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Alastir
11-14-2018, 12:26 PM
http://forums.play.net/forums/GemStone%20IV/Professions/Cleric/view/389



Ethereal Censer is now available to clerics. When cast, it will perform a maneuver attack against one target, then provide a 30 second mana reduction enhancement to the caster. The strength of the attack is determined by Cleric spell ranks, Spell Aiming, and Spiritual Lore, Religion. While the mana reduction enhancement is active, the cleric will gain 20 mana over the duration of the effect. The spell has a 30 second cooldown, but has a small chance to end early every 2 seconds with Spiritual Lore, Religion increasing the odds.

The base mana reduction benefit is 20% and increases once a cleric has more than 200 skill in Spirit Mana Control (up to 25% at 2x SMC and 30% at 3x SMC, using the formula of ((SMC skill - 200) / 20)). In addition, there is a spell rotation bonus for casting different spells. Everytime the cleric casts a different spell than the previous few spells, the bonus is +5%, up to +25% after 5 spells. If at anytime the cleric recasts any of spell they had already cast since starting the rotation, the bonus resets to 0%.

GameMaster Estild

Gelston
11-14-2018, 12:39 PM
lolspellaiming

Donquix
11-14-2018, 12:55 PM
seems super underwhelming on my baby cleric (2x spell aim, 1x cleric, no relgion lore, sub 30 so not the best representation)

He's still based around physical attack so, might be better to "combo" after more if i was but not so much now

audioserf
11-14-2018, 01:01 PM
I'm not too proud to admit I'm too dumb to understand what this spell is supposed to do

Taernath
11-14-2018, 01:07 PM
I'm not too proud to admit I'm too dumb to understand what this spell is supposed to do

It seems like an opener which provides mana reduction if you switch up the spells you use while under its effects. I guess the intent is to have clerics vary which spells they use during a hunt. The spell is, if I'm reading it right, essentially free because you gain the mana you spent on it back, so you could probably just use it by itself for an attack.

It's a decent addition unless I'm missing something.

Taernath
11-14-2018, 01:14 PM
Re: Ethereal Censer (320) on 11/14/2018 10:57 AM MST

A few notes:

The mana reduction does not benefit spells level 20 or higher.

The mana reduction benefit does keep track of partial savings. Meaning, if you cast 302 and it cost 2 mana, it will keep track that you should have saved 0.4 mana and once you combine it with a future savings to reach more than 1.0, it will grant that amount of reduction.

GameMaster Estild
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peam
11-14-2018, 02:06 PM
I'll continue one-shotting with 306.

If anyone capped or close takes this out for a spin, let the thread know.

Wrathbringer
11-14-2018, 02:08 PM
I'll continue one-shotting with 306.

If anyone capped or close takes this out for a spin, let the thread know.

Lol @your rep

Taernath
11-14-2018, 02:22 PM
OM1E5GA
What type of damage does the maneuver attack do and does it do enough that you want to cast the spell just for that?


It deals disintegration criticals. I want to stress that the attack portion of the spell is secondary to mana benefits of the spell. It's very intentionally weaker than other maneuver spells like Earthen Fury (917) and Spike Thorn (616) even though 320 is higher level. The attack itself is simply a way to make the spell more interesting than just prep/cast every 30 seconds. If you're lucky, it can disable or kill your target, but your other attacks will potentially be better.


OM1E5GA
Looks like it could be useful, though there are a couple points that temper my optimism. Since my cleric's in the middle of an undead gap in RR, it'll be a while before I'm fighting anything I can really try it out on (gold wands and 111 are just so much better against trolls then anything else and I don't see myself casting 111 enough times in 30 sec to really benefit), so I'll be interested in what others think of the spell:
I suspect higher level characters will find it most useful just due to having the mana to cast higher level spells more often... is the damage and mana reduction balanced enough for it to be attractive to characters below level 50 that might not actually save much/any mana casting it. Since it has an up front cost of 20 mana, you'd need to cast 5 level 10 spells just to pay off the spell but most lower level clerics will be aiming to clear a room in fewer casts and/or will be using lower level spells when possible (they also won't have the SMC to increase the bonus)... but the damage the spell causes it's self could make it attractive even if you only break even or end up spending a little more mana then you otherwise would have....


The spell is useful to clerics of any level. It cost 20 mana, but you get back 20 mana over 30 seconds. Specifically, every 2 seconds, you gain 1-2 mana. So effectively, the spell is free to cast. This is in addition to the mana reduction benefit of the spell. Unless you just don't care about the free attack or mana savings, there's almost no reason not to cast the spell.


OM1E5GA
You mean skill bonus and not skill ranks, yes? Doesn't make much sense with ranks, but you know, clarity and all that...


Yes, skill bonus.

GameMaster Estild


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Donquix
11-14-2018, 02:26 PM
so i just did a rotation with it on the baby cleric.

starts at an 80% reduction (without enough SMC to trigger that benefit) and goes up +5% per different spell up to an additional, i assume additive, 25%

320: (refunds self over 30 seconds) - net 0 mana
web bolt: 9 * 0.8 +
fire spirit: 11 * 0.75 +
holy bolt: 6 * 0.70 +
bane: 2 * 0.65 +
divine: 17 * 0.6

total: 31.15 mana cost (base cost would be 45 mana)

i started at 87 mana, i finished at 58 (as opposed to 42)

but the TLDR is if you cast 320 every 30 seconds and ignore the stacking crap, it's a "free" attack and changes the mana cost of your spamaable spell

< 200 SMC skill:
302 = 1.6
306 = 4.8
317 = 13.6

cap 2x SMC:
302 = 1.5
306 = 4.5
317 = 12.75

cap 3x smc:
302 = 1.4
306 = 4.2
317 = 11.9

wetsand
11-14-2018, 02:39 PM
Spell Aiming.......................| 192 92
Spirit Mana Control................| 145 45
Spiritual Lore - Religion..........| 120 30
Cleric.............................| 65

First attempt:

>prep 320
You chant a reverent litany, clasping your hands while focusing upon the Ethereal Censer spell...
Your spell is ready.

You gesture at a warrior shade.
Mana swirls into the visible spectrum and manifests as an ethereal, flat black censer swinging pendulously through the air beside you. A dark grey haze of incense smoke trails in its wake, quickly spreading in sinuous tendrils through the area.

[SMR result: 93 (Open d100: 31)]
A warrior shade avoids the incense smoke!

As the fragrant haze settles over you, you feel revitalized.
Cast Roundtime 3 Seconds.

Second attempt:

[SMR result: 155 (Open d100: 79)]
A warrior shade becomes enveloped in the incense smoke!
... 40 points of damage!
Strong strike splits the belly open, revealing ghostly organs.
Haggis anyone?
The warrior shade is stunned!

As the fragrant haze settles over you, you feel revitalized.
Cast Roundtime 3 Seconds.

Third attempt:

[SMR result: 124 (Open d100: 52)]
A bog spectre becomes enveloped in the incense smoke!
... 35 points of damage!
Right arm ripped in half at elbow!
The fallen arm evaporates as a new one materializes.

As the fragrant haze settles over you, you feel revitalized.
Cast Roundtime 3 Seconds.

Vs something like level:

[SMR result: 140 (Open d100: 9, Bonus: 62)]
A forest trali becomes enveloped in the incense smoke!
... 50 points of damage!
Vicious blast turns huge portions of back into red mist! Now lacking spinal support, the forest trali crumples into a heap.
It is knocked to the ground!

Insta-kill:

[SMR result: 188 (Open d100: 30, Bonus: 78)]
A mastodonic leopard becomes enveloped in the incense smoke!
... 50 points of damage!
Neck cleanly eliminated, allowing head to drop until it rests on the mastodonic leopard's shoulder blades.
The mastodonic leopard lets out a final caterwaul and dies.

Fortybox
11-14-2018, 08:36 PM
Meh...seems dumb for the 20th level but not as retarded as some of the other stuff done.

Why can't they make a really great spell? It's like they are aiming for dumb updates or mediocrity.

wetsand
11-14-2018, 09:00 PM
Has anyone tested the self cast version for spelling up? Does it work outside of combat? If so seems like a no brainer to keep 320 active all the time.

khorpulent
11-15-2018, 06:58 AM
SMR result: 152 (Open d100: 18, Bonus: 100)]
A half-elven robber becomes enveloped in the incense smoke!
... 50 points of damage!
Vicious blast turns huge portions of back into red mist! Now lacking spinal support, the half-elven robber crumples into a heap.
It is knocked to the ground!
The half-elven robber is stunned!

As the fragrant haze settles over you, you feel revitalized.
Cast Roundtime 3 Seconds.



[SMR result: 225 (Open d100: 41, Bonus: 142)]
A human brigand becomes enveloped in the incense smoke!
... 40 points of damage!
With a flash of red spray, left hand disintegrates into nothing!
The brigand's reinforced shield falls to the ground.

As the fragrant haze settles over you, you feel revitalized.
Cast Roundtime 3 Seconds.


[SMR result: 213 (Open d100: 66, Bonus: 100)]
A half-elven mugger becomes enveloped in the incense smoke!
... 50 points of damage!
Entire head is vaporized in a flash! Now much shorter, the half-elven mugger falls to the ground, dead.

[You have 10 kills remaining.]
The half-elven mugger falls to the ground and dies.
The mugger's paralyzed body slackens in the grip of death.


[SMR result: 233 (Open d100: 30, Bonus: 149)]
A human robber becomes enveloped in the incense smoke!
... 40 points of damage!
Left leg vaporized from thigh down, leaving nothing but dangling blood vessels and muscle!

As the fragrant haze settles over you, you feel revitalized.
Cast Roundtime 3 Seconds.




[SMR result: 201 (Open d100: 44, Bonus: 120)]
A half-elven marauder becomes enveloped in the incense smoke!
... 70 points of damage!
Half of midsection reduced to a fine red mist! Now unsupported, half-vaporized organs topple out onto the ground!
What a mess!

[You have 16 kills remaining.]
The half-elven marauder rolls over and dies.





[SMR result: 273 (Open d100: 58, Bonus: 177)]
A human brigand becomes enveloped in the incense smoke!
... 70 points of damage!
Blast hits chest and expands to envelop entire body! The human brigand is no more!

[You have 9 kills remaining.]
The human brigand rolls over and dies.
A faint silvery glow fades from around a human brigand.


[SMR result: 232 (Open d100: 163, Bonus: 20)]
A human thief becomes enveloped in the incense smoke!
... 45 points of damage!
Precise shot vaporizes right eye and much of brain behind while leaving skull intact.

[You have 5 kills remaining.]
The human thief rolls over and dies.
A human thief seems a bit less imposing.




[SMR result: 179 (Open d100: 16, Bonus: 120)]
A half-elven mugger becomes enveloped in the incense smoke!
... 60 points of damage!
Vicious blast turns vital organs into fine red powder, leaving the half-elven mugger with an empty feeling inside.

[You have 7 kills remaining.]
The half-elven mugger rolls over and dies.
The mugger's paralyzed body slackens in the grip of death.




Not bad if you disable the creature first with 316 or something. I can barely hit bandits with it at all if they're not disabled, though. I guess bandits are probably good at dodging SMR stuff in the first place, though. I have 160 cleric ranks, 82 religion, and 0 SA.



[SMR result: 98 (Open d100: 64, Bonus: 1)]
A human thug avoids the incense smoke!

As the fragrant haze settles over you, you feel revitalized.
Cast Roundtime 3 Seconds.

[SMR result: 58 (Open d100: 21)]
A human outlaw avoids the incense smoke!

As the fragrant haze settles over you, you feel revitalized.
Cast Roundtime 3 Seconds.


[SMR result: 96 (Open d100: 53)]
A half-elven marauder avoids the incense smoke!

As the fragrant haze settles over you, you feel revitalized.
Cast Roundtime 3 Seconds.

Gelston
11-15-2018, 07:11 AM
Yeah, I bet that SA is needed to be usable against things like bandits.

wetsand
11-15-2018, 11:48 AM
I bet its weighted heavier on spell aiming vs religion lore/cleric spell ranks.

Donquix
11-15-2018, 12:03 PM
I bet its weighted heavier on spell aiming vs religion lore/cleric spell ranks.


Good work on your numbers last night for 320, @Tsalin aka Jeff and @Leafiara. Yes, the strength of the maneuver attack formula works out so 2 cleric ranks (up to level) = 4 spell aim ranks = seed 1 threshold for SL:R. For the same bonus, the next 50 cleric spell ranks past level requires 4 cleric ranks, and any spell ranks past that require 10 cleric ranks for the same bonus. Yes, Tsalin, it should use ^14 for the break chance since it ends after the 15th interval anyway

tl;dr - up to level spell ranks worth half as much as spell aim ranks, worth same as seed 1 religion

Enuch
11-24-2018, 08:41 AM
Loving this spell. Even at level 26 I am using it 3-7 times a hunt. Happy addition and breaks up the tedium of 302 x 200 times. I find myself sliding in 312 or 316 just cause and it doesn’t appear to adversely effect my hunts like it normally would.