Bolt spell: Difference between revisions

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(→‎Ball Spells: Edited with Estild's corrections)
(Incorporated GM-Estild's information from 30 Nov 2009; changed references to Minor Cold/Major Acid to Arcane list spellnumbers; updated Major Acid/1710 to indicate splashiness.)
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Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact. Two rolls determine how many creatures you hit, and there is a skill that influences each of the two rolls.
Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact. Two rolls determine how many creatures you hit, and there is a skill that influences each of the two rolls.
* The first roll determines how many creatures it is possible to splash and is influenced by a different lore depending on the spell: [[Elemental Lore, Fire]] for [[Major Fire (908)]]; [[Elemental Lore, Water]] for [[Major Cold (907)]]; or [[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]. [[Major Acid (926)]] has no influencing lore.
* The first roll determines how many creatures it is possible to splash and is influenced by a different lore depending on the spell: [[Elemental Lore, Fire]] for [[Major Fire (908)]]; [[Elemental Lore, Water]] for [[Major Cold (907)]]; or [[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]. [[Major Acid (1710)]] has no influencing lore.
* The second roll determines how many creatures are actually splashed, with the first roll determining the maximum of the second. The appropriate Lore skill increases the maximum for the first roll, while MOC increases the result for the second roll.
* The second roll determines how many creatures are actually splashed, with the first roll determining the maximum of the second. The appropriate Lore skill increases the maximum for the first roll, while MOC increases the result for the second roll.


The normal--no additional training ranks in either Lore or MOC--base range of results is 0-8. The roll is weighted in favor of the lower end numbers.
The normal--no additional training ranks in either Lore or MOC--base range of results is 0-8. The roll is weighted in favor of the lower end numbers. The second roll is then 0 to <the results of that first roll>.


For example, let's say you've trained enough in [[Elemental Lore, Fire]] to increase the maximum possible number of creatures splashed by five with Major Fire and have trained six times in MOC.
For example, let's say you've trained enough in [[Elemental Lore, Fire]] to increase the maximum possible number of creatures splashed by five with Major Fire and have trained six times in MOC.
* With twenty creatures in the room, your first roll can be between zero and thirteen (base of 0-8 plus 5 for Lore skill, or 0-13); you cannot possibly hit creatures numbered fourteen through twenty.
* With twenty creatures in the room, your first roll can be between zero and thirteen (base of 0-8 plus 5 for Lore skill, or 0-13); you cannot possibly hit creatures numbered fourteen through twenty.
*:1) It rolls a ten, meaning you ''can'' hit up to ten creatures.
*:1) The result rolled is a ten, meaning you ''can'' hit up to ten creatures.
*:[Note that at this step it is ''always'' actually a 0-8 die roll; the '''full''' Lore benefit is simply added.]
*The next roll can be anything between zero and ten.
*The next roll can be anything between zero and ten.
*:2) It rolls a one, but your six ranks of MOC result in splash damage to seven creatures.
*:2) It rolls a one, but your six ranks of MOC result in splash damage to seven creatures.
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|No
|No
|- align=center
|- align=center
|[[926]]
|[[1110]]
|0.600
|0.750
|0.335
|0.500
|0.275
|0.405
|0.370
|0.400
|0.196
|0.265
|No
|No
|- align=center
|- align=center
|[[928]]
|[[1709]]
|0.667
|0.667
|0.460
|0.460
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|No
|No
|- align=center
|- align=center
|[[1110]]
|[[1710]]
|0.750
|0.600
|0.500
|0.335
|0.405
|0.275
|0.400
|0.370
|0.265
|0.196
|No
|Yes
|}
|}


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|33
|33
|}
|}

=Behind the Scenes: tactical considerations=

Analysis of the ball spells' splash situation leads to the conclusion that having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the "possible" range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.
:Players might regard this as the effective spell-casting equivalent of [[MOC|mstrike]].

Given that all of the Lore skills that affect splashes are [[Seed chart (saved_post)|seed 1]] progressions, the rate at which additional targets are added is quite quick. A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the "possible" target pool--and guarantees that at least four (4) targets will always have the capability to be splashed ("possible" roll will be 0-8 with +4 added).


{{Wizard}}
{{Wizard}}

Revision as of 15:49, 30 November 2009

A bolt spell is any attack spell that is based on the caster's Spell Aiming skill. These spells benefit from a more offensive stance, but only result in a three (3) second cast roundtime, rather than a true three (3) second roundtime. There are two types of bolt spells: true bolt spells and ball spells.

Ball Spells

Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact. Two rolls determine how many creatures you hit, and there is a skill that influences each of the two rolls.

The normal--no additional training ranks in either Lore or MOC--base range of results is 0-8. The roll is weighted in favor of the lower end numbers. The second roll is then 0 to <the results of that first roll>.

For example, let's say you've trained enough in Elemental Lore, Fire to increase the maximum possible number of creatures splashed by five with Major Fire and have trained six times in MOC.

  • With twenty creatures in the room, your first roll can be between zero and thirteen (base of 0-8 plus 5 for Lore skill, or 0-13); you cannot possibly hit creatures numbered fourteen through twenty.
    1) The result rolled is a ten, meaning you can hit up to ten creatures.
    [Note that at this step it is always actually a 0-8 die roll; the full Lore benefit is simply added.]
  • The next roll can be anything between zero and ten.
    2) It rolls a one, but your six ranks of MOC result in splash damage to seven creatures.

On the other hand, when facing a smaller group all of your Lore skill benefits are still applicable: if there are only 7 creatures in the room and your Lore skill gives you the possibility of +15 targets, your first die roll will be 0-23 [base of 0-8 + 15 from Lore skill]. This makes it very likely that you will actually splash all seven targets most of the time, even if you have no MOC in this instance.

It should also be noted that the first roll takes precedence, such that if your maximum possible number of creatures hit is two, you will not hit more than two, regardless of MOC training.

"A lousy die roll... is a lousy die roll."

For those who prefer a more intuitive explanation, the appropriate lore determines the minimum size of the explosion caused by the spell whereas MOC determines how well you can place the explosion such that it hits the most targets. (A practical example: water balloons. The appropriate Lore skill determines what size water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.)

References

Damage Factors

Spell Robes Soft Leather Hard Leather Chain Plate Splash
111 0.400 0.333 0.270 0.256 0.244 Yes
306 0.750 0.500 0.405 0.400 0.265 No
505 0.530 - - - - No
510 0.710 0.520 0.460 0.435 0.440 No
901 0.150 0.133 0.111 0.122 0.128 No
903 0.455 0.345 0.283 0.242 0.173 No
904 0.525 0.383 0.314 0.350 0.197 No
906 0.667 0.455 0.345 0.323 0.303 No
907 0.445 0.350 0.245 0.217 0.208 Yes
908 0.400 0.333 0.270 0.256 0.244 Yes
910 0.750 0.555 0.434 0.415 0.433 No
1110 0.750 0.500 0.405 0.400 0.265 No
1709 0.667 0.460 0.385 0.375 0.355 No
1710 0.600 0.335 0.275 0.370 0.196 Yes

AvDs

Spell Robes Soft Leather Hard Leather Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
901 35 25 24 23 22 30 28 26 24 33 29 25 21 36 30 24 18
903 30 30 29 28 27 29 27 25 23 31 27 23 19 25 19 13 7
904 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14
906 55 37 36 35 34 33 31 29 27 42 38 34 30 44 38 32 26
907 65 55 54 53 52 45 43 41 39 40 36 32 28 35 29 23 17
908 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22
910 50 40 39 38 37 45 43 41 39 48 44 40 36 51 45 39 33

Behind the Scenes: tactical considerations

Analysis of the ball spells' splash situation leads to the conclusion that having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the "possible" range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.

Players might regard this as the effective spell-casting equivalent of mstrike.

Given that all of the Lore skills that affect splashes are seed 1 progressions, the rate at which additional targets are added is quite quick. A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the "possible" target pool--and guarantees that at least four (4) targets will always have the capability to be splashed ("possible" roll will be 0-8 with +4 added).

Wizard Profession - edit
Spell Circles: Wizard Base Spells | Major Elemental Spells | Minor Elemental Spells
Professional Highlights: Bolt spells | Call Familiar | Enchanting | Charge Item
Popular Archetypes: Pure Mage | War Mage | Enchanter