Nature's Fury (635): Difference between revisions

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m (intro said needing 200 ranks (which is a bonus of 300) to get the third damage cycle 100% of the time. This contradicts the spirit summoning page. It should be 100 ranks, which is 200 bonus.)
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'''Nature's Fury''', a powerful mass, [[Casting strength|CS]]-based, attack spell allows the Ranger to call upon the chaotic forces of nature to smite his foes. <b>All</b> not joined to the caster must pass a visible [[warding]] check and must also pass the warding each critical damage cycle to avoid the spell's effects.
'''Nature's Fury''', a powerful mass, [[Casting strength|CS]]-based, attack spell allows the Ranger to call upon the chaotic forces of nature to smite his foes. <b>All</b> not joined to the caster must pass a visible [[warding]] check and must also pass the warding each critical damage cycle to avoid the spell's effects.


The spell will first cause [[hitpoint]] only damage followed by one or more [[critical]] damage cycles. Training in [[Spiritual Lore, Summoning]] provides a chance to increase the number of critical damage cycles. The chance for additional cycles is equal to the summoning lore skill bonus. For example, a 90 bonus (20 ranks) would allow a 90% chance for the spell to go through another damage cycle. This percentage chance is uncapped. With 200 ranks of lore the spell will have a 100% chance for 3 critical damage cycles (the initial cycle plus 2 additional).
The spell will first cause [[hitpoint]] only damage followed by one or more [[critical]] damage cycles. Training in [[Spiritual Lore, Summoning]] provides a chance to increase the number of critical damage cycles. The chance for additional cycles is equal to the summoning lore skill bonus. For example, a 90 bonus (20 ranks) would allow a 90% chance for the spell to go through another damage cycle. This percentage chance is uncapped. With 100 ranks (200 bonus) of lore the spell will have a 100% chance for 3 critical damage cycles (the initial cycle plus 2 additional).


The type of critical damage is determined by the climate and terrain at the caster's location but will often include [[puncture critical table|puncture]] and [[impact critical table|impact]] damage.
The type of critical damage is determined by the climate and terrain at the caster's location but will often include [[puncture critical table|puncture]] and [[impact critical table|impact]] damage.

Revision as of 02:30, 23 July 2012

Nature's Fury (635)
Mnemonic [NATFURY]
Duration Immediate
Attack Magic - Damage  
Subtype Warding 
Target(s) Ungrouped 
Interval Lore-determined 
Damage Type Hitpoint 
Critical Type Depends on climate and terrain 
Ranger Base Spells
Natural Colors (601) Defensive
Resist Elements (602) Defensive
Wild Entropy (603) Attack
Nature's Bounty (604) Utility
Barkskin (605) Defensive
Phoen's Strength (606) Offensive
Sounds (607) Attack
Camouflage (608) Offensive
Sun Burst (609) Attack
Tangle Weed (610) Attack
Moonbeam (611) Attack
Breeze (612) Utility
Self Control (613) Defensive
Imbue (614) Utility
Call Swarm (615) Attack
Spike Thorn (616) Attack
Sneaking (617) Utility
Mobility (618) Defensive
Mass Calm (619) Attack
Resist Nature (620) Utility
Nature's Touch (625) Defensive
Animal Companion (630) Utility
Nature's Fury (635) Attack
Wall of Thorns (640) Defensive
Assume Aspect (650) Utility


Nature's Fury, a powerful mass, CS-based, attack spell allows the Ranger to call upon the chaotic forces of nature to smite his foes. All not joined to the caster must pass a visible warding check and must also pass the warding each critical damage cycle to avoid the spell's effects.

The spell will first cause hitpoint only damage followed by one or more critical damage cycles. Training in Spiritual Lore, Summoning provides a chance to increase the number of critical damage cycles. The chance for additional cycles is equal to the summoning lore skill bonus. For example, a 90 bonus (20 ranks) would allow a 90% chance for the spell to go through another damage cycle. This percentage chance is uncapped. With 100 ranks (200 bonus) of lore the spell will have a 100% chance for 3 critical damage cycles (the initial cycle plus 2 additional).

The type of critical damage is determined by the climate and terrain at the caster's location but will often include puncture and impact damage.

Initial (Raw) Damage Formula

There are two components to the initial damage. The first is a base (minimum) damage of 15 hitpoints and the second is a 0.200 damage factor applied to the endroll success margin defined as the endroll - 100. This is non-critical damage only and is the first damage value displayed in the combat messaging panel.

  • 15 base + trunc((endroll - 100) * 0.200) = initial damage

Example

With a 150 endroll (endroll success margin of 50) the total initial damage is:

  • 15 base + (50 * 0.200) = 25

Messaging

The initial 41 points of damage in the first strike is hitpoint only. From the formula above the damage calculation is:

  • 15 + (230 - 100) * 0.200) = 41

This is then followed by four critical damage cycles against the first target.

You gesture at a triton executioner.
You close your eyes in a moment of intense concentration, channeling the pure natural power of your surroundings. As you continue to gather the energy, a low thrumming resounds through the area. Suddenly, a multitude of sharp pieces of debris splinter off from underfoot, savagely assailing everything around you!.
The surroundings advance upon a triton combatant with relentless fury!.
CS: +461 - TD: +265 + CvA: +20 + d100: +14 == +230
Warding failed!
One of the large, pointed slivers of mist-covered debris hits a triton combatant!
... 41 points of damage!
... 35 points of damage!
Awesome shot shatters ribs and punctures lung!
... 35 points of damage!
Awesome shot shatters spine and punctures lung!
It is knocked to the ground!
... 35 points of damage!
Blow shatters knee and severs lower leg!
... 45 points of damage!
Boiling steam strike to the triton combatant's chest causes major heartburn.. and lungburn..
The triton combatant gurgles once and goes still, a wrathful look on his face.
The surroundings advance upon a triton executioner with relentless fury!
CS: +461 - TD: +279 + CvA: +20 + d100: +91 == +293
Warding failed!
A cluster of mist-covered debris collides with a triton executioner!.
... 53 points of damage!
... 55 points of damage!
Impact removes the right hand in a spray of red mist!
The executioner's sharply tapered longsword falls to the ground.
The triton executioner is stunned!
... 45 points of damage!
Right leg collapses as the bones turn to dust!
A triton executioner falls to the ground grasping his mangled right leg!
... 50 points of damage!
Left leg collapses as the bones turn to dust!
... 65 points of damage!
Superheated steam turns the triton executioner's intestines into a fine delicacy!
The triton executioner gurgles once and goes still, a wrathful look on his face.
The surroundings advance upon a spectral triton defender with relentless fury!
CS: +461 - TD: +275 + CvA: +25 + d100: +61 == +272
Warding failed!
A cluster of mist-covered debris collides with a spectral triton defender!
... 49 points of damage!
... 45 points of damage!
Huge hit explodes left arm into cold, viscous mist.
When you look again, the arm has reformed.
... 50 points of damage!
Body swirls violently from a strong hit to the back.
Neat effect!
It is knocked to the ground!
... 70 points of damage!
Amazing shot cleaves the torso in half at the waist!
You watch agape as the misty form knits itself back together!
... 45 points of damage!
Brutal assault cuts a swath through the torso!
Fortunately for the triton defender, it doesn't need lungs.
As swiftly as the chaos came to be, it recedes again into the surroundings.
Cast Roundtime 3 Seconds.


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