Balefire (713): Difference between revisions
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{{spell |
{{spell |
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| name = Nightmare |
| name = Nightmare |
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| number = 713 |
| number = 713 |
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'''Balefire''' is a powerful [[Attack Strength|attack strength]] (AS)-based [[ball spell]] that hurls a flaming [[plasma critical table|plasma]] ball at a target when cast. |
<section begin=description /><noinclude>'''Balefire''' is a</noinclude><includeonly>A</includeonly> powerful [[Attack Strength|attack strength]] (AS)-based [[ball spell]] that hurls a flaming [[plasma critical table|plasma]] ball at a target when cast.<section end=description /> |
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A characteristic of all ball spells is their potential to strike multiple targets. The minimum number of targets affected by this spell is increased with training in the [[Multi-Opponent Combat]] (MOC) skill. However, due to MOCs high training point cost, sorcerers, particularly lower level ones, may find it impractical to train more than a few ranks in this skill. The maximum number of targets may also be increased by training in [[Sorcerous Lore, Demonology]]. |
A characteristic of all ball spells is their potential to strike multiple targets. The minimum number of targets affected by this spell is increased with training in the [[Multi-Opponent Combat]] (MOC) skill. However, due to MOCs high training point cost, sorcerers, particularly lower level ones, may find it impractical to train more than a few ranks in this skill. The maximum number of targets may also be increased by training in [[Sorcerous Lore, Demonology]]. |
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⚫ | [[Minor demon]]s may also assist the caster by contributing damage to the initial target. This requires that the demon have at least two [[mana point]]s stored. There is no guarantee that the demon will attack but the chances can be improved by increasing the caster's skill in [[#Mana Control Benefit|Elemental]] ([[EMC]]) and [[Spiritual Mana Control]]s (SMC). If the demon acts it will lose two mana points. A demon's native [[valence]] will determine the [[:Category: Damage Types|damage type]] done. |
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Proficiency with this spell is primarily based on the caster's [[Spell Aiming]] skill and [[Dexterity]] bonus. Other AS boosters such as [[Elemental Targeting (425)]], [[Spirit Strike (117)]], [[Curse (715)]] (Curse of the Star), [[Pure potion]]s and [[Society|societal]] AS boosters will also increase the caster's effectiveness. |
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{{Usage-channel|s=713}} |
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⚫ | [[Minor demon]]s may also assist the caster by contributing damage to the initial target. This requires that the demon have two [[mana point]]s stored. There is no guarantee that the demon will attack but the chances can be improved by increasing the caster's skill in [[ |
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==Demon Damage Types== |
==Demon Damage Types== |
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[[Minor demon]]s can potentially add damage to the attack. The [[:Category: Damage Types|damage type]] done depends on the minor demon's native [[valence]]: |
[[Minor demon]]s can potentially add damage to the attack. The [[:Category: Damage Types|damage type]] done depends on the minor demon's native [[valence]]: |
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==Mana Control Benefit== |
==Mana Control Benefit== |
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Training in both EMC and SMC will increase the chance that a demon will attack equal to a combined 2% per seed 1 [[summation]] of [[skill bonus]]. Figure the summation bonus of SMC and EMC skill bonus separately and total the two values to determine the bonus. |
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{{Equation box|{{math|1=Attack Chance % = (2 * seed 1 EMC skill bonus summation) + (2 * seed 1 SMC skill bonus summation)}}}} |
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For example, with 160 SMC and 140 EMC skill the chance that a demon will attack is (2 * 17) + (2 * 16) = 66%. With 300 skill (200 ranks) in each mana control the attack chance is 96% [(2 × 24) + (2 × 24)] or simply (2 × 48). |
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:{| class="wikitable" style="text-align:center;" |
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|AvD13=38|AvD14=34|AvD15=30|AvD16=26 |
|AvD13=38|AvD14=34|AvD15=30|AvD16=26 |
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|AvD17=30|AvD18=24|AvD19=18|AvD20=12}} |
|AvD17=30|AvD18=24|AvD19=18|AvD20=12}} |
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{{ |
{{Table end}} |
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==Messaging== |
==Messaging== |
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==Resources== |
==Resources== |
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*[[ |
*[[/saved posts|Saved posts]] |
Latest revision as of 12:59, 7 December 2023
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Balefire is a powerful attack strength (AS)-based ball spell that hurls a flaming plasma ball at a target when cast.
A characteristic of all ball spells is their potential to strike multiple targets. The minimum number of targets affected by this spell is increased with training in the Multi-Opponent Combat (MOC) skill. However, due to MOCs high training point cost, sorcerers, particularly lower level ones, may find it impractical to train more than a few ranks in this skill. The maximum number of targets may also be increased by training in Sorcerous Lore, Demonology.
Minor demons may also assist the caster by contributing damage to the initial target. This requires that the demon have at least two mana points stored. There is no guarantee that the demon will attack but the chances can be improved by increasing the caster's skill in Elemental (EMC) and Spiritual Mana Controls (SMC). If the demon acts it will lose two mana points. A demon's native valence will determine the damage type done.
Usage
- PREP 713 | CAST {target} or INCANT 713 to cast this spell
- PREP 713 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 713 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 713 to always channel this spell using INCANT 713
Demon Damage Types
Minor demons can potentially add damage to the attack. The damage type done depends on the minor demon's native valence:
- Grik'tyr: randomly either disintegration or crushing damage.
- Shien'tyr: randomly either vacuum or unbalancing damage.
- Lorae'tyr: randomly either steam or disruption damage.
Mana Control Benefit
Training in both EMC and SMC will increase the chance that a demon will attack equal to a combined 2% per seed 1 summation of skill bonus. Figure the summation bonus of SMC and EMC skill bonus separately and total the two values to determine the bonus.
Attack Chance % = (2 * seed 1 EMC skill bonus summation) + (2 * seed 1 SMC skill bonus summation) |
For example, with 160 SMC and 140 EMC skill the chance that a demon will attack is (2 * 17) + (2 * 16) = 66%. With 300 skill (200 ranks) in each mana control the attack chance is 96% [(2 × 24) + (2 × 24)] or simply (2 × 48).
This chart applies to training in either EMC or SMC Add the applicable values for each type to get the total chance when training both (as most do) Mana Control ranks (one type) 1 2 3 5 6 8 9 12 14 17 21 25 Chance for demon attack 4% 8% 10% 12% 14% 16% 18% 20% 22% 24% 26% 28% Mana Control ranks (one type) 30 38 53 71 90 110 131 153 176 200 225 Chance for demon attack 30% 32% 34% 36% 38% 40% 42% 44% 46% 48% 50% Skill bonus converted to ranks
Lore Benefits
Training in Sorcerous Lore, Demonology provides two benefits:
Potential Splash Targets
The number of targets hit by a ball spell is determined by the following calculation using Sorcerous Lore, Demonology and Multi Opponent Combat (MOC):
- Lore Skill Modifier = (1 + √8 * [Sorcerous Lore, Demonology Ranks] - 7) / 2
- First Roll is a random number from 0 to 8
- Second Roll is a random number from 0 to [First Roll + Lore Skill Modifier]
- The number of targets is the smaller number of [First Roll + Lore Skill Modifier] and [Second Roll + MOC Ranks].
(As such, training in Sorcerous Lore, Demonology contributes to both of the values from which the smaller number is chosen.)
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Damage Factor Bonus
Demonology Lore increases the spell's damage factors (DF). This increase applies to the initial strike only.
Demonology Ranks DF Bonus 1 to 50 0.001 per rank 51 to 100 0.001 per two ranks 101 to 200 0.001 per four ranks
With 200 ranks the total DF increase is 0.100
Damage Factor Table
Spell | AG | Cloth | Leather | Scale | Chain | Plate | ||||||||||||
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AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
Balefire | DF | .435 | .360 | .325 | .310 | .295 | ||||||||||||
AvD | 65 | 55 | 54 | 53 | 52 | 45 | 43 | 41 | 39 | 38 | 34 | 30 | 26 | 30 | 24 | 18 | 12 |
Messaging
>incant 713 You trace an intricate sign that contorts in the air while forcefully invoking Balefire... Your spell is ready. You gesture at a hill troll. You hurl a ball of greenish-black flame at a hill troll! AS: +344 vs DS: +132 with AvD: +45 + d100 roll: +58 = +315 ... and hit for 90 points of damage! Intense blast causes the hill troll's carotid arteries to explode! The hill troll falls to the ground and dies. The deep blue glow leaves a hill troll. The guiding force leaves you. The ball of greenish-black flame strikes a hill troll, blossoming into a much larger sphere of flame upon impact. A burst of flame from your ball of greenish-black flame flies off and hits a hill troll. ... 50 points of damage! Whiplike blast of plasma creates a gaping hole in the hill troll's lower back! The hill troll is stunned! Cast Roundtime 3 Seconds.
- Demon Attack
This is typical demon messaging which will be seen just below the initial attack result in the combat display. The damage from this particular attack was from a vacuum critical hit.
A <demon name> shudders slightly as chaotic energy is drawn from its form and fused with the attack. (Your <demon name> loses 2 mana.) ... 40 points of damage! Left arm explodes at the shoulder!
Additional Notes
- Balefire does not set webs on fire.
- Balefire will ignite the gas in The Bowels.