Bolt spell: Difference between revisions

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{{Wizard}}
[[Category: Spells]]
[[Category: Spells]]

Revision as of 09:39, 30 August 2006

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 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.

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 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.

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.

Damage Factors

Spell Robes Soft Leather Hard Leather Chain Plate
111 0.400 0.333 0.270 0.256 0.244
306 0.750 0.500 0.405 0.400 0.265
505 0.530 - - - -
510 0.710 0.520 0.460 0.435 0.440
901 0.150 0.133 0.111 0.122 0.128
903 0.455 0.345 0.283 0.242 0.173
904 0.525 0.383 0.314 0.350 0.197
906 0.667 0.455 0.345 0.323 0.303
907 0.445 0.350 0.245 0.217 0.208
908 0.400 0.333 0.270 0.256 0.244
910 0.750 0.555 0.434 0.415 0.433
926 0.600 0.335 0.275 0.370 0.196
928 0.667 0.460 0.385 0.375 0.355
1110 0.750 0.500 0.405 0.400 0.265

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
Spell Circles: Wizard Base Spells | Major Elemental Spells | Minor Elemental Spells
Professional Highlights: Bolt spells | Call Familiar | Enchanting | Charge Item
Popular Archetypes: Pure Mage | War Mage | Enchanter