Bolt spell: Difference between revisions
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A bolt spell is any attack spell that is based on the caster's [[Spell Aiming]] skill. These spells benefit from a more offensive stance, but only result in a three (3) second [[cast roundtime]], rather than a true three (3) second [[roundtime]] (RT). There are two types of bolt spells: true bolt spells and ball spells. Bolt spells may be {{boldmono|[[CHANNEL]]}}ed for a higher chance of hitting a vital area and subjects the attack to less [[critical randomization]]. The 3 second hard RT imposed by {{boldmono|CHANNEL}}ing cannot be mitigated by any haste effect. |
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== Definition == |
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==Lore Ranks and Damage Factor Bonuses== |
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A '''bolt spell''' is any attack spell that is based on the caster's [[Spell Aiming]] skill and resolved using an [[Combat system#Attack Roll|Attack Roll]]. |
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The [[Damage Factor]]s (DFs) for many bolt spells can be increased by training in the appropriate lore skill. The DF bonus is based on the number of ranks trained. For the following spells the DF increase is 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100. |
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Casters benefit from a more offensive [[stance]] when using bolt spells. The {{boldmono|[[Verb:COMBATANT|COMBAT]]}} verb can be used to view a character's Spell Aim AS and Spell DS (if the character has at least some Spell Aiming skill), which will take the character's current stance into account. |
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*[[Fire Spirit (111)]] |
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*[[Web (118)]] |
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*[[Holy Bolt (306)]] ([[Undead]] only) |
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*[[Hand of Tonis (505)]] |
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*[[Hurl Boulder (510)]] |
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*[[Disintegrate (705)]] |
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*[[Balefire (713)]] |
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*[[Minor Water (903)]] |
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*[[Minor Fire (906)]] |
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*[[Major Cold (907)]] |
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*[[Major Fire (908)]] |
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*[[Empathic Assault (1110)]] |
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*[[Telekinesis (1206)]] |
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*[[Minor Cold (1709)]] |
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Casting a bolt spell normally incurs up to 3 seconds of [[cast roundtime]], rather than "hard" [[roundtime]]. During cast roundtime, the caster can still change stance or move between rooms but may not attack or cast another spell. Bolt spells may optionally be {{boldmono|[[CHANNEL]]}}ed for a higher chance of hitting a vital area and subjects the attack to less [[critical randomization]], but incurs 3 seconds of hard RT that cannot be mitigated by any haste effect. |
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For the following spells the damage factor increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075. |
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===Ball Spells=== |
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*[[Minor Shock (901)]] |
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*[[Minor Acid (904)]] |
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{{Side box|A possibly more intuitive explanation: |
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*[[Major Shock (910)]] |
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*[[Minor Steam (1707)]] |
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The appropriate lore determines the '''minimum size''' of the explosion caused by the spell whereas MOC determines how well you can '''place''' the explosion such that it hits the most targets. (A practical example: ''water balloons''. The appropriate Lore skill determines what size water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.) |
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*[[Major Acid (1710)]] |
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Having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the "possible" range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect. |
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Given that all of the Lore skills that affect splashes are [[seed]] 1 progressions, the rate at which additional targets are added is quite quick. A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the "possible" target pool--and guarantees that at least four (4) targets will always have the capability to be splashed ("possible" roll will be 0-8 with +4 added).}} |
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==Ball Spells== |
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Ball spells are a subgroup of bolt spells that |
Ball spells are a subgroup of bolt spells that, if the initial attack roll is successful, may cause additional splash damage on several creatures (including the original target) due to an explosion upon impact. |
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There are four steps to determine the number of targets struck by a ball spell. |
There are four steps to determine the number of targets struck by a ball spell. |
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The final number of targets struck by the splash effect is the smaller of <code>(X + BONUS)</code> and <code>(Y + MOC Ranks)</code> |
The final number of targets struck by the splash effect is the smaller of <code>(X + BONUS)</code> and <code>(Y + MOC Ranks)</code> |
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==Lore Ranks and Damage Factor Bonuses== |
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----- |
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The [[Damage Factor]]s (DFs) for many bolt spells can be increased by training in the appropriate lore skill. The DF bonus is based on the number of ranks trained. |
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For those who prefer a more intuitive explanation, the appropriate lore determines the minimum size of the explosion caused by the spell whereas MOC determines how well you can place the explosion such that it hits the most targets. (A practical example: ''water balloons''. The appropriate Lore skill determines what ''size'' water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.) |
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Most bolt spells are tied to a single lore skill. For these spells, DF increases by 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100. (The one known exception to this formula is the evoked plasma version of [[Holy Bolt]], which only counts lore ranks beyond 30.) |
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The following bolt spells are tied to two separate lore skills. The DF increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075. |
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*[[Minor Shock (901)]] |
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*[[Minor Acid (904)]] |
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*[[Major Shock (910)]] |
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*[[Minor Steam (1707)]] |
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*[[Major Acid (1710)]] |
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==Damage Factors== |
==Damage Factors== |
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|V |
|V |
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|'''Yes''' (special) |
|'''Yes''' (special) |
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|- align=center |
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|[[Moonbeam (611)]] |
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|5 |
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|0.515 |
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|0.410 |
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|0.315 |
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|0.280 |
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|0.185 |
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|No |
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|'''Yes''' ([[Spiritual Lore, Summoning|Summoning]]) |
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|- align=center |
|- align=center |
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|[[Disintegrate (705)]] |
|[[Disintegrate (705)]] |
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|0.205 |
|0.205 |
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|No |
|No |
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|'''Yes''' ([[Mental Lore, Transformation|Transformation]]) |
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|- align=center |
|- align=center |
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|[[Telekinesis (1206)]]** |
|[[Telekinesis (1206)]]** |
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|No |
|No |
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|'''Yes''' ([[Mental Lore, Manipulation|Manipulation]]) |
|'''Yes''' ([[Mental Lore, Manipulation|Manipulation]]) |
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|- align=center |
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|[[Astral Spear (1408)]] |
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|8 |
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|0.650 |
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|0.450 |
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|0.350 |
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|0.350 |
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|0.310 |
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|No |
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|No? |
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|- align=center |
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|[[Arcane Blast (1700)]] |
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|0 |
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|0.149 |
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|0.133 |
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|0.111 |
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|0.122 |
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|0.128 |
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|No |
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|No |
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|- align=center |
|- align=center |
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|[[Minor Steam (1707)]] |
|[[Minor Steam (1707)]] |
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|V |
|V |
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|V |
|V |
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|- align=center |
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|[[Moonbeam (611)]] |
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|68 |
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| |
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|58 |
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|57 |
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|56 |
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|55 |
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| |
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|49 |
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|47 |
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|45 |
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|43 |
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|41 |
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|38 |
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|35 |
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|32 |
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|34 |
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|30 |
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|26 |
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|22 |
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|- align=center |
|- align=center |
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|[[Disintegrate (705)]] |
|[[Disintegrate (705)]] |
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|40 |
|40 |
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|34 |
|34 |
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|- align=center |
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|[[Astral Spear (1408)]] |
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|52 |
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| |
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|44 |
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|43 |
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|42 |
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|41 |
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| |
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|39 |
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|37 |
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|35 |
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|33 |
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| |
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|44 |
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|40 |
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|36 |
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|32 |
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| |
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|52 |
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|46 |
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|40 |
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|34 |
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|- align=center |
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|[[Arcane Blast (1700)]] |
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|35 |
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| |
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|25 |
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|24 |
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|23 |
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|22 |
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| |
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|30 |
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|28 |
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|26 |
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|24 |
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| |
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|33 |
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|29 |
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|25 |
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|21 |
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| |
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|36 |
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|30 |
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|24 |
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|18 |
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|- align=center |
|- align=center |
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|[[Minor Steam (1707)]] |
|[[Minor Steam (1707)]] |
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|} |
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==Tactical Considerations== |
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Analysis of the ball spells' splash situation leads to the conclusion that having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the "possible" range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect. |
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:Players might regard this as the effective spell-casting equivalent of [[MSTRIKE (verb)|MSTRIKE]]. |
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Given that all of the Lore skills that affect splashes are [[seed]] 1 progressions, the rate at which additional targets are added is quite quick. A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the "possible" target pool--and guarantees that at least four (4) targets will always have the capability to be splashed ("possible" roll will be 0-8 with +4 added). |
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==Resources== |
==Resources== |
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Latest revision as of 01:51, 6 November 2025
Definition
A bolt spell is any attack spell that is based on the caster's Spell Aiming skill and resolved using an Attack Roll.
Casters benefit from a more offensive stance when using bolt spells. The COMBAT verb can be used to view a character's Spell Aim AS and Spell DS (if the character has at least some Spell Aiming skill), which will take the character's current stance into account.
Casting a bolt spell normally incurs up to 3 seconds of cast roundtime, rather than "hard" roundtime. During cast roundtime, the caster can still change stance or move between rooms but may not attack or cast another spell. Bolt spells may optionally be CHANNELed for a higher chance of hitting a vital area and subjects the attack to less critical randomization, but incurs 3 seconds of hard RT that cannot be mitigated by any haste effect.
Ball Spells
A possibly more intuitive explanation:
The appropriate lore determines the minimum size of the explosion caused by the spell whereas MOC determines how well you can place the explosion such that it hits the most targets. (A practical example: water balloons. The appropriate Lore skill determines what size water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.)
Having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the "possible" range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.
Given that all of the Lore skills that affect splashes are seed 1 progressions, the rate at which additional targets are added is quite quick. A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the "possible" target pool--and guarantees that at least four (4) targets will always have the capability to be splashed ("possible" roll will be 0-8 with +4 added).
Ball spells are a subgroup of bolt spells that, if the initial attack roll is successful, may cause additional splash damage on several creatures (including the original target) due to an explosion upon impact.
There are four steps to determine the number of targets struck by a ball spell.
- Step 1
A random number X is generated between 0 and 8, with lower numbers more likely to be chosen.
- Step 2
Based on the caster's ranks in the appropriate Lore, a bonus is added to the initial X value (see table below).
The skills taken into account are:
- Spiritual Lore, Summoning for Fire Spirit (111)
- Sorcerous Lore, Demonology for Balefire (713)
- Elemental Lore, Water for Major Cold (907)
- Elemental Lore, Fire for Major Fire (908)
- Elemental Lore, Earth for Major Acid (1710) (Water lore will not work for Major Acid.)
Lore rank thresholds/Potential targets Lore ranks 1 2 4 7 11 16 22 29 37 46 56 Potential targets 1 2 3 4 5 6 7 8 9 10 11 Lore ranks 67 79 92 106 121 137 154 172 191 211 232 Potential targets 12 13 14 15 16 17 18 19 20 21 22
The exact bonus from lore is BONUS = [1 + sqrt((8 * Lore Ranks) - 7))]/2.
- Step 3
Another random number Y is generated between 0 and (X + BONUS).
- Step 4
The caster's training in Multi-Opponent Combat (MOC) is added to Y.
The final number of targets struck by the splash effect is the smaller of (X + BONUS) and (Y + MOC Ranks)
Lore Ranks and Damage Factor Bonuses
The Damage Factors (DFs) for many bolt spells can be increased by training in the appropriate lore skill. The DF bonus is based on the number of ranks trained.
Most bolt spells are tied to a single lore skill. For these spells, DF increases by 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100. (The one known exception to this formula is the evoked plasma version of Holy Bolt, which only counts lore ranks beyond 30.)
The following bolt spells are tied to two separate lore skills. The DF increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075.
Damage Factors
- Bold indicates highest value, Minor Shock (901) has lowest DF value against all armor types
- V indicates varies with associated spell cast
| Spell | Mana Cost | Cloth | Leather | Scale | Chain | Plate | Splash | Lore DF Bonus |
|---|---|---|---|---|---|---|---|---|
| Fire Spirit (111) | 11 | 0.400 | 0.333 | 0.270 | 0.256 | 0.244 | Yes | Yes (Summoning) |
| Web (118) | 9 | 0.520 | 0.420 | 0.330 | 0.300 | 0.210 | No | Yes (Summoning) |
| Holy Bolt (306)(L)* | 6 | 0.455 | 0.345 | 0.283 | 0.242 | 0.173 | No | No |
| Holy Bolt (306)(U)* | 6 | 0.750 | 0.500 | 0.405 | 0.400 | 0.265 | No | Yes (Religion) |
| Holy Bolt (306)(Evoke) | 6 | 0.600 | 0.410 | 0.310 | 0.290 | 0.270 | No | Yes (Religion) |
| Hand of Tonis (505) | 5 | 0.520 | 0.420 | 0.330 | 0.300 | 0.210 | No | Yes (Air) |
| Hurl Boulder (510) | 10 | 0.710 | 0.520 | 0.460 | 0.435 | 0.440 | No | Yes (Earth) |
| Cone of Elements (518) | 18 | V | V | V | V | V | V | Yes (special) |
| Moonbeam (611) | 5 | 0.515 | 0.410 | 0.315 | 0.280 | 0.185 | No | Yes (Summoning) |
| Disintegrate (705) | 5 | 0.525 | 0.383 | 0.314 | 0.350 | 0.197 | No | Yes (Necromancy) |
| Balefire (713) | 13 | 0.435 | 0.360 | 0.325 | 0.310 | 0.295 | Yes | Yes (Demonology) |
| Minor Shock (901) | 1 | 0.149 | 0.133 | 0.111 | 0.122 | 0.128 | No | Yes (Air and/or Water) |
| Minor Water (903) | 3 | 0.455 | 0.345 | 0.283 | 0.242 | 0.173 | No | Yes (Water) |
| Minor Acid (904) | 4 | 0.525 | 0.383 | 0.314 | 0.350 | 0.197 | No | Yes (Earth and/or Water) |
| Minor Fire (906) | 6 | 0.667 | 0.455 | 0.345 | 0.323 | 0.303 | No | Yes (Fire) |
| Major Cold (907) | 7 | 0.445 | 0.350 | 0.245 | 0.217 | 0.208 | Yes | Yes (Water) |
| Major Fire (908) | 8 | 0.400 | 0.333 | 0.270 | 0.256 | 0.244 | Yes | Yes (Fire) |
| Major Shock (910) | 10 | 0.750 | 0.555 | 0.433 | 0.415 | 0.433 | No | Yes (Air and/or Water) |
| Empathic Assault (1110) | 10 | 0.680 | 0.490 | 0.365 | 0.280 | 0.205 | No | Yes (Transformation) |
| Telekinesis (1206)** | 6 | 0.600 | 0.410 | 0.310 | 0.290 | 0.270 | No | Yes (Manipulation) |
| Telekinesis (1206)** | 7 | 0.625 | 0.425 | 0.325 | 0.320 | 0.290 | No | Yes (Manipulation) |
| Telekinesis (1206)** | 8 | 0.650 | 0.450 | 0.350 | 0.340 | 0.310 | No | Yes (Manipulation) |
| Telekinesis (1206)** | 9 | 0.675 | 0.475 | 0.375 | 0.360 | 0.330 | No | Yes (Manipulation) |
| Telekinesis (1206)** | 10 | 0.700 | 0.500 | 0.400 | 0.375 | 0.350 | No | Yes (Manipulation) |
| Astral Spear (1408) | 8 | 0.650 | 0.450 | 0.350 | 0.350 | 0.310 | No | No? |
| Arcane Blast (1700) | 0 | 0.149 | 0.133 | 0.111 | 0.122 | 0.128 | No | No |
| Minor Steam (1707) | 4 | 0.600 | 0.550 | 0.385 | 0.333 | 0.267 | No | Yes (Fire and/or Water) |
| Minor Cold (1709) *** | 3 | 0.667 | 0.460 | 0.385 | 0.375 | 0.355 | No | Yes (Water) |
| Major Acid (1710) | 6 | 0.600 | 0.333 | 0.275 | 0.370 | 0.196 | Yes | Yes (Earth and/or Water) |
- *(L) is living targets and (U) is undead targets.
- **can be cast with a variable amount of mana, denoted in the Mana Cost column
- ***requires a cast of 512 to start, and 10 ranks of Water
AvDs
- V denotes a variable AvD. Actual AvDs are determined by the spell used with Cone of Elements (518)
| Spell | Cloth | Leather | Scale | Chain | Plate | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | ||||
| Fire Spirit (111) | 70 | 60 | 59 | 58 | 57 | 50 | 48 | 46 | 44 | 45 | 41 | 37 | 33 | 40 | 34 | 28 | 22 | ||||
| Web (118) | 52 | 44 | 43 | 42 | 41 | 39 | 37 | 35 | 33 | 44 | 40 | 36 | 32 | 52 | 46 | 40 | 34 | ||||
| Holy Bolt (306)(L)* | 30 | 30 | 29 | 28 | 27 | 29 | 27 | 25 | 23 | 31 | 27 | 23 | 19 | 25 | 19 | 13 | 7 | ||||
| Holy Bolt (306)(U)* | 40 | 38 | 37 | 36 | 35 | 35 | 33 | 31 | 29 | 37 | 33 | 29 | 25 | 32 | 26 | 20 | 14 | ||||
| Hand of Tonis (505) | 52 | 44 | 43 | 42 | 41 | 39 | 37 | 35 | 33 | 44 | 40 | 36 | 32 | 52 | 46 | 40 | 34 | ||||
| Hurl Boulder (510) | 40 | 40 | 39 | 38 | 37 | 40 | 38 | 36 | 34 | 40 | 36 | 32 | 28 | 40 | 34 | 28 | 22 | ||||
| Cone of Elements (518) | V | V | V | V | V | V | V | V | V | V | V | V | V | V | V | V | V | ||||
| Moonbeam (611) | 68 | 58 | 57 | 56 | 55 | 49 | 47 | 45 | 43 | 41 | 38 | 35 | 32 | 34 | 30 | 26 | 22 | ||||
| Disintegrate (705) | 40 | 38 | 37 | 36 | 35 | 35 | 33 | 31 | 29 | 37 | 33 | 29 | 25 | 32 | 26 | 20 | 14 | ||||
| Balefire (713) | 65 | 55 | 54 | 53 | 52 | 45 | 43 | 41 | 39 | 38 | 34 | 30 | 26 | 30 | 24 | 18 | 12 | ||||
| Minor Shock (901) | 35 | 25 | 24 | 23 | 22 | 30 | 28 | 26 | 24 | 33 | 29 | 25 | 21 | 36 | 30 | 24 | 18 | ||||
| Minor Water (903) | 30 | 30 | 29 | 28 | 27 | 29 | 27 | 25 | 23 | 31 | 27 | 23 | 19 | 25 | 19 | 13 | 7 | ||||
| Minor Acid (904) | 40 | 38 | 37 | 36 | 35 | 35 | 33 | 31 | 29 | 37 | 33 | 29 | 25 | 32 | 26 | 20 | 14 | ||||
| Minor Fire (906) | 55 | 37 | 36 | 35 | 34 | 33 | 31 | 29 | 27 | 42 | 38 | 34 | 30 | 44 | 38 | 32 | 26 | ||||
| Major Cold (907) | 65 | 55 | 54 | 53 | 52 | 45 | 43 | 41 | 39 | 40 | 36 | 32 | 28 | 35 | 29 | 23 | 17 | ||||
| Major Fire (908) | 70 | 60 | 59 | 58 | 57 | 50 | 48 | 46 | 44 | 45 | 41 | 37 | 33 | 40 | 34 | 28 | 22 | ||||
| Major Shock (910) | 50 | 40 | 39 | 38 | 37 | 45 | 43 | 41 | 39 | 48 | 44 | 40 | 36 | 51 | 45 | 39 | 33 | ||||
| Empathic Assault (1110) | 55 | 45 | 44 | 43 | 42 | 30 | 28 | 26 | 24 | 15 | 11 | 7 | 3 | 7 | 1 | (-5) | (-11) | ||||
| Telekinesis (1206) | 52 | 44 | 43 | 42 | 41 | 39 | 37 | 35 | 33 | 44 | 40 | 36 | 32 | 52 | 46 | 40 | 34 | ||||
| Astral Spear (1408) | 52 | 44 | 43 | 42 | 41 | 39 | 37 | 35 | 33 | 44 | 40 | 36 | 32 | 52 | 46 | 40 | 34 | ||||
| Arcane Blast (1700) | 35 | 25 | 24 | 23 | 22 | 30 | 28 | 26 | 24 | 33 | 29 | 25 | 21 | 36 | 30 | 24 | 18 | ||||
| Minor Steam (1707) | 70 | 60 | 59 | 58 | 57 | 50 | 48 | 46 | 44 | 45 | 41 | 37 | 33 | 40 | 34 | 28 | 22 | ||||
| Minor Cold (1709) | 45 | 40 | 39 | 38 | 37 | 35 | 33 | 31 | 29 | 40 | 36 | 32 | 28 | 30 | 24 | 18 | 12 | ||||
| Major Acid (1710) | 65 | 55 | 54 | 53 | 52 | 45 | 43 | 41 | 39 | 42 | 38 | 34 | 30 | 33 | 27 | 21 | 15 | ||||
- *(L) is living targets and (U) is undead targets.
Critical Weighting
Critical weighting is applied to bolt attacks using the formula: trunc((INT + WIS) / 6).[1] The following table shows the aforementioned relationship.
Resources
References
- ↑ GM Naijin, "Conversation About Statistics-Related CER", GemStone IV Discord#Mechanics, 2020-03-26T05:35:00Z