Template:Bolt-channel: Difference between revisions

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(Simplify wording a bit and use mono for commands.)
m (Updated mono to boldmono.)
 
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{{mono|CHANNEL}}ing 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%.
{{boldmono|CHANNEL}}ing 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 {{mono|CAST}}/{{mono|EVOKE}}d without {{mono|CHANNEL}}ing, it has a little over 16% chance to hit the eyes, head, or neck. A {{mono|CHANNEL}}ed 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 {{mono|CHANNEL}}ed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).
When a bolt is {{boldmono|CAST}}/{{boldmono|EVOKE}}d without {{boldmono|CHANNEL}}ing, it has a little over 16% chance to hit the eyes, head, or neck. A {{boldmono|CHANNEL}}ed 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 {{boldmono|CHANNEL}}ed 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.<noinclude>
The roundtime imposed by channeling cannot be reduced by haste effects.<noinclude>

Latest revision as of 14:16, 5 February 2022

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.