Fervent Reproach (312): Difference between revisions

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{{spell
{{spell
|mnemonic = FREPROACH
|mnemonic = FREPROACH

Revision as of 20:53, 8 March 2018

Fervent Reproach (312)
Mnemonic [FREPROACH]
Duration Instantaneous
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Damage Type Hitpoint
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility

Fervent Reproach is a warding spell that does pure hitpoint damage, with no criticals of any type. Although it cannot stun or injure its targets, Fervent Reproach can deal great amounts of damage for a relatively low mana cost. A side benefit to this is that the value of skins gathered from the corpses of creatures killed by this spell is not effected by any injuries. Training in Spiritual Lore, Religion will increase the number of damage cycles, which can also be increased with a greater warding margin.

There is a small chance of receiving a temporary 30 second enhancive effect of +5 to Wisdom stat and +5 each to the caster's current health and mana pools when casting this spell successfully. Once under the influence of this bonus, the cleric cannot receive it again until it has subsided. Training in Spiritual Lore, Blessings will increase the duration of the enhancive effect, Blessings Lore and charge time will increase the strength of the bonuses. The chance to trigger the enhancive effect is based upon the warding margin, Spiritual Lore, Blessings skill, and charge time. The exact formula for triggering the effect is not released.

Channeling is very important to optimizing the damage done by Fervent Reproach, much more than any other spell affected by CHANNEL.

Charge Time

  • PRAY FERVENT REPROACH {#}

Using this command will set the cleric's charge time to X seconds (X can be 0, 3, 4, 5, or 6 seconds). If set to 0 seconds, it will act as any other attack spell. If 3-6 are chosen, however, the cleric will be forced into hard roundtime upon preparing the spell each time for X seconds, but will find the damage done much increased, based upon the "charge time."

Increasing the charge time will also increase the duration of and overall Wisdom, health, and mana bonuses. See the lore benefits section below for complete details.

This charge time can be changed at anytime without roundtime, but each time will force the cleric into a kneeling stance.

Channel Damage

Channeling adds to the effective warding margin on a successful cast based on the caster's stance and number of open hands. Casters wielding two-handed weapons such as runestaves are considered to have one open hand (as long as they are not also holding another item).

STANCE OFF ADV FOR NEU GUA
One Open Hand +20 +16 +12 +8 +4
Two Open Hands +40 +32 +24 +16 +8

Cast Penalty

Unique among spells that receive a channeling bonus, Fervent Reproach receives a penalty that applies after the first damage cycle if the spell is not channeled. If the spell is cast, only half the damage cycles occur, effectively eliminating almost all warding margin bonuses from charge time and any status condition(s) of the target. In addition, not channeling will decrease the chance to trigger the enhancive effect by 75%.

Lore Benefits

Spiritual Lore, Religion

Training in Spiritual Lore, Religion increases the number of damage cycles. The total number of damage cycles is capped at 6 (i.e., total bonus cycles are up to five), regardless of if the bonus cycles are provided by the warding margin or Religion Lore training.

6 ≥ Total # of damage cycles = 1 + (warding margin / 50) + (Religion Lore ranks / 15)
Damage Cycles
Spiritual Lore, Religion ranks 15 30 45 60 75
Bonus cycles from lore 1 2 3 4 5

Spiritual Lore, Blessings

Training in Spiritual Lore, Blessings increases the duration and potency of the Wisdom, health, and mana bonuses. As this bonus is shown as a true enhancive effect in INFO , MANA, and HEALTH, the total benefits will never exceed the enhancive bonus limits. Thus, wearing enhancive items of the same effects may diminish the lore benefits.

Duration = 30 seconds + (Blessings Lore ranks / 2)
Duration
Spiritual Lore, Blessings ranks 0 10 20 30 40 50 60 70 80 90 100 150 200 250
Total duration (seconds) 30 35 40 45 50 55 60 65 70 75 80 105 130 155
Not all thresholds shown

Health and mana bonuses

The health and mana bonuses are equal in strength, with a minimum of 5 and maximum of 50. If the charge time is set at 0, it will be treated as 3 for the purposes of determining the bonus amount.

HP/mana bonuses = 5 + [(charge time (min 3) - 2) * (Blessings Lore ranks / 10)]
If charge time=0 or 3
Spiritual Lore, Blessings ranks 0 10 20 30 40 50 60 70 80 90 100 150 200 250
Total HP/mana bonuses 5 6 7 8 9 10 11 12 13 14 15 20 25 30
Not all thresholds shown

Wisdom bonus

The total bonus to Wisdom stat is random between 5 and 40. The minimum bonus can be raised by setting the charge time higher and by training in Spiritual Lore, Blessings.

Total Wisdom stat bonus = 5 + random[.5(charge time + (Blessings Lore ranks / 10) to (charge time + (Blessings Lore ranks / 10))]
If charge time=3 (minimum added bonus=1)
Spiritual Lore, Blessings ranks 0 10 20 30 40 50 60 70 80 90 100 150 200 250
Minimum total bonus to Wisdom stat 5 7 7 8 8 9 9 10 10 11 11 14 16 19
Maximum total bonus to Wisdom stat 5 9 10 11 12 14 15 16 17 18 23 20 28 33
Not all thresholds shown

Damage Calculation

Damage done by fervent reproach is directly tied to the endroll. Damage boosts such as the channeling and charging work by adding to the effective endroll. Channeling adds up to 40, and charging up to 42 (6 seconds at 7 each), so that a 6s charge channeled in offensive with both hands empty and a 101 endroll will do the same damage as a cast, uncharged 183 endroll.

In the log below the endroll of 175 gives a warding margin of 75, 42 is added for charging and 40 for channeling for a total of 157. Multiply by 0.7, add 1 and round up to get the damage of 111 for the first cycle. For the second cycle multiply by 0.7, the third by 0.6 and subsequent cycles by 0.5. Here 111*0.7 ==77, 77*0.6=46, 46*0.5 = 23. If the lion had the hits and the caster could generate another cycle it would have been 23*0.5 = 11.

The cleric always gets 2 cycles. Additional cycles depend on religion lore and the endroll. Any cleric intending to make much use of 312 should train a minimum of 20 religion ranks for the extra cycles, which will almost always give 3, often 4 and sometimes 5 cycles. Once over 50 religion ranks the additional damage done by the extra cycles is small and it is always better to improve CS by spell training rather than cycles by lore training.

Messaging

The caster's eye color determines the color of the orbs.

You chant a reverent litany, clasping your hands while focusing upon the Fervent Reproach spell...
A burning heat builds behind your eyes.
Roundtime: 6 sec.
Your spell is ready.

You channel at a grizzled plains lion.
Two radiant, violet globes spring to life in your open hands. With a quick flick of your wrists, the orbs dance through the air toward a grizzled plains lion!
  CS: +128 - TD: +78 + CvA: +25 + d100: +100 == +175
  Warding failed!
The orbs squarely impact a grizzled plains lion, discharging the violet energy over her entire being for 111 points of damage!
  The violet energy pulses for an additional 77 points of damage ...
  ... 46 points of damage ...
  ... dissipating with a final discharge of 23 points of damage!
The plains lion crumples to the ground and dies.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec. 
Enhancive benefit
Tiny scintillas of crystal blue light spiral up from the krag yeti to form a pulsing sphere of erratic energy.  
The crystal blue sphere blinks out of existence for a fraction of a heartbeat, reappearing directly above you. The crystal blue sphere begins to move in an ever-increasingly fast circle above your head until it shatters into a shower of brilliant energy, which then seeps into your skin!

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