Minor Acid (904): Difference between revisions
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==Channel Damage== |
==Channel Damage== |
Latest revision as of 13:09, 7 December 2023
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Minor Acid is a bolt spell used to hurl a hissing stream of acid at a foe. This spell uses the acid critical table. This spell can be boosted with lore training to cause an acid burn effect, increase damage, and unlock the ability to cast Major Acid (1710) using EVOKE.
Usage
- PREP 904 | CAST {target} or INCANT 904 to cast this spell normally
- PREP 904 | CHANNEL {target} to channel the spell for additional damage, incurring 3 sec. of hard RT
- INCANT 904 CHANNEL to channel this spell once using INCANT
- PREP 904 | EVOKE {target} to cast Major Acid (requires 30 ranks of Elemental Lore, Water and costs 6 mana)
- INCANT 904 EVOKE to evoke this spell once using INCANT
- INCANT 904 CHANNEL EVOKE to channel the evoke version of this spell once using INCANT
- INCANT SET CHANNEL 904 to always channel this spell using INCANT 904
- INCANT SET EVOKE 904 to always evoke this spell using INCANT 904
- Using INCANT SET CHANNEL followed by INCANT SET EVOKE will always channel the evoked version of the spell using INCANT 904
Lore Benefits
Elemental Lore, Water
30 ranks of Water Lore unlocks the ability to cast Major Acid (1710) using EVOKE. This costs 6 mana per cast.
Elemental Lore, Earth
Acid Burn Effect
10 ranks of Earth Lore unlocks the ability to apply an acid burn effect on a target. The percentage increases to 100 with 300 skill (200 lore ranks). The effect generates two (2) additional acid flares at 5 second intervals after the initial cast. This ability only applies to the Minor Acid version of the spell.
Elemental Lore, Earth ranks 10 20 30 40 50 70 90 110 130 150 175 200 % chance for acid burn 37 47 55 60 62 67 72 77 82 87 93 100
- Not all thresholds shown.
Damage Factor Bonus
Training in Elemental Lore, Earth and/or Elemental Lore, Water 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 DF bonus with 200 lore ranks is .075.
Earth + Water Lore Ranks |
Increase |
.001 per two ranks | |
.001 per four ranks |
- Note: Damage factor truncates at three decimal places.
Cone of Elements (518) can cast a multi-fire version of this spell with 10 ranks each of Water and Earth Lores, and both the damage factor and acid burn effect benefits will carry over to the other spell.
Potential Splash Targets
This benefit is inherited from Major Acid (1710) and applies to the evoke version. Note that water lore will not work here.
The number of targets hit by a ball spell is determined by the following calculation using Elemental Lore, Earth and Multi Opponent Combat (MOC):
- Lore Skill Modifier = (1 + √8 * [Elemental Lore, Earth Ranks] - 7) / 2
- First Roll is a random number from 0 to 8
- Second Roll is a random number from 0 to [First Roll + Lore Skill Modifier]
- The number of targets is the smaller number of [First Roll + Lore Skill Modifier] and [Second Roll + MOC Ranks].
(As such, training in Elemental Lore, Earth contributes to both of the values from which the smaller number is chosen.)
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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 | |
Minor Acid | DF | .525 | .383 | .314 | .350 | .197 | ||||||||||||
AvD | 40 | 38 | 37 | 36 | 35 | 35 | 33 | 31 | 29 | 37 | 33 | 29 | 25 | 32 | 26 | 20 | 14 |
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 Acid (Evoke) |
DF | .600 | .333 | .275 | .370 | .196 | ||||||||||||
AvD | 65 | 55 | 54 | 53 | 52 | 45 | 43 | 41 | 39 | 42 | 38 | 34 | 30 | 33 | 27 | 21 | 15 |
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
- Acid burn effect
You hurl a hissing stream of acid at a dark orc! AS: +133 vs DS: +48 with AvD: +35 + d100 roll: +8 = +128 ... and hit for 16 points of damage! Splash of acid hits shoulder and runs down the back in a painful trail. Some of the acid sticks to a dark orc and continues to bubble away! Cast Roundtime 3 Seconds. >Acid continues to eat away at a dark orc! ... 20 points of damage! Hit on the leg chars the skin and eats into the underlying muscles! It is knocked to the ground! The dark orc is stunned! >Acid continues to eat away at a dark orc! ... 15 points of damage! Acid gets in eye. An unscheduled flush! The acid quickly bubbles away and disappears.
Alchemy Recipe
A smooth crystalline wand |
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