Chain Lightning Damage/Usefulness?
#1
Posté 13 novembre 2009 - 09:00
I'd like to hear your thoughts before choosing to forget about the spell or to spec toward it though, as I don't really like AoE spells that deal damage to my party, so ordinarily I'd stop at Lightning or not spec into the line at all.
How much damage does it tend to do per enemy, and how many targets does it tend to reach?
Also...did you find it useful/more effective than other direct-damage Primal spells?
#2
Posté 13 novembre 2009 - 09:08
#3
Posté 13 novembre 2009 - 09:25
I've noticed it usually hits about three or four targets.
Modifié par Euthoniel, 13 novembre 2009 - 09:27 .
#4
Posté 13 novembre 2009 - 09:26
#5
Posté 13 novembre 2009 - 09:34
This. Particularly since it has the gall to have a casting time.Taleroth wrote...
I find it quite useful. When enemies use it against us. It's pretty terrible when it was used by my Mage. :'(
#6
Posté 13 novembre 2009 - 09:36
What I'm gathering from your posts is that the total damage dealt is crap compared to the mana cost, cooldown, and cast time, particularly seeing as it's a 4th tier spell.
Does the damage scale at all? (or have neither of you specc'd into it for an extended period of time?)
#7
Posté 13 novembre 2009 - 09:41
I did find good use for it much later in the game near the end where enemies are intended to be one-shot, though. Then it could really clear out without the nasty lasting AoE effect for my meleers to run into. That's not a scaling effect, however, they simply up the enemy count, but lower health.
#8
Posté 13 novembre 2009 - 09:44
#9
Posté 13 novembre 2009 - 09:56
#10
Posté 13 novembre 2009 - 09:59
The thing about the spell is that it seems to actually be a limited number of lightning balls that spread out to various enemies. The more enemies you have, the less it does to each of them. I haven't tested this explicitly, but that's the impression I'm coming up with. I always used it against groups of like 8 or so.AlphaMagnum wrote...
Ah...that really sucks. I guess I'll either have to forget about it or mod the spell script so it scales (at least marginally) better.
The reason it's so efficient against players is that enemies don't deal with friendly fire, so they only ever have to deal with 4 targets.
#11
Posté 13 novembre 2009 - 10:01
#12
Posté 13 novembre 2009 - 10:08
I just modified the spell script to both scale the damage with spellpower and add additional damage based on caster level and spellpower, if my player character is casting the spell.
Where the initial damage appears to be 20 as is, my new version would have an initial hit of 120.
When it was used against me most recently, without mods, I had two melee characters charging toward the caster. The damage dealt looked to be:
3 hits on my charging PC, starting with 20 damage and going down to 5, I think.
2-3 hits on Shale, the other charging character, for ?? damage.
4 or so hits between my two casters at the back, for ?? damage.
Hmm...I wonder how it'll scale now.
#13
Posté 01 décembre 2009 - 06:07
hOnOr wrote...
I got hit with it a couple of times and I was like "I can't wait to get that!" It turns out to not be so good and not be worth it's casting time. I would not pick it up again...
This was exactly my thought. When it was used against me to such devastating effect, I couldn't wait to get it, just to find out when I actually got it, it's nearly useless. What gives? Doesn't seem to matter how many enemies I use it against, I don't notice any significant damage being done.
I'm not clear, does it just suck, or is it bugged? And if it's bugged, I'd like to ask a Bioware employee to respond to this. Why isn't there a hotfix?
Modifié par rmp, 01 décembre 2009 - 06:10 .
#14
Posté 02 janvier 2010 - 03:07
#15
Posté 02 janvier 2010 - 03:20
It's about the equivalent of shooting every enemy in range with arcane bolt once or twice.
As for the difference between the PC's spell and NPC spell . . . I'm going to say that the enemy has their attribute points spread around in a min/max kind of way (to make up for their lack of intelligence).
#16
Posté 02 janvier 2010 - 07:57
#17
Posté 02 janvier 2010 - 08:28
Kind of hard to see the damage numbers with no combat log but the damage is pretty damn high and it drops all my party member's hp by a very noticeable amount.
When i use it it does like 20 damage to a single enemy adn doesnt even bounce -.-
#18
Posté 02 janvier 2010 - 09:21
That would be very helpful vs enemies that use talents.
You can confirm this in one fight in the Brecilian forest wherein you fight 4 maleficars that use lightning type spells.
#19
Posté 02 janvier 2010 - 09:24
#20
Posté 03 janvier 2010 - 10:42
StarMars wrote...
Lightning-type spells drain stamina(not mana) equal to the amount of damage dealt.
That would be very helpful vs enemies that use talents.
You can confirm this in one fight in the Brecilian forest wherein you fight 4 maleficars that use lightning type spells.
You contradicted your own post, seeing as how said maleficars dont use stamina.
#21
Posté 03 janvier 2010 - 11:12
Additionally, if you can have Fire-charged and Cold-charged weapons, why can't you have a Electricity-charged weapon?
#22
Posté 03 janvier 2010 - 11:18
Question2 wrote...
StarMars wrote...
Lightning-type spells drain stamina(not mana) equal to the amount of damage dealt.
That would be very helpful vs enemies that use talents.
You can confirm this in one fight in the Brecilian forest wherein you fight 4 maleficars that use lightning type spells.
You contradicted your own post, seeing as how said maleficars dont use stamina.
I think he means when they cast it on you.
#23
Posté 03 janvier 2010 - 11:35
#24
Posté 03 janvier 2010 - 11:41
The only thing I don't like is the casting time. I don't mind casting delays on big guns like Inferno and Death Cloud, but Chain Lightning? lolwut?
Modifié par JaegerBane, 03 janvier 2010 - 11:42 .
#25
Posté 04 janvier 2010 - 12:18
But, what's interesting is there's a line of code
But, this value is not used. It looks like they tried a mechanism to increase the cap based on spellpower (5 + 1 extra target per 10 spellpower, maximum of 10), but stuck with a static cap of 10.int nCap = Min(5 + FloatToInt(GetCreatureSpellPower(stEvent.oCaster)/10.0f), 10);
Where they get every HOSTILE target within 10 yards of the primary target
Set some variable nObstructed to 0.object[] secondaryTargets = GetHostileObjectsInRadius(stEvent.oTarget, stEvent.oCaster, OBJECT_TYPE_CREATURE,10.0f);
And then go through the first 10 secondary targets it grabbedint nObstructed = 0;
int nSize = GetArraySize(secondaryTargets);
for (i = 0; i < nSize && i < (10 + nObstructed); i++)
and start applying the '90210' event, which causes all the forks.
Edit: Reading a little more, it looks like the nObstructed value is incremented when a secondary target isn't in line of sight, or isn't valid (dead or dying), so if a target isn't valid, and there's more than 10 possible targets, you don't lose those extra chains.
The real 'mistake' is that the for loop only goes up to (10 + nObstructed), not (nCap + nObstructed). Of course, fixing that would be a nerf for Chain Lightning used by Mages with less than 50 spellpower (60 Magic), but at least it would make it scale.
Anyway, from what I can gather the basic idea is the original target is hit for 20 damage. 10 nearby targets who are HOSTILE to the caster are hit for 10 damage. THREE of them, will then launch another set of 10 bolts, each dealing 6.67 damage to nearby hostile targets. TWO of them, will then launch a final set of 10 bolts, each dealing 5 damage.
I'm not entirely sure what causes a group of 4 or 5 players to take an absolute ton of damage, compared to a group of 10. It seems like they should all take similar damage, because the smaller group will have lots of potential chains that get dropped. Only when you get over 10 targets, should you see a big drop in total damage done.
Modifié par Bibdy, 04 janvier 2010 - 12:52 .





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