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{{Ballspellchart|1=Elemental Lore, Earth}}
{{Ballspellchart|1=Elemental Lore, Earth}}
Note that water lore will ''not'' work here for additional possible splashes.


==Damage Factor Table==
==Damage Factor Table==

Revision as of 18:42, 8 May 2017

Major Acid (1710)
Mnemonic [MAJORACID]
Duration Immediate
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Damage Type Hitpoint 
Critical Type Acid 
Arcane Spells
Arcane Blast (1700) Attack
Arcane Decoy (1701) Defensive
Unannounced (1702)
Unannounced (1703)
Stun Cloud (1704) Attack
Martial Prowess (1705) Defensive
Flaming Aura (1706) Attack
Minor Steam (1707) Attack
Mystic Impedance (1708) Attack
Minor Cold (1709) Attack
Major Acid (1710) Attack
Mystic Focus (1711) Offensive
Spirit Guard (1712) Defensive
Death Cloud (1713) Attack
Quake (1714) Attack
Firestorm (1715) Attack
Neutralize Curse (1716) Utility
Unannounced (1717)
V'tull's Fury (1718) Attack
Unannounced (1719)
Arcane Barrier (1720) Defensive
Unannounced (1725)
Fash'lo'nae's Gift (1750) Utility

Major Acid will send a bubbling ball of acid shooting from the palm of the caster or the tip of a wand. The ball of acid will explode on impact. If the cast successfully hits the target, the target will experience damage from the initial hit as well as elemental critical damage as a result of the explosion. The explosion may splash on up to 8 additional targets.

The Attack Strength for this spell is primarily a function of the caster's Spell Aiming skill and Dexterity bonus, although other spells, such as Elemental Focus (513) and Elemental Targeting (425), can add significantly to its effectiveness. Successful attacks will cause the target to sustain hitpoint damage and possibly acid based critical injuries.

  • Multi Opponent Combat can increase the ability of the acid ball to hit multiple targets in the room but is not required.

Lore Benefits

Increased Damage Factor

Training in Elemental Lore, Earth and/or Elemental Lore, Water will increase the spell's damage factors. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores to increase the damage factors for this spell. Total DF bonus with 200 lore ranks is .075.

Earth + Water
Lore Ranks
Damage Factor
Increase
1 to 100
.001 per two ranks
101 to 200
.001 per four ranks
  • Note: Damage factor truncates at three decimal places.

Potential Splash Targets

The number of targets hit by a ball spell is determined by the following calculation using Elemental Lore, Earth and Multi Opponent Combat (MOC):

  • Lore Skill Modifier = (1 + √8 * [Elemental Lore, Earth 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, Earth contributes to both of the values from which the smaller number is chosen.)

Elemental Lore, Earth ranks 0 1 2 4 7 11 16 22 29 37 46 56
Possible additional splashes 0 1 2 3 4 5 6 7 8 9 10 11
Elemental Lore, Earth ranks 67 79 92 106 121 137 154 172 191 211 232
Possible additional splashes 12 13 14 15 16 17 18 19 20 21 22

Note that water lore will not work here for additional possible splashes.

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 Acid DF .600 .333 .275 .370 .196
AvD  65  55 54 53 52  45 43 41 39  42 38 34 30  33 27 21 15

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. This applies when the spell is cast by properly trained wizards via evoking Minor Acid.

Messaging

Standard messaging with splash effect
You hurl a bubbling ball of acid at a hill troll!
  AS: +309 vs DS: +129 with AvD: +45 + d100 roll: +97 = +322
   ... and hit for 91 points of damage!
   Acid dissolves connecting cartilage, freeing the hill troll's ribs to move independently.
   The hill troll is stunned!

The bubbling ball of acid strikes a hill troll, blossoming into a much larger sphere of acid upon impact.
   ... 50 points of damage!
   Blast of acid washes the hill troll's head off clean... and clean off!
The hill troll falls to the ground and dies.
The deep blue glow leaves a hill troll.

A burst of acid from your bubbling ball of acid flies off and hits a hill troll.
   ... 30 points of damage!
   Acid opens midsection.  Loose organs cause the hill troll to watch her step!
   The hill troll is stunned!
Cast Roundtime 3 Seconds.

Resources