Rapid Fire (515): Difference between revisions

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{{HSN}}
{{spell
{{spell
| mnemonic = RAPIDFIRE
| mnemonic = RAPIDFIRE
Line 5: Line 4:
| duration = 60 seconds
| duration = 60 seconds
| span = [[Stackable]]
| span = [[Stackable]]
| subtype = Instant Spell Prep
| subtype = Reduced Cast RT
| skill = None
| skill = None
| components = None
| components = None
Line 11: Line 10:
| navigation = {{Major elemental navigation}}
| navigation = {{Major elemental navigation}}
}}
}}
__TOC__
While '''Rapid Fire''' is active, it will reduce the [[cast roundtime]] of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period (i.e. cooldown) of 90 seconds before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost an additional 5 mana. Training in [[#Mana Control Benefit|Elemental Mana Control]] will reduce the recovery period. Rapid Fire is '''not''' restricted to self-cast; it can be cast on other characters. This spell cannot be [[imbed]]ded or found normally on [[scroll]]s.


Rapid Fire does not affect the cast roundtime from [[magic item]]s or [[Bard Base|spellsongs]]. The spell will not automatically prepare the same spell again.
While Rapid Fire is active, it will reduce the castRT of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period of 90 seconds before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost +5 mana. Training in [[Elemental Mana Control]] reduces the cooldown by (0.3 * (skill - 100)) seconds. So at 202 skill, the duration is 60 seconds, and at 302 skill, the cooldown is 30 seconds.


==Mana Control Benefit==
The spell will no longer automatically prepare the same spell again. Rapid Fire is '''not''' restricted to self-cast: it can be cast on other characters and uses the target's skill to determine the cooldown.
Training in [[Elemental Mana Control]] (EMC) reduces the recovery period.

{{Equation box|{{math|Recovery Period {{=}} 90 - trunc[(EMC ranks) / 2.2] seconds}}}}

At 99 ranks, the duration is 45 seconds, and at 198 ranks, there is no cooldown. When cast on other characters, Rapid Fire uses the target's EMC skill to determine the recovery period. However, the EMC skill is halved if the target is unable to learn the spell, similar to when activating a spell from a magical item or scroll as described at [[:Category:Mana Controls|Mana Controls]]

:{| class="wikitable" style="text-align:center;"
!style="text-align:right;" |Elemental Mana Control ranks||0||25||50||75||100||125||150||175||200
|-
|style="text-align:right;" |Recovery period (seconds)||90||79||68||56||45||34||22||11||0
|-
| colspan="18"|<small>''Not all thresholds are shown.''</small>
|}


==Lore Benefits==
==Lore Benefits==
===[[Elemental Lore, Air]]===
===[[Elemental Lore, Air]]===
Training in Air Lore provides a chance to cause a spell to be{{boldmono| [[CHANNEL]]led }}without incurring the normal hard RT from channeling based on a seed 1 [[summation]] of ranks. When this effect occurs for a warding spell, the caster will be treated as if they were in offensive [[stance]] for the purposes of determining the bonus from channeling.
Training in Air Lore provides a chance, based on a seed 1 [[summation]] of ranks, to cause an attack spell to be resolved using {{boldmono|[[CHANNEL]]}} formulas (instead of a normal {{mono|CAST}}) to determine damage or critical location. For a warding spell, the caster will be treated as if they were in offensive [[stance]] for the purposes of determining the bonus from channeling. (This effect is automatic and does not require the caster to manually {{mono|CHANNEL}}, it simply converts a {{mono|CAST}} to a {{mono|CHANNEL}}.)
<section begin=Air_Lore_Bonus/>

:{| {{prettytable}} align="center"
:{| class="wikitable" style="text-align:center;"
!align="right"|Elemental Lore, Air ranks||1||3||6||10||15||21||28||36||45||55||66
!style="text-align:right;" |Elemental Lore, Air ranks||1||3||6||10||15||21||28||36||45||55||66
|-
|-
|align="right"|Chance for channel bonus||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%
|style="text-align:right;" |Chance for channel bonus||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%
|-
|-
|colspan="12"|
|colspan="12"|
|-
|-
!align="right" colspan="2"|Elemental Lore, Air ranks||78||91||105||120||136||153||171||190||210||231
!style="text-align:right;" colspan="2"|Elemental Lore, Air ranks||78||91||105||120||136||153||171||190||210||231
|-
|-
|align="right" colspan="2"|Chance for channel bonus||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%
|style="text-align:right;" colspan="2"|Chance for channel bonus||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%
|}
|}
<section end=Air_Lore_Bonus/>


===[[Elemental Lore, Water]]===
===[[Elemental Lore, Water]]===
Training in Water Lore, provides a chance to negate the cooldown when the effect ends based on a seed 1 summation of ranks.
Training in Water Lore provides a chance to negate the cooldown when the effect ends based on a seed 1 summation of ranks.
<section begin=Water Lore Bonus/>

:{| {{prettytable}} align="center"
:{| class="wikitable" style="text-align:center;"
!align="right"|Elemental Lore, Water ranks||1||3||6||10||15||21||28||36||45||55||66
!style="text-align:right;" |Elemental Lore, Water ranks||1||3||6||10||15||21||28||36||45||55||66
|-
|-
|align="right"|Chance to negate cooldown||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%
|style="text-align:right;" |Chance to negate cooldown||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%
|-
|-
|colspan="12"|
|colspan="12"|
|-
|-
!align="right" colspan="2"|Elemental Lore, Water ranks||78||91||105||120||136||153||171||190||210||231
!style="text-align:right;" colspan="2"|Elemental Lore, Water ranks||78||91||105||120||136||153||171||190||210||231
|-
|-
|align="right" colspan="2"|Chance to negate cooldown||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%
|style="text-align:right;" colspan="2"|Chance to negate cooldown||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%
|}
|}
<section end=Water Lore Bonus/>


== Messaging ==
== Messaging ==
Initial cast:
<div {{Log|margin-right=400px}}>
You feel the magic surge through you.
</div>


{| class="wikitable"
Wearing off:
|-
<div {{Log|margin-right=400px}}>
! Start
As the surge of magic departs, you feel a slight elemental fatigue settle in.
| <pre{{log-inline}}>You feel the magic surge through you.</pre>
</div>
|-

! End
Air lore effect messaging:
| <pre{{log-inline}}>As the surge of magic departs, you feel a slight elemental fatigue settle in.</pre>
<div {{Log|margin-right=400px}}>
|-
Seeing an opportunity, you accelerate time and empower your spell!
! Cooldown
</div>
| <pre{{log-inline}}>You notice the feeling of elemental fatigue fade away.</pre>

|-
Cooldown wearing off:
! Water Lore (no cooldown)
<div {{Log|margin-right=400px}}>
| <pre{{log-inline}}>Moisture beads on the surface of your skin then evaporates away, taking with it your recent elemental fatigue.</pre>
You notice the feeling of elemental fatigue fade away.
|-
</div>
! Air Lore (converted channel)
| <pre{{log-inline}}>Seeing an opportunity, you accelerate time and empower your spell!</pre>
|}


== Resources ==
== Resources ==

Latest revision as of 13:19, 27 January 2021

Rapid Fire (515)
Mnemonic [RAPIDFIRE]
Duration 60 seconds
Utility Magic  
Subtype Reduced Cast RT 
Availability All 
Major Elemental Spells
Sleep (501) Attack
Chromatic Circle (502) Attack
Thurfel's Ward (503) Defensive
Slow (504) Attack
Hand of Tonis (505) Attack
Celerity (506) Utility
Elemental Deflection (507) Defensive
Elemental Bias (508) Defensive
Strength (509) Offensive
Hurl Boulder (510) Attack
Floating Disk (511) Utility
Cold Snap (512) Attack
Elemental Focus (513) Offensive
Stone Fist (514) Attack
Rapid Fire (515) Utility
Mana Leech (516) Utility
Charge Item (517) Utility
Cone of Elements (518) Attack
Immolation (519) Attack
Mage Armor (520) Defensive
Meteor Swarm (525) Attack
Elemental Disjunction (530) Attack
Haste (535) Utility
Temporal Reversion (540) Defensive
Time Stop (550) Utility

While Rapid Fire is active, it will reduce the cast roundtime of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period (i.e. cooldown) of 90 seconds before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost an additional 5 mana. Training in Elemental Mana Control will reduce the recovery period. Rapid Fire is not restricted to self-cast; it can be cast on other characters. This spell cannot be imbedded or found normally on scrolls.

Rapid Fire does not affect the cast roundtime from magic items or spellsongs. The spell will not automatically prepare the same spell again.

Mana Control Benefit

Training in Elemental Mana Control (EMC) reduces the recovery period.

Recovery Period = 90 - trunc[(EMC ranks) / 2.2] seconds

At 99 ranks, the duration is 45 seconds, and at 198 ranks, there is no cooldown. When cast on other characters, Rapid Fire uses the target's EMC skill to determine the recovery period. However, the EMC skill is halved if the target is unable to learn the spell, similar to when activating a spell from a magical item or scroll as described at Mana Controls

Elemental Mana Control ranks 0 25 50 75 100 125 150 175 200
Recovery period (seconds) 90 79 68 56 45 34 22 11 0
Not all thresholds are shown.

Lore Benefits

Elemental Lore, Air

Training in Air Lore provides a chance, based on a seed 1 summation of ranks, to cause an attack spell to be resolved using CHANNEL formulas (instead of a normal CAST) to determine damage or critical location. For a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling. (This effect is automatic and does not require the caster to manually CHANNEL, it simply converts a CAST to a CHANNEL.)

Elemental Lore, Air ranks 1 3 6 10 15 21 28 36 45 55 66
Chance for channel bonus 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11%
Elemental Lore, Air ranks 78 91 105 120 136 153 171 190 210 231
Chance for channel bonus 12% 13% 14% 15% 16% 17% 18% 19% 20% 21%


Elemental Lore, Water

Training in Water Lore provides a chance to negate the cooldown when the effect ends based on a seed 1 summation of ranks.

Elemental Lore, Water ranks 1 3 6 10 15 21 28 36 45 55 66
Chance to negate cooldown 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11%
Elemental Lore, Water ranks 78 91 105 120 136 153 171 190 210 231
Chance to negate cooldown 12% 13% 14% 15% 16% 17% 18% 19% 20% 21%


Messaging

Start
You feel the magic surge through you.
End
As the surge of magic departs, you feel a slight elemental fatigue settle in.
Cooldown
You notice the feeling of elemental fatigue fade away.
Water Lore (no cooldown)
Moisture beads on the surface of your skin then evaporates away, taking with it your recent elemental fatigue.
Air Lore (converted channel)
Seeing an opportunity, you accelerate time and empower your spell!

Resources