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'''Empathic Assault''' is a [[bolt spell]] that uses [[Spell Aiming]] skill to resolve the initial [[Plasma critical table|plasma]] strike. If successful, the target will be subject to additional [[warding]] cycles over time that deal non-critical [[HP]] damage. The first warding cycle occurs immediately after the spell hits, with subsequent cycles (if any) occurring every 6 seconds afterwards. Some targets such as [[undead]] and constructs are only vulnerable to the initial bolt, being immune to the empathic connection and subsequent warding attacks. [[Attack strength]] for bolt spells is determined by the caster's [[stance]], [[Dexterity]] stat bonus, [[Spell Aiming]] skill, and other modifiers such as [[Heroism (215)]], [[Bravery (211)]], or [[Intensity (1130)]]. |
'''Empathic Assault''' is a [[bolt spell]] that uses [[Spell Aiming]] skill to resolve the initial [[Plasma critical table|plasma]] strike. If successful, the target will be subject to additional [[warding]] cycles over time that deal non-critical [[HP]] damage. The first warding cycle occurs immediately after the spell hits, with subsequent cycles (if any) occurring every 6 seconds afterwards. Some targets such as [[undead]] and constructs are only vulnerable to the initial bolt, being immune to the empathic connection and subsequent warding attacks. [[Attack strength]] for bolt spells is determined by the caster's [[stance]], [[Dexterity]] stat bonus, [[Spell Aiming]] skill, and other modifiers such as [[Heroism (215)]], [[Bravery (211)]], or [[Intensity (1130)]]. |
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Revision as of 10:57, 25 January 2016
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Empathic Assault is a bolt spell that uses Spell Aiming skill to resolve the initial plasma strike. If successful, the target will be subject to additional warding cycles over time that deal non-critical HP damage. The first warding cycle occurs immediately after the spell hits, with subsequent cycles (if any) occurring every 6 seconds afterwards. Some targets such as undead and constructs are only vulnerable to the initial bolt, being immune to the empathic connection and subsequent warding attacks. Attack strength for bolt spells is determined by the caster's stance, Dexterity stat bonus, Spell Aiming skill, and other modifiers such as Heroism (215), Bravery (211), or Intensity (1130).
Mana Control Benefit
Mental Mana Control (MMC) increases the damage of each wave by a seed 1 summation of (MMC ranks / 2).
Mental Mana Control ranks | 2 | 6 | 12 | 20 | 30 | 42 | 56 | 72 | 90 | 110 | 132 | 156 | 182 | 210 | 240 |
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Increase in damage | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
Lore Benefits
Mental Lore, Manipulation
Mental Lore, Manipulation reduces the target's TD cumulatively per warding cycle, based on Seed 1 of the summation chart. The maximum benefit is -13 TD at 91 ranks. There is a small, random pushdown (up to 5) even with no lore ranks. If a character's lore benefit provides a greater bonus, it is used; otherwise, the random number is used. The pushdown is added again for each additional cycle of the spell.
Random pushdown may supersede summation benefit if the random # is greater Mental Lore, Manipulation ranks 0 1 3 6 10 15 21 28 36 45 55 66 78 91 TD pushdown ≤5 1 2 3 4 5 6 7 8 9 10 11 12 13
Mental Lore, Telepathy
Mental Lore, Telepathy increases the number of warding cycles at 5, 20, 40, 65, and 100 ranks. A total of two warding cycles occur with 5 ranks and a maximum of six cycles occur at 100 ranks. Recasting the spell before the total number of cycles is exhausted only adds one additional cycle, regardless of lore training. Note that if the target successfully wards against a cycle, no further cycles will be issued.
Mental Lore, Telepathy ranks 0 5 20 40 65 100 # of possible warding cycles 1 2 3 4 5 6
Mental Lore, Transformation
Mental Lore, Transformation training increases the spell's bolt damage factors (DF).
Transformation Ranks DF Bonus 1 to 50 0.001 per rank 51 to 100 0.001 per two ranks 101 to 200 0.001 per four ranks
With 200 ranks the total DF increase is 0.100
The DF increase applies equally to each armor group (AG).
Bolt Spell 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 | |
Empathic Assault | DF | .680 | .490 | .365 | .280 | .205 | ||||||||||||
AvD | 55 | 45 | 44 | 43 | 42 | 30 | 28 | 26 | 24 | 15 | 11 | 7 | 3 | 7 | 1 | -5 | -11 |
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
This section has not been added yet; please add to it now!
Alchemy Recipe
A faceted amethyst wand |
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Resources
- Empath Base Spell Circle: Empathic Assault, on Play.net