Major Cold (907): Difference between revisions
Jump to navigation
Jump to search
VANKRASN39 (talk | contribs) (modernize) |
VANKRASN39 (talk | contribs) (→Spell Usage: Usage-channel template) |
||
Line 14: | Line 14: | ||
'''Major Cold''' is a [[ball spell]] based on the [[cold critical table|cold]] element. As with all [[bolt]] spells, the [[Attack Strength]] for this spell is determined by [[Dexterity]] bonus and [[Spell Aiming]] bonus. Training in [[Elemental Lore, Water]] increases the spell's [[damage factor]] and potential splash targets. Potential splash targets are also affected by [[Multi Opponent Combat]]. |
'''Major Cold''' is a [[ball spell]] based on the [[cold critical table|cold]] element. As with all [[bolt]] spells, the [[Attack Strength]] for this spell is determined by [[Dexterity]] bonus and [[Spell Aiming]] bonus. Training in [[Elemental Lore, Water]] increases the spell's [[damage factor]] and potential splash targets. Potential splash targets are also affected by [[Multi Opponent Combat]]. |
||
{{usage-channel|s=907}} |
|||
== Spell Usage == |
|||
* [[CAST (verb)|CAST]] or [[INCANT (verb)|INCANT]] this spell to hurl a ball of pure cold at your target. |
|||
==Lore Benefits== |
==Lore Benefits== |
Revision as of 15:50, 21 January 2016
| ||||||||||||||||||||||||||||||||||||||||||||||||
|
Major Cold is a ball spell based on the cold element. As with all bolt spells, the Attack Strength for this spell is determined by Dexterity bonus and Spell Aiming bonus. Training in Elemental Lore, Water increases the spell's damage factor and potential splash targets. Potential splash targets are also affected by Multi Opponent Combat.
Usage
- PREP 907 | CAST {target} or INCANT 907 to cast this spell
- PREP 907 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 907 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 907 to always channel this spell using INCANT 907
Lore Benefits
Damage Factor Bonus
Training in Elemental Lore, Water increases the spell's damage factor (DF).
Water Lore Ranks | |
0.001 per rank | |
0.001 per two ranks | |
0.001 per four ranks |
The total DF increase with 200 ranks EL, Water lore is 0.100.
Potential Splash Targets
The number of targets hit by a ball spell is determined by the following calculation using Elemental Lore, Water and Multi Opponent Combat (MOC):
- Lore Skill Modifier = (1 + √8 * [Elemental Lore, Water 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, Water contributes to both of the values from which the smaller number is chosen.)
|
Damage Factor Table
Spell | AG | Cloth | Leather | Scale | Chain | Plate | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
Major Cold | DF | .445 | .350 | .245 | .217 | .208 | ||||||||||||
AvD | 65 | 55 | 54 | 53 | 52 | 45 | 43 | 41 | 39 | 40 | 36 | 32 | 28 | 35 | 29 | 23 | 17 |
Alchemy Recipe
A slender azure rod |
---|
|
Resources
- Wizard Base Spell Circle: Major Cold, on Play.net