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Archigeek
11-07-2010, 04:07 PM
A while back some people asked to see logs of a weapon with the ethereal string on it in action. The EG gave me the opportunity via door knocking to do a little analysis and determine the limits of the string:

The basics of the string are that once you attach it to a weapon that is suitable for hurling/returning, it will turn that weapon into a returner with an added property that increases your AS at a cost to mana and stamina. You turn this feature on by raising the weapon, and turn it off the same way. Once it's turned on, it works like this: the first throw will cost you 3 mana and 3 stamina, and raise your AS by +5. The second throw without re-setting it, will cost you 6 mana/6 stamina and raise your AS by +10, etc.

This week's research shows that the bonus for me caps at +150AS in a given throw. To reach that point is generally not practical, as you have to cycle through all of the other bonuses below it to get to that point, and you just can't maintain mana and stamina on a regular hunt to get there. You can however do that when you're knocking on doors and having fun with friends, and can just put it away or call for mana to keep going and thoroughly test it. It also appears that when it reaches +150AS, it stays there, so long as you keep it out. With all other, lower bonuses, you can put it away and it won't cycle down until you raise it. However, when I'm using it, once it reaches +150AS, if I put it away, it gives me the messaging you get when you try to pick up a weapon/armor piece that is too high an enchant for your level.

In a way, this makes some sense, and here's why: what it is really doing is cycling the enchant of the weapon up to +200 total AS, (it's a +50 weapon when the string's AS feature is not in use). I play a capped warrior, (level 100), and so the maximum enchant on a weapon I can pick up is a +200 weapon, which is what this becomes when you add the extra +150. It stands to reason then that if I were not capped, I would reach its max at some lower level of bonus that was 2x my level.

See log clips below for further details/info.

Deactivation of hatchet:


J>raise hatchet
You thrust your glowing ora hatchet into the air, and as the luminescence fades, you feel much more comfortable. The tugging on your very existence ceases.

Activation of hatchet and first 3 throw clips:


JR>raise hatch
You thrust your ora hatchet into the air, and it emits a strange glow that trails down your arm

and over your chest. The ethereal string connected to it trembles with a sudden surge of power

that begins tugging on your very existence.


3/3: +5

You throw a perfect ora hatchet at a frozen spirit!
AS: +591 vs DS: +268 with AvD: +34 + d100 roll: +27 = +384
... and hit for 115 points of damage!
Left arm ripped in half at the elbow!
The fallen arm evaporates as a new one materializes.


6/6: +10

You throw a perfect ora hatchet at a phantom arachnoid!
AS: +596 vs DS: +310 with AvD: +35 + d100 roll: +72 = +393
... and hit for 109 points of damage!
Knocked back several feet by blow to abdomen.


9/9: +15

You throw a perfect ora hatchet at a phantom arachnoid!
AS: +601 vs DS: +287 with AvD: +35 + d100 roll: +9 = +358
... and hit for 94 points of damage!
Left leg mangled horribly.
The phantom arachnoid is knocked to the ground!

Last two throw clips. Note: an additional +25AS is added due to elemental targeting that was activated halfway through hunt:


87/87: +145

With a quick flick of your wrist, you deftly send a perfect ora hatchet into flight.
You throw a perfect ora hatchet at a phantom arachnoid!
AS: +771 vs DS: +310 with AvD: +35 + d100 roll: +62 = +558
... and hit for 171 points of damage!
Lucky shot rips through bone and muscle sending left leg flying.
A phantom arachnoid skitters recklessly, then collapses on its mangled left hind leg.


90/90: +150

You throw a perfect ora hatchet at a dark legion guardian!
AS: +776 vs DS: +48 with AvD: +33 + d100 roll: +71 = +832
... and hit for 346 points of damage!
Left leg mangled horribly.
The dark legion guardian is knocked to the ground!

Messaging indicating I can't pick up the hatchet due to level:


J>put hatch in my scab
You put a perfect ora hatchet in your black leather scabbard.


J>get hatchet
You suddenly feel completely overwhelmed by the magical properties that the ora hatchet possesses. Fearing for your life, you quickly drop it.

After about a minute, it cycled back to zero on its own. However, if I didn't put it away, it maintained +150AS for two strikes, and probably would have maintained it longer if I had the mana/stamina to maintain it.

Anyway, there you have it. In a nut shell it's a huge mana/stamina drain, but you certainly get a big benefit out of the bargain.