Major Cold (907): Difference between revisions
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==Channel Damage== |
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Revision as of 15:50, 21 January 2016
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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.)
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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 | |
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 |
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.
Alchemy Recipe
A slender azure rod |
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Resources
- Wizard Base Spell Circle: Major Cold, on Play.net