Divine Fury (317): Difference between revisions
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'''Divine Fury''' is a [[warding]] spell for which a [[cleric]] calls upon their chosen deity to unleash severe damage upon the target. It can be [[CHANNEL]]ed for additional damage. |
'''Divine Fury''' is a [[warding]] spell for which a [[cleric]] calls upon their chosen deity to unleash severe damage upon the target. It can be [[CHANNEL]]ed for additional damage. |
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Divine Fury deals [[hitpoint]] (HP) damage immediately, followed by a [[Plasma critical table|plasma]] critical cycle, then a chance for an additional plasma critical based upon training in [[Spiritual Lore, Religion]], and finally a [[Holy critical|deity-specific]] critical cycle based on the cleric's [[CONVERT]] status. |
Divine Fury deals [[hitpoint]] (HP) damage immediately, followed by a [[Plasma critical table|plasma]] critical cycle, then a chance for an additional plasma critical based upon training in [[#Lore Benefit|Spiritual Lore, Religion]], and finally a [[Holy critical|deity-specific]] critical cycle based on the cleric's [[CONVERT]] status. |
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==Lore Benefit== |
==Lore Benefit== |
Revision as of 10:30, 27 February 2019
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Divine Fury is a warding spell for which a cleric calls upon their chosen deity to unleash severe damage upon the target. It can be CHANNELed for additional damage.
Divine Fury deals hitpoint (HP) damage immediately, followed by a plasma critical cycle, then a chance for an additional plasma critical based upon training in Spiritual Lore, Religion, and finally a deity-specific critical cycle based on the cleric's CONVERT status.
Lore Benefit
Training in Spiritual Lore, Religion will provide a chance for an extra plasma critical cycle. It will match the primary (strongest) critical of the base effect of the spell and precedes the deity specific critical. The percent chance is (Spiritual Lore, Religion ranks / 1.5)%
Spiritual Lore, Religion ranks 15 30 45 60 75 90 105 120 135 150 Chance for third cycle of critical damage 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
- Not all thresholds shown
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
Messaging
HP damage and plasma critical followed by additional puncture criticals:
You channel at a festering taint. Particles of dust and soot rise from the floor at your feet as you release a pulsating, platinum ripple of energy toward a festering taint! CS: +412 - TD: +339 + CvA: +25 + d100: +64 == +162 Warding failed! The festering taint is cloaked in a blinding platinum light and assailed for 101 points of damage! ... 35 points of damage! Immolating blast causes the festering taint's hand to explode. The festering taint stares blankly at its severed right hand. The festering taint is stunned! ... 20 points of damage! Strike to abdomen punctures stomach! ... 10 points of damage! Strike pierces upper arm! Cast Roundtime 3 Seconds. Roundtime: 3 sec.