10x gear away and made enchanting boring and so long to make that you have to start going by seasons to do majors - excuse me, ONE major. That hurt! I see they want to nerf Cone? Man, eff that. I doubt I will stay. There's a guy I know who used to love Gemstone and now he says it's 'a shadow of what it used to be'. I'm not going to pay what I do if they make my capped character worse.

[<a href="/forums/19/237/2647/post?reply_to=958745">Reply</a>]
Date: 12/04/2010 05:20 PM PST
From: LULZ
Subj: Re: re Immo/Nerfs
   Naos has been working on the nerf's for as long as I can remember.

Don't take it to seriously, cone/haste/wizard nerfs are something we joke about like monks.

[<a href="/forums/19/237/2647/post?reply_to=958747">Reply</a>]
Date: 12/04/2010 07:08 PM PST
From: LORDEVARIN
Subj: Re: re Immo/Nerfs
   Lulz. 

[<a href="/forums/19/237/2647/post?reply_to=958749">Reply</a>]
Date: 12/04/2010 07:18 PM PST
From: ALUVIUS
Subj: Re: re Immo/Nerfs
   The really funny part of the joke is that we'll see the nerfs before monks.  :)

[<a href="/forums/19/237/2647/post?reply_to=958751">Reply</a>]
Date: 12/05/2010 07:51 AM PST
From: LIPPO-GRANDE
Subj: Re: re Immo/Nerfs
   I had an argument with my Rogue playing friend the other day who said it was 'way OP'. This 'OP' nonsense is overUSED. I don't even care if it is or not, it's just staple to Wizards and no matter what, mine has to leech constantly in order to fry. Without cone the way it is, it would be remarkably worse.

[<a href="/forums/19/237/2647/post?reply_to=958759">Reply</a>]
Date: 12/05/2010 08:43 AM PST
From: ISMANO
Subj: Re: re Immo/Nerfs
   >I had an argument with my Rogue playing friend the other day who said it was 'way OP'. This 'OP' nonsense is overUSED. I don't even care if it is or not


Why would you bother arguing if you didn't care if it really was or not?

-farmer

That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.
-Strath


   [<a href="/forums/19/237/2647/post?reply_to=958760">Reply</a>]
Date: 12/07/2010 06:41 AM PST
From: LIPPO-GRANDE
Subj: Re: re Immo/Nerfs
   I wonder if you are trying to be clever but instead are missing the point?
I don't care if Cone is overused. I don't want it changed. He feels it is Overpowered.
Kapiche?

[<a href="/forums/19/237/2647/post?reply_to=958761">Reply</a>]
Date: 12/07/2010 09:26 AM PST
From: ISMANO
Subj: Re: re Immo/Nerfs
   Overused /= Overpowered

However, I do agree. A point was missed somewhere.


-farmer


That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy.
-Strath


   [<a href="/forums/19/237/2647/post?reply_to=958762">Reply</a>]
Date: 12/07/2010 09:38 AM PST
From: GREMINTY
Subj: Re: re Immo/Nerfs
   >Overused /= Overpowered

Yeah . . . this is the biggest thing I think gets missed in planning nerfs.

- Greminty

[<a href="/forums/19/237/2647/post?reply_to=958764">Reply</a>]
Date: 12/07/2010 12:02 PM PST
From: LORDEVARIN
Subj: Re: re Immo/Nerfs
   Agreed. Wizards will use what works best. Give the Immo build some competition and people will diversify without the need for nerfs. 

[<a href="/forums/19/237/2647/post?reply_to=958766">Reply</a>]
Date: 12/07/2010 03:58 PM PST
From: LULZ
Subj: Re: re Immo/Nerfs
   Cone is called overpowered because it will hit a limitless number of targets without any additional training required. That part of cone is rarely used in normal game play. In 70 levels I've probably used cone on more than 3 targets under 10 times. Were those 10 times unbalancing? I think they just add some sparkle to the profession.

[<a href="/forums/19/237/2647/post?reply_to=958768">Reply</a>]
Date: 12/18/2010 08:40 AM PST
From: THROGG
Subj: 430 and CS on MnE spells.
   Apparently, unlike 425, the defensive bonus for 430 only caps at level. Has anyone preferred continuing in this circle beyond 25 ranks in order to get the defensive bonus, as opposed to MjE/Wizard spells? 

Mind you, my mage is odd, and often uses 409/415 for attacks; overtraining in MnE circle would also add to her MnE CS.




"So, what does that green line on the graph represent?"

"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."

[<a href="/forums/19/237/2647/post?reply_to=958770">Reply</a>]
Date: 12/18/2010 09:25 AM PST
From: DOUG
Subj: Re: 430 and CS on MnE spells.
   You'll want to do this, then.

Best cap training plan is 101 x 3 -- unless you're Rims and you're trying to get an extra cycle out of your immolation.

Doug

[<a href="/forums/19/237/2647/post?reply_to=958772">Reply</a>]
Date: 12/18/2010 10:02 AM PST
From: DRIZZT-12
Subj: Elemental Lore Review - Status?
   Just curious if there is anything new to report about the status of the elemental lore review?


-Adam

"You guys took all the pretty places." ~Anonymous

[<a href="/forums/19/237/2647/post?reply_to=958774">Reply</a>]
Date: 12/18/2010 02:51 PM PST
From: GALVANG1
Subj: Re: 430 and CS on MnE spells.
   You get better DS bonuses from the other two circles then you do MnE, so people look there first. Spell training at cap varies, 101 x1 is the best defensive wise. 75 MnE, 161 MjE, 67 Wiz is max CS for immolation, nothing to do with extra cycles, thats lore based. Some go with 75 MnE, 128 MjE, 100 Wiz, good DS and extra ranks in MjE for better leaching.

[<a href="/forums/19/237/2647/post?reply_to=958776">Reply</a>]
Date: 12/19/2010 11:23 AM PST
From: LIPPO-GRANDE
Subj: Re: 430 and CS on MnE spells.
   I just starting training my 400's up to get more DS and extra kick in my CS for 409/415. It works. I don't like missing seers with E-blasts! He's almost 3x spells, anywho. Will focus on Harness and yes, MoC some after reading these boards for the ball splash deal. Some good advice, so 'fanks.
D

[<a href="/forums/19/237/2647/post?reply_to=958778">Reply</a>]
Date: 02/02/2011 02:03 AM PST
From: SYLVANCODE
Subj: 505 Typo
   A black forest ogre waves her elongated, clawed hands at you!
CS: +279 - TD: +316 + CvA: +14 + d100: +17 - -5 == -1
Warded off!
A hand of air reaches towards you, snatching the breath from your lungs. You takes a deep breath at the last moment, avoiding incapacitation.



It reminds me of a hillbilly talking. I'm gonna takes me some breath of that stuff called air there.

[<a href="/forums/19/237/2647/post?reply_to=958780">Reply</a>]
Date: 02/24/2011 07:50 PM PST
From: SYMBOL23
Subj: 540 bug
   I get hit, 540 activates, the attack misses, the arrow flies off, the arrow flares.

It's getting really annoying, I've had this happen 3-4 times now in the last couple weeks.

----

A triton magus is revealed from hiding.
A triton magus fires a silver-streaked arrow at you!
AS: +431 vs DS: +400 with AvD: +29 + d100 roll: +60 = +120
A hit!

Your surroundings melt away as the air around you shivers with a large flux of mana. Abruptly, time wrenches violently to give you a second chance. This time, you're better prepared.

A triton magus fires a silver-streaked arrow at you!
AS: +431 vs DS: +600 with AvD: +29 + d100 roll: +37 = -103
A clean miss.
The silver-streaked arrow disappears into the local environs.

As a triton magus's silver-streaked arrow hits you, it gives off an electric shock!
... 30 points of damage!
Electric blast goes right to the heart! You'll miss that steady beat.


/glitch

----

Cupcake is informing you that she wishes to have no further interaction with you OF ANY KIND! She desires that the two of you go your separate ways and have no further contact.

Strongest foe vanquished: The Legendary Chuck Norris

[<a href="/forums/19/237/2647/post?reply_to=958782">Reply</a>]
Date: 02/24/2011 09:34 PM PST
From: DRIZZT-12
Subj: Re: 540 bug
   It's a known bug from what I've seen.


-Adam

"You guys took all the pretty places." ~Anonymous

[<a href="/forums/19/237/2647/post?reply_to=958785">Reply</a>]
Date: 02/25/2011 02:04 PM PST
From: SYMBOL23
Subj: Re: 540 bug
   That makes it even worse!

/glitch



Cupcake is informing you that she wishes to have no further interaction with you OF ANY KIND! She desires that the two of you go your separate ways and have no further contact.

Strongest foe vanquished: The Legendary Chuck Norris

[<a href="/forums/19/237/2647/post?reply_to=958786">Reply</a>]
Date: 02/26/2011 08:12 PM PST
From: LORDBACL
Subj: Re: 540 bug
   I hear it will be fixed with the elemental lore review.

/ducks

[<a href="/forums/19/237/2647/post?reply_to=958788">Reply</a>]
Date: 02/28/2011 04:17 PM PST
From: THROGG
Subj: Spell 420
   What factors into the success rate when embedding a spell into an item? I was recently in my House node, embedding some rods for a friend. I had, I think, 4 or 5 failures. out of 14 rods. Now, I am level 92, have 50 ranks EMC and 76 ranks of MnE spells. This just seemed like an abnormally high failure rate; could just have been some bad hidden die rolls, I suppose, but now I am curious.  


"So, what does that green line on the graph represent?"

"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."

[<a href="/forums/19/237/2647/post?reply_to=958790">Reply</a>]
Date: 02/28/2011 04:20 PM PST
From: THROGG
Subj: Re: Spell 420
   Just had failure #6 ... grrrr!


"So, what does that green line on the graph represent?"

"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."

[<a href="/forums/19/237/2647/post?reply_to=958792">Reply</a>]
Date: 02/28/2011 04:21 PM PST
From: DOUG
Subj: Re: Spell 420
   What are you counting as a failure?

If you see "something goes wrong with the process and you feel the power rush away from you" (or something to that nature, been a while since I've seen it), you're probably attempting to stuff too much mana into the device.

Average mana is 40 (not charges, actual mana). Ranger imbued devices are driven by the ranger's skill, and can go as high as 80 to 90 mana.

If you're attempting (for example) to put 10 charges of haste into a stock mage imbeddable item (say, a torc you picked up), you're going to fail more often than not.

If you were to change that to putting in only 6 charges of haste (below 40 mana), I'll bet you'd be fine. If you attempt 7 charges, you'll probably get the message "you put 6 charges in and feel the device starting to overheat, so you stop." (Or again, something to that effect.)

Knowing your mana thresholds is about all you should need to worry about, with that training.

Doug

[<a href="/forums/19/237/2647/post?reply_to=958796">Reply</a>]
Date: 02/28/2011 04:25 PM PST
From: THROGG
Subj: Re: Spell 420
   I Just finished embedding 10 rods for my friend. They are very high quality ranger rods, and hold 92 mana each. They are quite capable of holding 10 charges of strength, which is what my friend wanted.  

>> cast rod
You gesture at a heavy rod.
A bright thread grows between you and the rod. It glows brilliantly for a moment and then fades into invisibility but you still feel attuned to the rod.
Cast Roundtime 3 Seconds.
> imbed 509 in rod using raise for 10 charges
You concentrate on funneling your power into the rod.

You feel that you have successfully placed 10 charges of the Strength spell into it.<<

>> imbed 509 in rod using raise for 10 charges
Something goes wrong with the process and you feel your power rush away from you.
> swear
You swear in a fluid mixture of common and elven that would make a spike-thorn take pause.<<

Total tries need to embed 10 rods ... 16. 6 failures. Seems abnormally high rate.






"So, what does that green line on the graph represent?"

"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."

[<a href="/forums/19/237/2647/post?reply_to=958798">Reply</a>]
Date: 02/28/2011 04:43 PM PST
From: DOUG
Subj: Re: Spell 420
   I'd agree -- 60-ish percent success rate isn't wildly fantastic, is it?

I did some research on this some time back, and could never get the same types of failure rates everyone else was having. Maybe it is time to do it again.

Could you snag 10 more rods from the exact same source? I'd like to try Dion's hand again. I'll pay for them.

Doug

[<a href="/forums/19/237/2647/post?reply_to=958800">Reply</a>]
Date: 03/01/2011 01:25 AM PST
From: SPYRIDONM1
Subj: Re: Spell 420
   >What factors into the success rate when embedding a spell into an item? I was recently in my House node, embedding some rods for a friend. I had, I think, 4 or 5 failures. out of 14 rods. Now, I am level 92, have 50 ranks EMC and 76 ranks of MnE spells. This just seemed like an abnormally high failure rate; could just have been some bad hidden die rolls, I suppose, but now I am curious. 

You are going to need to reduce the number of charges attempted per rod to avoid that failure rate. There is a much higher difficulty factor trying to imbed a 90 mana capacity rod with 10 charges of a level 9 spell than 45 charges of a level 2 spell. You may need to experiment a little bit to find a satisfactory failure rate.

Level of Character
Level of Spell
Number of Charges
Material of Item
Being in a workshop provides a bonus to imbedding.
That's it. Period. Nothing else has anything to do with imbedding.
Additionally, the tiers of workshop, top to bottom, are as follows: private, guild/che, public.
The material modifier can only help imbedding chances, and never harm them.
The only materials that are currently considered by imbedding are mithril, ora, imflass, and vultite. Anything else is 'normal'. I'll let you experiment to figure out how these materials effect changes in imbedding success rate.
Ranger imbued items are no better or worse (mana capacity aside) from other items. The type, form, shape, color, size or the item doesn't make any difference. - NAOS



Mark

   [<a href="/forums/19/237/2647/post?reply_to=958803">Reply</a>]
Date: 03/01/2011 06:21 AM PST
From: DOUG
Subj: Re: Spell 420
   The problem, though, Mark, is given those few factors and our ability to keep them consistent, there should be next to no variance in our failure rates between characters.

If a capped wizard gets a 20% failure rate for imbedding 10 charges of 509 in ranger rods made by Ranger Ronda, and another capped wizard gets a 0% failure rate for imbedding 10 charges of 509 in ranger rods made by Ranger Ronda, something's up.

For that matter, it should be the work of moments for us to figure out how much level plays a factor in this case, spell or character.

It would be interesting to see if that 40-ish percent failure rate got ate up to zero-ish percent failure rate by cap, without changing any of the other variables -- wouldn't you say?

Doug

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