Bolt spell: Difference between revisions

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(Added a "splash" column to indicate the ball spells; reworked the description of the splash mechanics to be accurate.)
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== Ball Spells ==
== Ball Spells ==


Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact. Two rolls determine how many creatures you hit, and there is a skill that influences each of the two rolls. The first roll determines how many creatures it is possible to splash and is influenced by a different lore depending on the spell: [[Elemental Lore, Fire]] for [[Major Fire (908)]], [[Elemental Lore, Water]] for [[Major Cold (907)]] or [[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]. [[Major Acid (926)]] has no influencing lore. The second roll determines how many creatures are actually splashed, with the first roll determining the maximum of the second. MOC increases the minimum for this roll.
Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact. Two rolls determine how many creatures you hit, and there is a skill that influences each of the two rolls.
* The first roll determines how many creatures it is possible to splash and is influenced by a different lore depending on the spell: [[Elemental Lore, Fire]] for [[Major Fire (908)]], [[Elemental Lore, Water]] for [[Major Cold (907)]] or [[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]. [[Major Acid (926)]] has no influencing lore.
* The second roll determines how many creatures are actually splashed, with the first roll determining the maximum of the second. The appropriate Lore skill increases the maximum for the first roll, while MOC increases the result for the second roll.


The normal--no additional training ranks in either Lore or MOC--base range of results is eight (8) for splash damage, so imagine rolling an eight-sided die (d8).
For example, let's say you've trained enough in [[Elemental Lore, Fire]] to increase the minimum possible number of creatures splashed to five with Major Fire and have trained six times in MOC. With twenty creatures in the room, your first roll can be between five and twenty. It rolls a seven, meaning you can hit up to twelve creatures. The next roll, due to your six ranks of MOC, can be anything between six and twelve. It rolls a one, resulting in splash damage to seven creatures. It should also be noted that the first roll takes precedence, such that if your maximum possible number of creatures hit is two, you will not hit more than two, regardless of MOC training.


For example, let's say you've trained enough in [[Elemental Lore, Fire]] to increase the maximum possible number of creatures splashed by five with Major Fire and have trained six times in MOC.
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.
* With twenty creatures in the room, your first roll can be between one and thirteen (base of 1-8 plus 5 for Lore skill, or 1-13); you cannot possibly hit creatures numbered fourteen through twenty.
*:1) It rolls a ten, meaning you ''can'' hit up to ten creatures.
*The next roll can be anything between one and ten.
*:2) It rolls a one, but your six ranks of MOC result in splash damage to seven creatures.


On the other hand, when facing a smaller group ''all'' of your Lore skill benefits are still applicable: if there are only 7 creatures in the room and your Lore skill gives you the possibility of +15 targets, your first die roll will be 1-23 [base of 1-8 + 15 from Lore skill]. This makes it ''very'' likely that you will actually splash all seven targets most of the time, even if you have no MOC in this instance.
As a final note, the above is only documented for Fire Spirit, and though it seems all ball spells work the same way, it's possible that the above does not hold true for the others.

'''It should also be noted that the first roll takes precedence, such that if your maximum possible number of creatures hit is two, you will not hit more than two, regardless of MOC training.'''
:"A lousy die roll... is a lousy die roll."

-----

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.)


== Damage Factors ==
== Damage Factors ==
Line 20: Line 33:
!Chain
!Chain
!Plate
!Plate
!Splash
|- align=center
|- align=center
|[[111]]
|[[111]]
Line 27: Line 41:
|0.256
|0.256
|0.244
|0.244
|'''Yes'''
|- align=center
|- align=center
|[[306]]
|[[306]]
Line 34: Line 49:
|0.400
|0.400
|0.265
|0.265
|No
|- align=center
|- align=center
|[[505]]
|[[505]]
Line 41: Line 57:
| -
| -
| -
| -
|No
|- align=center
|- align=center
|[[510]]
|[[510]]
Line 48: Line 65:
|0.435
|0.435
|0.440
|0.440
|No
|- align=center
|- align=center
|[[901]]
|[[901]]
Line 55: Line 73:
|0.122
|0.122
|0.128
|0.128
|No
|- align=center
|- align=center
|[[903]]
|[[903]]
Line 62: Line 81:
|0.242
|0.242
|0.173
|0.173
|No
|- align=center
|- align=center
|[[904]]
|[[904]]
Line 69: Line 89:
|0.350
|0.350
|0.197
|0.197
|No
|- align=center
|- align=center
|[[906]]
|[[906]]
Line 76: Line 97:
|0.323
|0.323
|0.303
|0.303
|No
|- align=center
|- align=center
|[[907]]
|[[907]]
Line 83: Line 105:
|0.217
|0.217
|0.208
|0.208
|'''Yes'''
|- align=center
|- align=center
|[[908]]
|[[908]]
Line 90: Line 113:
|0.256
|0.256
|0.244
|0.244
|'''Yes'''
|- align=center
|- align=center
|[[910]]
|[[910]]
Line 97: Line 121:
|0.415
|0.415
|0.433
|0.433
|No
|- align=center
|- align=center
|[[926]]
|[[926]]
Line 104: Line 129:
|0.370
|0.370
|0.196
|0.196
|No
|- align=center
|- align=center
|[[928]]
|[[928]]
Line 111: Line 137:
|0.375
|0.375
|0.355
|0.355
|No
|- align=center
|- align=center
|[[1110]]
|[[1110]]
Line 118: Line 145:
|0.400
|0.400
|0.265
|0.265
|No
|}
|}



Revision as of 14:44, 14 July 2008

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. There are two types of bolt spells: true bolt spells and ball spells.

Ball Spells

Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact. Two rolls determine how many creatures you hit, and there is a skill that influences each of the two rolls.

The normal--no additional training ranks in either Lore or MOC--base range of results is eight (8) for splash damage, so imagine rolling an eight-sided die (d8).

For example, let's say you've trained enough in Elemental Lore, Fire to increase the maximum possible number of creatures splashed by five with Major Fire and have trained six times in MOC.

  • With twenty creatures in the room, your first roll can be between one and thirteen (base of 1-8 plus 5 for Lore skill, or 1-13); you cannot possibly hit creatures numbered fourteen through twenty.
    1) It rolls a ten, meaning you can hit up to ten creatures.
  • The next roll can be anything between one and ten.
    2) It rolls a one, but your six ranks of MOC result in splash damage to seven creatures.

On the other hand, when facing a smaller group all of your Lore skill benefits are still applicable: if there are only 7 creatures in the room and your Lore skill gives you the possibility of +15 targets, your first die roll will be 1-23 [base of 1-8 + 15 from Lore skill]. This makes it very likely that you will actually splash all seven targets most of the time, even if you have no MOC in this instance.

It should also be noted that the first roll takes precedence, such that if your maximum possible number of creatures hit is two, you will not hit more than two, regardless of MOC training.

"A lousy die roll... is a lousy die roll."

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.)

Damage Factors

Spell Robes Soft Leather Hard Leather Chain Plate Splash
111 0.400 0.333 0.270 0.256 0.244 Yes
306 0.750 0.500 0.405 0.400 0.265 No
505 0.530 - - - - No
510 0.710 0.520 0.460 0.435 0.440 No
901 0.150 0.133 0.111 0.122 0.128 No
903 0.455 0.345 0.283 0.242 0.173 No
904 0.525 0.383 0.314 0.350 0.197 No
906 0.667 0.455 0.345 0.323 0.303 No
907 0.445 0.350 0.245 0.217 0.208 Yes
908 0.400 0.333 0.270 0.256 0.244 Yes
910 0.750 0.555 0.434 0.415 0.433 No
926 0.600 0.335 0.275 0.370 0.196 No
928 0.667 0.460 0.385 0.375 0.355 No
1110 0.750 0.500 0.405 0.400 0.265 No

AvDs

Spell Robes Soft Leather Hard Leather Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
901 35 25 24 23 22 30 28 26 24 33 29 25 21 36 30 24 18
903 30 30 29 28 27 29 27 25 23 31 27 23 19 25 19 13 7
904 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14
906 55 37 36 35 34 33 31 29 27 42 38 34 30 44 38 32 26
907 65 55 54 53 52 45 43 41 39 40 36 32 28 35 29 23 17
908 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22
910 50 40 39 38 37 45 43 41 39 48 44 40 36 51 45 39 33
Wizard Profession - edit
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