Spell hindrance: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
mNo edit summary
Line 46: Line 46:
=== Arcane Spells and Hindrance ===
=== Arcane Spells and Hindrance ===


The hindrance of [[Arcane]] spells is a little more subtle. Some Aracne spells have a 'native' circle, and use that circle's armor hindrance. For example, [[Minor Cold (1709)]] is native to the [[Wizard Base]], while [[Spirit Guard (1712)]] is native to the [[Minor Spiritual]] circle. Arcane spells that do not have a 'native' circle (such as [[Arcane Blast (1700)]]) have the same hindrance as [[Sorcerer Base]].
The hindrance of [[Arcane]] spells is a little more subtle. Some Arcane spells have a 'native' circle, and use that circle's armor hindrance. For example, [[Minor Cold (1709)]] is native to the [[Wizard Base]], while [[Spirit Guard (1712)]] is native to the [[Minor Spiritual]] circle. Arcane spells that do not have a 'native' circle (such as [[Arcane Blast (1700)]]) have the same hindrance as [[Sorcerer Base]].


A caster wearing double leathers would thus experience no hindrance casting Spirit Guard, 2% hindrance casting Arcane Blast, and 4% hindrance casting Minor Cold (provided they 15 ranks of Armor Use to minimize hindrance in double leathers).
A caster wearing double leathers would thus experience no hindrance casting Spirit Guard, 2% hindrance casting Arcane Blast, and 4% hindrance casting Minor Cold (provided they 15 ranks of Armor Use to minimize hindrance in double leathers).

Revision as of 20:12, 13 February 2017

Armor Navigation - edit
Armor
Armor Use
Spell hindrance
Specializations
Warrior Rogue Paladin
Reinforce Evasion Blessing
Support Stealth Casting
Crush Support Fluidity
Puncture
Slash

Spell hindrance is a system that imparts a chance for armor to prevent spells from being successfully cast. Elemental spells are harder to cast in heavy armor than Spiritual or Mental spells, and Mental spells are far harder to cast in armor that covers the caster's head.

Armor and Hindrance

Robes, light leather, and full leather armors allow spells from all circles to be cast without failure. Reinforced leather and double leather cause hindrance for some elemental and mental spell circles. Characters wearing a leather breastplate will experience hindrance for spells cast from every spell circle. A base mana cost will be taken, stance will be forced down from defensive, and the standard 3 second cast roundtime takes place, but there is no further effect:

You trace a sign while beseeching the spirits to empower you with the Bind spell...
Your spell is ready.
You gesture at a skeletal lord.
[Spell Hindrance for some marbled pink mithril armor is 9% with current Armor Use skill, d100= 7]
Your armor prevents the spell from working correctly.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)

The failure rate varies based on the circle of the spell, the armor worn, and the caster's training in Armor Use.

Reducing Hindrance

Hindrance is entirely negated in natural sanctuaries, Major Sanctuaries, and areas where Minor Sanctuary (213) is in effect.

Base hindrance is the minimum hindrance that can be attained with enough Armor Use (i.e., ((20 bonus * Base Hindrance) - 10).

Undertraining penalty formula (total will not exceed the armor's max hindrance in the table's rightmost column):

Total Hindrance = Base Hindrance * (1 + (Required Bonus - Current Bonus) / 20)

Base hindrance can be further reduced both by the spell Faith's Clarity (1603) and by the paladin's armor specialization Armored Fluidity. Faith's Clarity (1603) reduces base hindrance, thereby also reducing the required armor use bonus in the formula. Armored Fluidity only reduces total hindrance using the original base hindrance amount from the table times 10% per rank of fluidity, rounded down.

Paladins can also learn armor specializations that mitigate the negative aspects of armor hindrance. Armored Casting decreases the mana and roundtime expended when failing to cast a spell, and Armor Blessing increases the potency of a successfully cast attack spell if a previous cast has failed due to armor hindrance.

Examples

Example 1: Paladin spells have 13% base hindrance in full plate armor at 250 armor use skill bonus (150 ranks). If the caster has only trained to 170 skill bonus (70 ranks), total hindrance will be 13% * (1 + (250 - 170) / 20) = 65%. While under the effect of Faith's Clarity (assuming the 5% version of the spell with no lore bonus), base hindrance is considered to be only 8%, so only 150 skill bonus (50 ranks) is required and the same caster is considered fully trained and will only experience 8% hindrance. Armored Fluidity reduces total hindrance by 1.3% per rank (rounded down) in all cases, so a caster with 2 ranks of fluidity will have a 2% bonus, giving 63% total hindrance normally and 6% hindrance with Faith's Clarity active.

Example 2: Minor Spiritual spells have 16% base hindrance in metal breastplate armor at 310 armor use skill bonus (210 ranks). If the caster has only trained to 170 skill bonus (70 ranks), total hindrance will be 16% * (1 + (310 - 170) / 20) = 128%, which is higher than the max hindrance of metal breastplate (90%), so the actual hindrance will be 90%. While under the effect of Faith's Clarity (assuming the 5% version of the spell with no lore bonus), base hindrance is considered to be only 11%, so only 210 skill bonus (110 ranks) is required and the same paladin will only experience 11% * (1 + (210 - 170) / 20) = 33% hindrance. Armored Fluidity reduces total hindrance by 1.6% per rank (rounded down) in all cases, so a caster with 2 ranks of fluidity will have a 3% bonus, giving 87% total hindrance normally and 30% hindrance with Faith's Clarity active.

Chart of Armor Penalties and Hindrance

See Armor Use for the number of ranks required to minimize hindrance for each type of armor and spell circle.
Table: Armor attributes - edit
AG ASG Name Base
Weight
RT AP CvA Spell Hindrance (%)
Norm Magic MnS MjS Cleric MnE MjE Ranger Sorcerer Wizard Bard Empath MnM MjM Paladin Max
1. Cloth 1 Normal Clothing - 0 0 25 20 - - - - - - - - - - - - - -
2 Robes 8 0 0 25 15 - - - - - - - - - - - - - -
2. Leather 5 Light Leather 10 0 0 20 15 - - - - - - - - - - - - - -
6 Full Leather 13 1 -1 19 14 - - - - - - - - - - - - - -
7 Reinforced Leather 15 2 -5 18 13 - - - - 2 - 1 2 - - - 2 - 4
8 Double Leather 16 2 -6 17 12 - - - - 4 - 2 4 2 - 2 4 - 6
3. Scale 9 Leather Breastplate 16 3 -7 11 5 3 4 4 4 6 3 5 6 3 4 4 6 2 16
10 Cuirbouilli Leather 17 4 -8 10 4 4 5 5 5 7 4 6 7 3 5 5 7 3 20
11 Studded Leather 20 5 -10 9 3 5 6 6 6 9 5 8 9 3 6 6 9 4 24
12 Brigandine Armor 25 6 -12 8 2 6 7 7 7 12 6 11 12 7 7 7 12 5 28
4. Chain 13 Chain Mail 25 7 -13 1 -6 7 8 8 8 16 7 16 16 8 8 8 16 6 40
14 Double Chain 25 8 -14 0 -7 8 9 9 9 20 8 18 20 8 9 9 20 7 45
15 Augmented Chain 26 8 -16 -1 -8 9 11 11 10 25 9 22 25 8 11 10 25 8 55
16 Chain Hauberk 27 9 -18 -2 -9 11 14 14 12 30 11 26 30 15 14 15 30 9 60
5. Plate 17 Metal Breastplate 23 9 -20 -10 -18 16 25 25 16 35 21 29 35 21 25 21 35 10 90
18 Augmented Breastplate 25 10 -25 -11 -19 17 28 28 18 40 24 33 40 21 28 21 40 11 92
19 Half Plate 50 11 -30 -12 -20 18 32 32 20 45 27 39 45 21 32 21 45 12 94
20 Full Plate 75 12 -35 -13 -21 20 45 45 22 50 30 48 50 50 45 50 50 13 96


Arcane Spells and Hindrance

The hindrance of Arcane spells is a little more subtle. Some Arcane spells have a 'native' circle, and use that circle's armor hindrance. For example, Minor Cold (1709) is native to the Wizard Base, while Spirit Guard (1712) is native to the Minor Spiritual circle. Arcane spells that do not have a 'native' circle (such as Arcane Blast (1700)) have the same hindrance as Sorcerer Base.

A caster wearing double leathers would thus experience no hindrance casting Spirit Guard, 2% hindrance casting Arcane Blast, and 4% hindrance casting Minor Cold (provided they 15 ranks of Armor Use to minimize hindrance in double leathers).

Resources