Rotflares: Difference between revisions
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(Updating item script with appropriate templates, updating verbage to note that this is the original scripted flare, which can exist as a subscript, with information about conversion to the new Lore Flares flourish and links.) |
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<table><tr valign="top"><td><!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--> |
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'''Rotflares''' are a rare type of scripted [[flare]] that can also be a [[subscript]]. They are unusual in that they increase in frequency and severity with [[Sorcerous Lore, Necromancy]] training, and can be added to weapons that already have another script (for many but not all scripts). They are applied to weapons and runestaves. |
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In August 2024, Rotflares were updated to be compatible with the [[:Category:Flourishes|Flourish]] system as a [[:Category:Combat Flourishes|Combat Flourish]]. They can be converted to the new [[Lore Flares]] script via the [[Verb:FLOURISH|{{boldmono|FLOURISH}}]] command. |
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{{TOC limit|2}} |
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==Analyze== |
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<pre{{log2}}> |
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{{addmetext}} |
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</pre> |
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When Rotflares trigger, they do damage from the [[disruption critical table]]. For weapons, rotflares flare rates increase at the following thresholds, as shared by Wyrom: 0, 36, 136, 171. The following table shows experimental data on flare rates from necromancy ranks that do not all align with these thresholds. Given the information shared by Wyrom, the data from 90 ranks of necromancy should also apply to 36 ranks of necromancy, and the data from 180 ranks of necromancy should also apply to 171 ranks of necromancy. |
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When RotFlares trigger, they do damage from the [[disruption critical table]]. For weapons, rotflares trigger at the following observed rates: |
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{| class="wikitable" |
{| class="wikitable" |
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| 28% |
| 28% |
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|- |
|- |
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| 90 (36 should be the same) |
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| 90 |
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| 13 |
| 13 |
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| 39 |
| 39 |
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| 42% |
| 42% |
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|- |
|- |
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| 180 (171 should be the same) |
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| 171 |
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| 15 |
| 15 |
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| 15 |
| 15 |
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| 100% |
| 100% |
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|} |
|} |
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Wyrom |
Wyrom confirmed that the rank thresholds apply to any profession equally. Years later (2019), we learned from Wyrom that "it uses the same seed as ensorcell." His later comments seemed to suggest that this table was accurate for flare rate, and the ensorcell seed applied to hidden disease damage, but he was not crystal clear about it. |
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Rotflares also apply a [[disease]] to the target, if the target is not already diseased. The disease damage per round is somewhat randomized, and scales with necromancy ranks. With 0 ranks, the disease does about 10 damage per round. With 180 ranks of necromancy, the disease inflicts more like 70 damage per round. This disease first inflicts damage approximately 3 seconds after it is applied, then every 30 seconds thereafter. This disease does not provide messaging when it deals damage. |
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Finally, |
Finally, Rotflares apply a relatively modest damage-over-time (DoT) effect, separate from the disease effect. Similar to the disease effect, it is applied only if the target is not already under the effect of a Rotflares DoT effect, and it triggers 3 seconds after it is applied. It triggers again every 10 seconds thereafter. The effect is visible, and can cause stuns and knockdowns. It causes roughly 7 damage per trigger on average, and is seemingly not affected by the users' necromancy ranks. |
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Rotflares applies only to creatures with blood, which is roughly equivalent to non-undead crittable creatures, with some exceptions. |
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==Additional Information== |
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==Resources== |
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In August 2024, Rotflares were updated to be compatible with the [[:Category:Flourishes|Flourish]] system as a [[:Category:Combat Flourishes|Combat Flourish]]. They can be converted to the new [[Lore Flares]] script via the [[Verb:FLOURISH|{{boldmono|FLOURISH}}]] command. |
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===See Also=== |
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[[Category:Scripted Items]] |
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[[Category:Functional Scripts]] |
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[[category:Weapon Enhancements]] |
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* [[DoTFlares]] |
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[[category:Merchant Services]] |
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* [[Lore Flares]] |
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</td><td> |
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{{iteminfo |
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|type=Mechanical <!-- REQUIRED: Mechanical or Fluff. OPTIONAL: If an item is feature altering or crafting, as well, please enter "Feature altering" or "crafting" below this line for "type2=" --> |
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|itemclass=Weapon <!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous. If more than one classification, additional lines can be added with "itemclass2=" & "itemclass3=" --> |
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|itemtype=Weapon <!-- REQUIRED: What items can this apply to. Up to 8 can be specified by setting "itemtype2" - "itemtype8". --> |
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|alter=Yes <!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --> |
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|ld=Yes <!-- REQUIRED: Is this item able to be lightened or deepened? Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --> |
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|feature= <!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting "feature2=" - "feature8=". --> |
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|customize= <!-- OPTIONAL: Enter "Yes" if the item is customizable beyond an ALTER. If no, leave blank. --> |
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|custom= <!-- OPTIONAL: This area is REQUIRED if customization is indicated. Up to 5 customizations can be entered with "custom2=" - "custom5=". If the messaging is alterable, simply enter "Verb".--> |
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|origmerch= <!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter "Quest" ONLY. Otherwise, leave blank.--> |
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|releasevenue=Ebon Gate <!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --> |
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|releaseyear=2014 <!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --> |
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|questitem= <!-- OPTIONAL: Enter "Yes" if the item's release was part of a quest/storyline. If no, leave blank. --> |
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|tiered= <!-- OPTIONAL: Enter "Yes" if the item is tiered. If no, leave blank. --> |
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|tiersnumber= <!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --> |
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|unlock= <!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked. Valid options are "Merchant", "Certificate", or "Quest" ONLY. If more than one, enter at unlock2.--> |
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|legendary= <!-- OPTIONAL: Enter "Yes" if the item/script was released/distributed at an auction or was a jackpot prize. Extremely limited release only (3 or less in existence). --> |
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|demeanor= <!-- OPTIONAL: Enter "Yes" if the item's messaging is affected by DEMEANOR. If no, leave blank. --> |
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|loresong= <!-- OPTIONAL: Enter "Yes" if the item has a loresong as part of the base script. If no, leave blank. --> |
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|corrscript= <!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants). Additional slots can be added with "corrscript2=" - "corrscript5"= --> |
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|attune= <!-- OPTIONAL: This area is for indicating if an item attunes. If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken). If there is none, leave blank. --> |
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|attunement= <!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are "Character" or "Account". Please note, "Temporary attunement" will ALWAYS be "Character". --> |
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|affinity= <!-- OPTIONAL: Enter "Yes" if the item requires affinity to work. If no, leave blank. --> |
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|spell= <!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY. Up to 4 may be specified with "spell2=" - "spell4=". Example to enter: Call Familiar (920). If no, leave blank. --> |
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|enhancive= <!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY. Answer YES. If no, leave blank. --> |
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|swap= <!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping. Answer YES. If no, leave blank. --> |
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|add= <!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item. Answer YES. If no, leave blank. --> |
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|restrictions= <!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with <br>. DO NOT ENTER ON A SEPARATE LINE. --> |
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}} |
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</td></tr></table> |
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Latest revision as of 10:37, 24 September 2024
Rotflares are a rare type of scripted flare that can also be a subscript. They are unusual in that they increase in frequency and severity with Sorcerous Lore, Necromancy training, and can be added to weapons that already have another script (for many but not all scripts). They are applied to weapons and runestaves. In August 2024, Rotflares were updated to be compatible with the Flourish system as a Combat Flourish. They can be converted to the new Lore Flares script via the FLOURISH command. AnalyzeThis section has not been added yet; please add to it now! MechanicsWhen Rotflares trigger, they do damage from the disruption critical table. For weapons, rotflares flare rates increase at the following thresholds, as shared by Wyrom: 0, 36, 136, 171. The following table shows experimental data on flare rates from necromancy ranks that do not all align with these thresholds. Given the information shared by Wyrom, the data from 90 ranks of necromancy should also apply to 36 ranks of necromancy, and the data from 180 ranks of necromancy should also apply to 171 ranks of necromancy.
Wyrom confirmed that the rank thresholds apply to any profession equally. Years later (2019), we learned from Wyrom that "it uses the same seed as ensorcell." His later comments seemed to suggest that this table was accurate for flare rate, and the ensorcell seed applied to hidden disease damage, but he was not crystal clear about it. Rotflares also apply a disease to the target, if the target is not already diseased. The disease damage per round is somewhat randomized, and scales with necromancy ranks. With 0 ranks, the disease does about 10 damage per round. With 180 ranks of necromancy, the disease inflicts more like 70 damage per round. This disease first inflicts damage approximately 3 seconds after it is applied, then every 30 seconds thereafter. This disease does not provide messaging when it deals damage. Finally, Rotflares apply a relatively modest damage-over-time (DoT) effect, separate from the disease effect. Similar to the disease effect, it is applied only if the target is not already under the effect of a Rotflares DoT effect, and it triggers 3 seconds after it is applied. It triggers again every 10 seconds thereafter. The effect is visible, and can cause stuns and knockdowns. It causes roughly 7 damage per trigger on average, and is seemingly not affected by the users' necromancy ranks. Rotflares applies only to creatures with blood, which is roughly equivalent to non-undead crittable creatures, with some exceptions. Additional InformationRelease and AvailabilityRotflares were released by Skyrn at Ebon Gate 2014. He added rotflares to 5 weapons in Prime through a variety of distribution methods, including a contest for who had the most necromancy ranks and a silent auction. That same event, a +25 Rotflares bastard sword was found while digging. Rotflares have since been available at multiple runs of Duskruin Arena, either as pre-made weapons, or as a service added on to an existing weapon. In August 2024, Rotflares were updated to be compatible with the Flourish system as a Combat Flourish. They can be converted to the new Lore Flares script via the FLOURISH command. See Also |
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