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Archigeek
11-07-2010, 04:11 PM
A while back some people asked to see logs of a weapon with the ethereal string on it in action, once I decided on a weapon and had it strung. 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 magical 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, the third will cost 9/9 and raise your AS by +15, etc.

This week's research shows that the bonus for me caps at +150AS in a given throw. To reach that point is not practical in a normal hunt, 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 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 message 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 upward, all the way 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. Additionally, if I had put it on a weapon of lower enchant, I could probably cycle it higher at additional mana/stamina cost.

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.

Alorn15
11-07-2010, 06:03 PM
Interesting. So do you have to assist to pick it up again when it's in that state and stowed?

Archigeek
11-07-2010, 06:07 PM
Interesting. So do you have to assist to pick it up again when it's in that state and stowed?

No, it stays in the stowed container, rather than dropping it on the ground.

crb
11-07-2010, 06:10 PM
I don't suppose the enchant stays active for swings? Or just throws?

I could see a maxed sunfist empath doing some damage with this.

Archigeek
11-07-2010, 06:22 PM
I don't suppose the enchant stays active for swings? Or just throws?

I could see a maxed sunfist empath doing some damage with this.

The bonus is maintained, (and cycles upwards), for both swings and throws. I'm 3x trained in PF and without enhancive my stamina is 185. Mana on the other hand even I (a voln warrior) can get up quite a bit higher. A sunfist member would certainly have an advantage though.

The thing is that still, no matter how much you could generate, at the top end you go through mana/stamina like candy, and as soon as you raise it again it goes back to zero and you start over ramping up. In normal hunting, I usually just cycle it from 0-15, and if I hit a particularly bad critter I'll let it keep ramping up to as high as 30-35. If I needed more I might let it go more, but generally I just don't need it, as it is pretty effective without any boost at all. I've also mostly weened myself off of surge, as that is a big stamina eater. A pile of enhancives accomplishes largely the same thing.

WRoss
11-07-2010, 06:51 PM
That'd be really fun to use on my empath. I'm figuring when I got done with training hurling + perception that I'd have a base 515 AS without enhancives. Toss that thing in with 1107 and 3x PF. You just might have to let me play with it when I get there.

crb
11-07-2010, 08:15 PM
Yes, 1107 will make short work of the stamina cost.

Archigeek
11-08-2010, 12:49 AM
We might be able to arrange for some play time.

Archigeek
11-08-2010, 03:02 AM
One other thing I forgot to mention: if it isn't cycled to the max and you put it away, it will maintain it's position in the cycle. It only goes back to zero on it's own when you max it out.

Archigeek
11-11-2010, 07:59 PM
Yes, 1107 will make short work of the stamina cost.

Don't forget that 1107 has a 5 minute cool down period. It would still allow you to completely restore stamina though with the right training: 65 ranks of spiritual lore - blessings. So if you're 3x PF, you should be able to get off two shots, cast 1107 and get off two more. Then you're done for 5 minutes, unless you figure out other means to get stamina back.

Lumi
11-13-2010, 02:23 AM
Don't forget that 1107 has a 5 minute cool down period. It would still allow you to completely restore stamina though with the right training: 65 ranks of spiritual lore - blessings. So if you're 3x PF, you should be able to get off two shots, cast 1107 and get off two more. Then you're done for 5 minutes, unless you figure out other means to get stamina back.

Wouldn't you also be going through 307 mana in the same period? You'd have to wait for mana to be restored as well (assuming you're not hunting with a mana battery partner).

Archigeek
11-17-2010, 04:00 AM
Wouldn't you also be going through 307 mana in the same period? You'd have to wait for mana to be restored as well (assuming you're not hunting with a mana battery partner).

Actually, for the 4 shots at +150AS, you would go through 90 mana and 90 stamina for each shot. Two shots at that rate equals a full compliment of stamina with 5 left over, assuming 3x PF and no enhancives. If you took the two shots, cast 1107 (with the right lore training), and took two more shots, that would cost you 360 mana plus the mana cost of casting 1107.

Lumi
11-17-2010, 12:19 PM
Actually, for the 4 shots at +150AS, you would go through 90 mana and 90 stamina for each shot. Two shots at that rate equals a full compliment of stamina with 5 left over, assuming 3x PF and no enhancives. If you took the two shots, cast 1107 (with the right lore training), and took two more shots, that would cost you 360 mana plus the mana cost of casting 1107.

Gotcha. I was making silly mistakes regarding the amount of stamina one would have at cap.