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Spell effects explained


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#1
Toro Nero

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Since I don't really like trial and error to determine the exact effects of spells I decided to go through the code myself to see what exactly the spells do. Since a lot of people seem to be wondering what exactly happens I decided to

post my results here.

Enjoy!

I sorted the spells alphabetically as I can't really do proper formatting on this forum.

General notes:
- There are damage modifiers depending on the difficulty
- There are healing modifiers depending on the difficulty
- All durations affecting hostiles are modified by creature rank and the number of party members unless specifically mentioned
- Bosses are immune to some effects






Affliction Hex:
- - Targets receive a Frost, Electricity, Fire, Nature, Spirit and Mental resistance penalty of 20 + .200*SP

Animate Dead:
- Spawns an undead follower from a nearby corpse at 75% of the casters level
- If the caster has Spell Might the undead follower is 90% of the casters level
- If the caster has Spell Might the undead follower gains extra abilities

Anti-Magic Burst:
- Dispels all Glyphs of Paralysis
- Dispels all Glyphs of Warding
- Dispels all Glyphs of Repulsion
- Dispels all Blizzards
- Dispels all Tempests
- Dispels all Death Clouds
- Dispels all Spellblooms
- Dispels all Earthquakes
- Dispels all Inferno's
- Does NOT dispel Storm of the Centuries
- Does NOT dispel Glyph of Neutralization

Anti-Magic Ward:
- Target receives a Spell ward for 10 seconds

Arcane Bolt:
- Target takes 30 + .300*SP Spirit damage on impact

Arcane Mastery:
- Caster receives a permanent Spellpower bonus of 5

Arcane Shield:
- Caster receives a Defense bonus of 10 + .100*SP
- Caster receives 15% Dodge and 15% Spell Resistance if he also has Fade Shield
NOTE: I'm not sure what Fade Shield is. It is definately not Fade Shroud. I am guessing it either is a creature ability or it is something everyone gets while being in the Fade. I'm leaning towards it being a creature ability however.

Aura of Might:
- Caster receives an additional Attack bonus of 5 while Combat Magic is active
- Caster receives an additional Defense bonus of 10 while Combat Magic is active
- Caster receives an additional Damage bonus of 5 while Combat Magic is active

Blizzard:
- The blizzard lasts 30 seconds
- Targets are Slowed by 20%
- Targets must pass a Physical resistance check on entering to prevent Slipping
- Targets receive a Fire resistance bonus of 50%
- Targets receive a Defense bonus of 10
- Targets take 10 + .100*SP Frost damage every 2 seconds
- Enemies must pass a Physical resistance check every 2 seconds to prevent being Frozen
- Party members must make a Physical resistance check every 2 seconds to prevent being Slowed by 50%
- Replaced by Storm of the Century if cast in combination with Tempest, while Spell Might is active

Blood Control:
- Target takes 100 + SP Spirit damage over 20 seconds
- Hostile target must pass a Mental resistance check to prevent being Charmed for 20 seconds
- Does not work on targets without Blood

Blood Magic:
- Caster uses Health instead of Mana to cast spells
- Healing effects other than Blood Sacrifice on the caster are reduced to 10%

Blood Sacrifice:
- Friendly target takes 50 Unresistable damage
- Friendly target can take no more damage than it has Health
- Caster is healed for twice the damage inflicted on the target
- Does not work on targets without Blood

Blood Wound:
- Hostile targets must pass a Physical resistance check to prevent being Paralyzed for 10 seconds
- Hostile targets take 60 + .600*SP Spirit damage over 10 seconds
- Does not work on targets without Blood

Chain Lightning:
- Initial target is the first generation
- First generation spreads the chain to 10 targets at most, this is the second generation
- Second generation and third generation spread the chain to 4 targets at most
- First generation targets are hit for 20 Electricity damage, second generation targets are hit for 10 Electricity damage, third generation targets are hit for 6.67 Electricity damage and fourth generation targets are hit for 5 Electricity damage
- Targets can be hit by multiple generations
- Does not affect friendly targets

Cleansing Aura:
- Friendly targets within 5 yards are healed for 30 + .300*SP every 5 seconds
- Friendly targets outside 5 yards are healed for up to 30 + .300*SP every 5 seconds depending on the range to the caster
- An injury of each friendly target within 5 yards is removed every 5 seconds

Combat Magic:
- Caster receives an Attack bonus of 5 + .200*SP with a maximum of 10

Cone of Cold:
- Targets take 34 + .340*SP Frost damage on impact
- Target must pass a Physical resistance check to prevent being Frozen for 10 seconds
- Target is Slowed by 40% for 10 seconds (duration is rank adjusted)

Crushing Prison:
- Shatters Frozen and Petrified targets
- Target is paralyzed for 20 seconds
- Target takes 150 + 1.5*SP Spirit damage over 20 seconds
- If target is affected by Force Field the effect is removed and an Force Explosion is triggered

Curse of Mortality:
- Target takes 50 + .500*SP Spirit damage over 20 seconds
- Target cannot regenerate Health for 20 seconds
- Target cannot be healed for 20 seconds
- Duration is NOT rank adjusted

Death Cloud:
- The Death Cloud lasts 30 seconds
- Targets take 10 + .100*SP Spirit damage every 2 seconds
- If the target is affected by Death Hex it is affected by Entropic Death

Death Hex:
- Attacks against target that would normally hit now crit for 10 seconds
- Duration is NOT affected by rank

Death Magic:
- Caster receives 10 + .100*SP Health every 2 seconds for every nearby corpse

Death Syphon:
- Caster receives 8 + .080*SP Mana every 2 seconds for every nearby corpse

Dispel Magic:
- Removes all dispellable effects from target

Disorient:
- Target receives an Attack penalty of 5 for 10 seconds
- Target receives a Defense penalty of 5 for 10 seconds
- Duration is NOT affected by rank

Drain Life:
- Target takes 20 + .200*SP Spirit damage
- Target takes an additional 10 + .100*SP Spirit damage if it is Hexed
- Caster is healed for 20 + .200*SP
- Caster is healed for an additional 10 + .100*SP
- Caster can be healed for more than target has Health

Earthquake:
- Does not work on special rank creatures
- Does not work on stationary targets
- Targets must pass a Physical resistance check every 4 seconds to prevent being Knocked Down

Entropic Death:
- Target takes 200 + 2*SP Spirit damage
- Death Hex is dispelled from the target

Fade Shroud:
- Caster receives a Mana or Stamina regeneration bonus of 1 if Combat Magic is active
- Caster receives a Dodge bonus of 25% if Combat Magic is active

Fireball:
- Targets take 30 + .300*SP Fire damage on impact
- Targets take an additional 30 + .300*SP Fire damage over 5 seconds
- Targets must pass a Physical resistance check to prevent being Knocked Down

Flame Blast:
- Targets take 45 + .450*SP Fire damage over 5.5 seconds

Flaming Weapons:
- Attacks using affected weapons deal .133*SP more Fire damage with a minimum of 1 and a maximum of 10

Force Explosion:
- Combo of Force Field and Crushing Prison
- Targets in 5 yards take 50 + 0.500*SP Physical damage
- Targets in 5 yards are Knocked down

Force Field:
- Target is Paralyzed and Warded from damage for 30 seconds
- If target is affected by Crushing Prison the effect is removed and an Force Explosion is triggered

Frost Weapons:
- Attacks using affected weapons deal .133*SP more Frost damage with a minimum of 1 and a maximum of 10

Glyph of Neutralization:
- Targetted mages loose all Mana and Mana Regeneration
- Targets receive Spell Ward

Glyph of Paralysis:
- Target must pass a Physical resistance check to prevent being Paralyzed for 10 seconds
- If cast on a Glyph of Repulsion all targets in 5 yards will be paralyzed

Glyph of Repulsion:
- Targetted enemies must pass a Physical resistance check to prevent being Knocked down
- If cast on a Glyph of Paralysis all targets in 5 yards will be paralyzed

Glyph of Warding:
- Targetted allies receive a Defense bonus of 30
- Targetted allies receive a Mental resistance bonus of 50
- Targetted allies receive a Missile Shield bonus of 30

Grease:
- The Grease lasts 20 seconds
- Targets are Slowed by 50%
- Targets must pass a Physical resistance check to prevent Slipping
- If targetted by fire the Grease will dissapear and be replaced by flames dealing 30 Fire damage over 20 seconds to affected targets

Group Heal:
- All party members are healed for 50 + .500*SP

Haste:
- Targets Movement speed increased by 30%
- Targets Melee Attack speed increased by 25%
- Targets Ranged Attack speed increased by 20%
- Targets Mana or Stamina regeneration decreased by 11

Heal:
- Target is healed for 40 + .400*SP

Heroic Aura:
- Target receives a Missile Shield of 30 for 20 seconds

Heroic Defense:
- Target receives a Defense bonus of 20 + .200*SP for 20 seconds
- Target receives a Frost, Electricity, Fire, Nature, Spirit and Physical resistance bonus of 10 + .100*SP for 20 seconds
- Target receives a Fatigue penalty of 5% for 20 seconds

Heroic Offense:
- Target receives an Attack bonus of 10 + .100*SP for 20 seconds

Horror:
- Awake target must pass a Mental resistance check to prevent being Feared for 10 seconds
- Sleeping target takes 100 + SP Spirit damage
- Sleeping target Awakes
- Sleeping target is Feared for 10 seconds

Inferno:
- The Inferno lasts for 30 seconds
- Targets take 40 + .400*SP Fire damage over 4 seconds

Lifeward:
- Target is healed for 30 + .300*SP when target gets below 33% Health or when 60 seconds have passed

Mana Clash:
- Targetted hostile mages loose all Mana and take Spirit damage equal to the amount of Mana lost

Mana Cleanse:
- Targetted mages loose 40 + .400*SP Mana

Mana Drain:
- Caster drains 20 + .200*SP Mana from the target
- Caster drains an additional 10 + .100*SP Mana if the target is Hexed
- Caster cannot drain more than the targets Mana

Mass Paralysis:
- Hostile targets must pass a Physical resistance check or be Paralyzed for 10 seconds
- Hostile targets that passed their resistance check are Slowed for by 20% for 10 seconds

Mass Rejuvenation:
- Targets Mana or Stamina regeneration increased by 5 for 15 seconds

Miasma:
- Hostile targest receive an Attack penalty of 10
- Hostile targets receive a Defense penalty of 10
- Hostile targets must pass a Physical resistance check or be Slowed by 40%

Mind Blast:
- Targetted enemies are stunned for 3 seconds
- Caster looses all threat on targetted enemies

Misdirection Hex:
- Target misses all attacks that would normally be a hit for 20 seconds
- Target hits all attacks that would normally be a crit for 20 seconds
- Duration is NOT affected by rank

Lightning:
- Target takes 30 + .300*SP Electricity damage on impact

Paralyze:
- Target must pass a Physical resistance check to prevent being Paralyzed for 15 seconds
- If target passes the resistance check it is Slowed by 20% for 15 seconds

Petrify:
- Target must pass a Physical resistance check to prevent being Petrified for 20 seconds

Regeneration:
- Target is healed for 100 + SP over 10 seconds

Rejuvenate:
- Targets Mana or Stamina regeneration increased by 8 for 10 seconds

Revival:
- Friendly targets are Raised from the dead
- Raised targets are healed for 30 + .300*SP

Rock Armor:
- Caster receives an Armor bonus of .250*SP with a minimum of 2 and a maximum of 12.5

Shimmering Shield:
- Caster receives an Armor bonus of 15
- Caster receives a Mental, Physical, Frost, Electricity, Fire, Nature and Spirit resistance bonus of 75
- Caster receives a Mana regeneration penalty of 10

Shock:
- Targets take 40 + .400*SP Electricity damage on impact

Sleep:
- Hostile targets must pass a Mental resistance check or fall Asleep for 12 seconds

Spellbloom:
- Targetted mages Mana regeneration increased by 3

Spell Might:
- Caster receives a Spellpower bonus of 10 + .100*SP
- Caster receives a Mana regeneration penalty of 4

Spell Shield:
- Caster receives a Spell resistance bonus of 75%
- Spell resisted by the caster drain an amount of Mana on the caster equivalent to 10 + the Mana cost of the spell

Spell Wisp:
- Caster receives a Spellpower bonus of 5 + .050*SP

Staff Focus:
- Attacks using a staff deal 33% more damage

Stinging Swarm:
- Target takes 100 + SP Nature damage over 10 seconds
- If the target dies within 10 seconds it jumps to a nearby target
- The swarm can jump for a maximum of 10 times

Stonefist:
- Shatters Frozen and Petrified targets
- Target takes 30 + .300*SP Physical damage on impact
- Target is affected by Knockdown

Storm of the Century:
- Combo of Blizzard + Tempest + Spell Might
- The storm lasts 30 seconds
- Targets take 30 + .300*SP Electricity damage every 2 seconds
- Caster is drained for 100 Mana

Telekinetic Weapons:
- Affected weapons have .143*SP more Armor penetration with a minimum of 1 and a maximum of 12.5

Tempest:
- The Tempest lasts 30 seconds
- Targets take 10 + .100*SP Electricity damage every 2 seconds
- Replaced by Storm of the Century if cast in combination with Blizzard while Spell Might is active

Virulent Walking Bomb:
- Target takes 150 + 1.5*SP Spirit damage over 20 seconds
- If target dies within 20 seconds the target explodes
- Explosion causes up to 150 + 1.5*SP Physical damage to enemies in 5 yards
- Explosion causes up to 75 + 0.750*SP Physical damage to allies in 5 yards
- Up to 3 targets in 3 yards of the explosion have 50% chance to be affected by Walking Bomb

Vulnerability Hex:
- Target receives a Frost, Electricity, Fire, Nature, Spirit and Mental resistance penalty of 30 + .300*SP

Waking Nightmare:
- Awake hostile targets must pass a Mental resistance check to prevent being Confused for 20 seconds
- Sleeping hostile targets are Awaked
- Sleeping hostile targets are Confused for 20 seconds

Walking Bomb:
- Target takes 100 + SP Spirit damage over 20 seconds
- If target dies within 20 seconds the target explodes
- Explosion causes up to 100 + SP Physical damage to enemies in 5 yards
- Explosion causes up to 50 + 0.500*SP Physical damage to allies in 5 yards

Weakness:
- Target receives an Attack penalty of 10
- Target receives a Defense penalty of 10
- Target must pass a Physicial resistance check or be Slowed by 20% for 20 seconds

Winter's Grasp:
- Target takes 36 + .360*SP Frost damage on impact
- Target has 1 - 0.050*LVL chance to be Frozen for 2.5 seconds with a minimum chance of 5%
- If target is not Frozen it is Slowed by 20% for 5 seconds

Modifié par Toro Nero, 18 novembre 2009 - 08:50 .


#2
JamesX

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Toro Nero wrote...

Arcane Shield:
Combo: Caster receives 15% Dodge and 15% Spell Resistance if he also has Fade Shield
Effect: Caster receives a Defense bonus of 10 + .100*SP

Whats Fade Shield? 

#3
Guurzak

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Some very interesting tidbits in there.





*Arcane Bolt, Stone Fist, and Lightning do the same damage, but Winter's Grasp is stronger

*Earthquake does not affect stationary targets- no wonder it's useless for antiarcher work

*Blizzard does not freeze allies and conveys fire resistance; might be interesting for dragon fights.

*Chain Lightning does not scale with SP



Thanks for this work- please continue the project!

#4
hOnOr

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Great stuff ... thank you!

#5
Seagloom

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Ooh this is helpful. Nice work! :)

#6
Spura

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Winter's Grasp:
Effects:

- Target takes 36 + .360*SP Frost damage on impact
- Target has 1 - 0.050*LVL chance to be Frozen for 2.5 seconds (*rank adjusted*)
- Target has 0.050*LVL chance to be Slowed by 80% for 5 seconds (*rank adjusted*)

This is incorrect.

#7
Spura

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Guurzak wrote...

Thanks for this work- please continue the project!

The scripts are right there in the toolset. Go take a look. I have learned of many things and a few bugs.

#8
Toro Nero

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JamesX wrote...

Whats Fade Shield? 

Fade Shield is the 4th Talent from Arcane Warriors

Spura wrote...

Winter's Grasp:
Effects:

- Target takes 36 + .360*SP Frost damage on impact
- Target has 1 - 0.050*LVL chance to be Frozen for 2.5 seconds (*rank adjusted*)
- Target has 0.050*LVL chance to be Slowed by 80% for 5 seconds (*rank adjusted*)

This is incorrect.


You are right, I read it wrong. The target is slowed by 20%. Makes more sense that way :)

#9
Taleroth

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Effects:

- Primary target takes 20 Electricity damage

- Up to 10 secondary targets take 10 Electricity damage

- Up to 40 tertiary targets take 5 Electricity damage



I think I'm going to cry. I heard about this, but wasn't sure.

#10
Toro Nero

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Taleroth wrote...

Effects:
- Primary target takes 20 Electricity damage
- Up to 10 secondary targets take 10 Electricity damage
- Up to 40 tertiary targets take 5 Electricity damage

I think I'm going to cry. I heard about this, but wasn't sure.


It really surprised me as well. I reread the code a few times to be really sure. I can only conclude that chain lightning really sucks...

#11
Haasth

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Thanks for this. Nice, nice.

#12
Taleroth

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Toro Nero wrote...

Taleroth wrote...

Effects:
- Primary target takes 20 Electricity damage
- Up to 10 secondary targets take 10 Electricity damage
- Up to 40 tertiary targets take 5 Electricity damage

I think I'm going to cry. I heard about this, but wasn't sure.


It really surprised me as well. I reread the code a few times to be really sure. I can only conclude that chain lightning really sucks...

I used it for a playthrough and it sucked.  But I kept hopeful.  I thought, maybe it's like those Magic Missle Swarm spells and does less damage when there's more targets and maybe... just maybe... if I hit only one or two guys with it it would be awesome.

But alas...

#13
Thalandor21

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Toro Nero wrote...
It really surprised me as well. I reread the code a few times to be really sure. I can only conclude that chain lightning really sucks...


Yeah it's like they forgot to add the damage that should come from spellpower...

#14
Toro Nero

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Thalandor21 wrote...

Toro Nero wrote...
It really surprised me as well. I reread the code a few times to be really sure. I can only conclude that chain lightning really sucks...


Yeah it's like they forgot to add the damage that should come from spellpower...


Even if it would be modified by spellpower it still sucks. Fireball is a tier 3 spell and does 60 + .600*SP damage (impact and dot combined) to all targets. In addition it also knocks targets down. That´s a huge difference.

#15
Flamin Jesus

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Told y'all, obey the Fireball!

#16
Guurzak

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Questions for Toro Nero or other toolset users: 1) what is the duration of each of the storms, and of Fireball's dot? 2) What is the heartbeat rate for Tempest? 3) Do weapon enchantments scale with weapon speed, or do they add the same amount per swing to fast vs slow weapons?

For a reference point of 50 spell power, here's the damage numbers for the posted spells.

SINGLE TARGET
Arcane Bolt: 45
Lightning: 45
Stonefist: 45
Winter's Grasp: 54

CONE
Flame Blast: 67.5 over 5.5 sec
Shock: 60
Cone of Cold: 51

STORM
Inferno: 450 over 30 seconds
Blizzard: 225 over 30 seconds
Tempest: 225 over 30 seconds
Storm of the Century: 675 over 30 seconds

OTHER AOE
Fireball: 90 over 5 sec
Chain Lightning: 20, 10, or 5

SUPPORT
Heal: 60
Regeneration: 150 over 10 seconds
Flaming/Frost Weapons: +6.65 damage per swing

Modifié par Guurzak, 17 novembre 2009 - 09:55 .


#17
Toro Nero

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Guurzak wrote...

Questions for Toro Nero or other toolset users: 1) what is the duration of each of the storms, and of Fireball's dot? 2) What is the heartbeat rate for Tempest? 3) Do weapon enchantments scale with weapon speed, or do they add the same amount per swing to fast vs slow weapons?


1. I´ve added the duration of the storms to the descriptions. The fireball´s dot is 5 seconds (also rephrased that).
2. I´m not 100% sure, but I think it´s 2 seconds (heartbeat in general, not just for tempest)
3. Weapon speed does not affect weapon enchantments, so fast weaponswill benefit more from it. That´s also why poisons are really nice on a rogue dual wielding daggers

#18
Guurzak

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Thanks! Updated. One last question: Verify that inferno duration is only 4 seconds? That makes it substantially inferior to fireball.

#19
_____o_O___

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Thats why my mage is hexes maxed (if two melee combatants in party), glyphs maxed, up to fireball/cone of cold/mass paralyze, with mind blast and force field as well as full healing branch. Only spec in spirit healer for group heal. Three such mages make nightmare very easy.

I tried the fourth tier spells and found most of them lacking compared to haveing a first or second tier spell in another branch. Usually take lightning/shock if I can. Those two spells are nice I find. Race for cone of cold/fireball/glyphs/mass paralyze/full rejuvenate. Cuts way down on potion consumption using rejuvinate/regenerate/full rejuvinate.

First spells on nightmare I choose Winter's Grasp, Heal, and Vulnerability hex. Winter's Grasp is a great spell. One hit wisps, lesser rage demons later on, also can freeze enemies. Use vulnerability against tougher enemies then winters grasp, then arcane bolt. Damage difference is nice. Mind blast then head for cone of cold/fireball/glyphs with force field and Skip second/third/fourth hexes unless using fighters/rogues. If using fighters/rogues take telekentic weapons for more armor penetration as well. Chain mind blast close opponents for setting up cone of cold attacks then chain cone of cold while dealing with enemies not frozen. Use rogue abilities like stealth/riposte/critical shot to shatter lesser enemies that are frozen. I had leliana with crit shot/riposte and high stealth so she could shatter enemies instead of using stone fist. Those two spell points I put into other spells.

Glyph of Neutralization is your friend against spellcasters though it is not necessary (Force field will work).  I find when someone is low on health and has curse of mortality on them I use it on said party member so they don't go down and a minor and normal mana potion or a couple of rejuvinates (if mage) help get them back into the fight after healing.

Good thing about winter's grasp/glyphs/hexes is no need of line of sight by mage while a hidden rogue makes for a good spotter. Usually I just charge in though for more of a challenge which means every once in a great while one of my characters goes down on nightmare pc version.

Magic stat feeds more then damage it also means potions do more for that character so I barely put any points in willpower. Just use magic and get use to the spells while using minor potions (cheap to make) and normal potions occasionally. Use both together in some strung out fights instead of the more expensive potions.

Remember to chain spells so that cool down is not a problem. It also gives time for the other two mages to use spells to deal with other problems. Archers getting knocked around by fireballs or mass paralyzed are not a problem. Melee opponents being repulsed by glyph of repulsion are not a problem. A tougher creature locked down in force field/cone of cold is not a problem. Three mages and a rogue will eat through enemies on nightmare with ease compared to any other party combination.

Modifié par _____o_O___, 17 novembre 2009 - 09:56 .


#20
Toro Nero

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Oh sorry, Inferno also lasts 30 seconds. The damage is just spread over 4 seconds. So if you would remain in an Inferno for the full 30 seconds casted by a mage with 50 spellpower you would take 420 damage.

#21
Spura

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[quote]Spura wrote...

[quote]
Winter's Grasp:
Effects:

- Target takes 36 + .360*SP Frost damage on impact
- Target has 1 - 0.050*LVL chance to be Frozen for 2.5 seconds (*rank adjusted*)
- Target has 0.050*LVL chance to be Slowed by 80% for 5 seconds (*rank adjusted*)
[/quote]
This is incorrect.

[/quote]

You are right, I read it wrong. The target is slowed by 20%. Makes more sense that way :)[/quote]

Wasn't the only thing. Your description insinuates that secondary effects (freeze and slow) are independent of each other. According to your description a level 10 target has 50% chance of getting frozen and an independent 50% chance of getting slowed, which means there's 25% chance of target suffering no secondary effect at all and 25% chance of suffering both effects. This is not true.

Correct description is:
Target has 5% chance per level to be slowed by 20% for 5 seconds, instead of frozen for 2.5 seconds. This chance cannot be higher than 95% (there's always 5% chance to freeze the target).

#22
Toro Nero

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Spura wrote...

Wasn't the only thing. Your description insinuates that secondary effects (freeze and slow) are independent of each other. According to your description a level 10 target has 50% chance of getting frozen and an independent 50% chance of getting slowed, which means there's 25% chance of target suffering no secondary effect at all and 25% chance of suffering both effects. This is not true.

Correct description is:
Target has 5% chance per level to be slowed by 20% for 5 seconds, instead of frozen for 2.5 seconds. This chance cannot be higher than 95% (there's always 5% chance to freeze the target).

I did that on purpose to try to keep it simple stupid, but it didn't really add much actually so I changed it

#23
Spura

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[quote]
Virulent Walking Bomb:
- Explosion causes up to 150 + 1.5*SP Spirit damage to enemies in 5 yards
- Explosion causes up to 75 + 0.750*SP Spirit damage to allies in 5 yards
- Up to 3 targets in 5 yards of the explosion have 50% chance to be affected by Walking Bomb

Walking Bomb:
- Explosion causes up to 100 + SP Spirit damage to enemies in 5 yards
- Explosion causes up to 50 + 0.500*SP Spirit damage to allies in 5 yards
[quote]
Incorrect or missing information.
1. Walking bomb damage is dependant on distance from the explosion.
2. Contrary to what's written it deals 0 damage at 5 yards. I deals full damage at 1.5 yards or smaller, then it linearly drops to 0 damage at 5 yards.
3. Explosion deals physical damage, not spirit.
4. Infections only happen if distance is 3 yards or less, not 5 yards.

About that 75% magic resistance spell. I don't think it drains mana when absorbing spell. I think it just raises spell resistance by 75% and if you stack 25% spell resistance with items on top of it, I think you become immune. I'm not sure though. But sure enough it makes a 2 point dip into that very good.

Modifié par Spura, 17 novembre 2009 - 10:53 .


#24
Toro Nero

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I didn't want to make the range checking on the bomb explosion too complex, so I just mentioned "up to" instead. I fixed the other bits.

About Spell Shield, I just found the code where it is checked. It caps at 75% and isn't added to your existing Spell Resistance. The amount of mana drained is the mana cost of the spell + 10. You can find the code in CheckSpellResistance in sys_resistances_h.nss

Modifié par Toro Nero, 17 novembre 2009 - 10:54 .


#25
Spura

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Oh that's a bummer....well I guess I'll have to go for a 3 point dip in that line then.