Major Shock (910): Difference between revisions
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== Resources == |
== Resources == |
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*[[Elemental_lore_review_(saved_posts)#Minor_Shock_.28901.29_and_Major_Shock_.28910.29|Elemental lore review (saved posts)]] |
*[[Elemental_lore_review_(saved_posts)#Minor_Shock_.28901.29_and_Major_Shock_.28910.29|Elemental lore review (saved posts)]] |
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Revision as of 17:34, 20 February 2016
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Major Shock is an elemental bolt spell which enables the caster to hurl a powerful bolt of lightning from the palm of the hand toward a designated target. This is a much more powerful version Minor Shock (901). The Attack Strength for this spell is primarily a function of the caster's Spell Aiming skill and Dexterity bonus, although other spells, such as Elemental Focus (513) and Elemental Targeting (425), can add significantly to its effectiveness. Successful attacks will cause the target to sustain hitpoint damage and possibly lightning based critical injuries.
Usage
- PREP 910 | CAST {target} or INCANT 910 to cast this spell
- PREP 910 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 910 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 910 to always channel this spell using INCANT 910
Lore Benefits
Damage Factor Bonus
Training in either Elemental Lore, Water and/or Elemental Lore, Air will increase the spell's damage factors. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores to increase the damage factors for this spell. Total lore bonus with 200 ranks (300 skill) is .075.
Air and/or Water Lore Ranks | |
.001 per two ranks | |
.001 per four ranks |
- Note: Damage factor truncates at three decimal places.
Stun Shock
There is a seed 5 Elemental Lore, Air skill chance of applying a persistent electrical jolt on the target called Stun Shock. It will last for 8 + seed 10 ranks of Elemental Lore, Water seconds. Every 4 seconds, Stun Shock will either stun or cause minor electrical damage to the target. Typically, criticals are ranks 1 or 2. The activation messaging displayed with this effect is: Tiny arcs of lightning briefly dance across a {target}'s skin! There is a 30% chance to soak a target without any Air Lore ranks when the target is "soaked" (see below).
Elemental Lore, Air ranks 1 3 4 6 7 9 12 15 18 22 27 33 43 61 80 100 121 143 166 190 215 241 % chance for Stun Shock 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231 Duration of Stun Shock (in seconds) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Cone of Elements (518) can cast a multi-fire version of this spell with 10 ranks each of Air Lore and Water Lore and all damage factor increases and the Stun Shock effect possibility will carry over to the other spell.
Soaking
Using Minor Water (903) provides a chance to "soak" a target for 20 seconds, which will add a flat +30% chance and +3 second duration to Stun Shock. With 0 Elemental Lore, Water ranks, Minor Water has a 20% chance to soak a target, and there is a 100% chance to soak a target with 60 Water Lore ranks.
Soaked Targets Elemental Lore, Air ranks 0 1 3 4 6 7 9 12 15 18 22 27 33 43 61 80 100 121 143 166 190 215 241 % chance for Stun Shock 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52
Soaked Targets Elemental Lore, Water ranks 0 10 21 33 46 60 75 91 108 126 145 165 186 208 231 Duration of Stun Shock (in seconds) 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
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 | |
Major Shock | DF | .750 | .555 | .433 | .415 | .433 | ||||||||||||
AvD | 50 | 40 | 39 | 38 | 37 | 45 | 43 | 41 | 39 | 48 | 44 | 40 | 36 | 51 | 45 | 39 | 33 |
Channel Damage
CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.
When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).
The roundtime imposed by channeling cannot be reduced by haste effects.
Messaging
- Standard
You hurl a powerful lightning bolt at a dark orc! AS: +133 vs DS: +47 with AvD: +37 + d100 roll: +33 = +156 ... and hit for 47 points of damage! Nasty shock to the head. The dark orc looks dazed and confused. The dark orc is stunned! Cast Roundtime 3 Seconds.
- Stun Shock effect
>Incant 910 >Your hands glow with power as you invoke the phrase for Major Shock... Your spell is ready. You gesture at a hill troll. You hurl a powerful lightning bolt at a hill troll! AS: +191 vs DS: +132 with AvD: +45 + d100 roll: +43 = +147 ... and hit for 24 points of damage! Heavy spark to left hand. Bet that hurts. Tiny arcs of lightning briefly dance across a hill troll's skin! Cast Roundtime 3 Seconds. >Tiny arcs of lightning dance across a hill troll's skin! He is stunned! >Tiny arcs of lightning dance across a hill troll's skin! ... 10 points of damage! Heavy spark to chest. Bet that hurts.
Note: additional line spacing added for readability
Alchemy Recipes
A slender mithril wand | |
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Eastern version | Western version |
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