View Full Version : I like (balefire)
rolfard
11-30-2011, 12:14 AM
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a giantman thief.
You hurl a ball of greenish-black flame at a giantman thief!
AS: +444 vs DS: +237 with AvD: +30 + d100 roll: +84 = +321
... and hit for 107 points of damage!
Sizzling arc of plasma blows the giantman thief's kneecap off!
A lanky speckled white imp shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your speckled white imp loses 2 mana.)
... 50 points of damage!
Smash to cheek driving bone through the eye and into the brain.
The giantman thief rolls over and dies.
The ball of greenish-black flame strikes a giantman thief, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your ball of greenish-black flame flies off and hits a giantman marauder.
... 20 points of damage!
Vicious hole burned through the giantman marauder's weapon hand!
The giantman marauder is stunned!
Cast Roundtime 3 Seconds.
subzero
11-30-2011, 01:54 AM
Yay for the releases!
Cursing power is calculated according to the caster's sorcerer spell ranks, Spirit Lore: Summoning skill, Wisdom and Influence stats
Glad I planned for 1x summon lore. Also a nice way to help people not feel like they needed to fixskill out of summon lore if they were previously bolting with 111.
gs4-PauperSid
11-30-2011, 03:07 AM
Wait until the critters cast it.
Kronius
11-30-2011, 06:50 AM
I am still not understanding the whole "cursing power" thing. It seems that the curses only take a maximum of 5 ? Is that right? It's not like mana where it is expended, that's just to show how strong your curses are?
Granted, it was late and I didn't play with it much
audioserf
11-30-2011, 07:25 AM
Nice. Did they mention when they plan to put out the Curse update for the bolt AS booster? Because my level 76 mage bolts at 434. Sorcs need that AS buff like whoa.
Yellow00
11-30-2011, 07:28 AM
I am still not understanding the whole "cursing power" thing. It seems that the curses only take a maximum of 5 ? Is that right? It's not like mana where it is expended, that's just to show how strong your curses are?
Granted, it was late and I didn't play with it much
U stink
Kronius
11-30-2011, 07:50 AM
U stink
This is a very constructive post. You are adding significant value to this thread.
And the AS boost curse is in, it's the star curse. Curse the creature first, then kill it...
rolfard
11-30-2011, 09:10 AM
Capped 2x aiming, with 425 (67 MnE ranks), sigil of offense, and curse of star (against cap opponent) makes my bolt AS 444. I can use scrolls and imbeddibles and enhancers but i dont think ill get the 580 AS Virilneus boasts as a sorc.
Lodyn
11-30-2011, 09:19 AM
I know you probably read each of these, but here's some of the info available in game:
>curse help power
Each caster has a power rating indicating his or her relative ability to cast higher and more complex curses. Each curse also has a power rating indicating how difficult the curse itself is to cast. Cursing power is not expended like mana; it is simply a measure of the caster's strength.
Each curse has a power requirement:
Curse name: Clumsy
Power: 0
Curse name: Weakness
Power: 2
Curse name: Darkness
Power: 3
Curse name: Itch
Power: 4
Curse name: Hex
Power: 5
Curse name: Pox
Power: 2
Curse name: Nightmare
Power: 10
Curse name: Star
Power: 15[/QUOTE]
And
Then, specific nightmares have curse powers, but honestly I wouldn't expect all (or even most?) sorcerers at level 15 to have a curse power of 25 (the apparent minimum) which, to me, suggests that a Sorcerer with <25 curse power is not able to choose his nightmare.
>curse list nightmares
When cursing a target with a specific nightmare, refer by the numbers below. E.g. CURSE STRATH NIGHTMARE 2
Numbers in parentheses indicate curse power required.
1. Terror of the Storm Giant (25)
2. Terror of the Rolton (25)
3. Terror of the Purple Myklian (25)
4. Terror of the Banshee (25)
5. Terror of the Lesser Vruul (25)
6. Terror of the Mammoth Arachnid (25)
7. Terror of the Dark Shambler (25)
8. Terror of the Puma (25)
9. Terror of the Fire Hound (25)
10. Terror of the Steel Golem (25)
11. Farewell Tooth Thee (50)
12. Mother Dearest (50)
13. Buried Alive (50)
14. Don't Pick At It (50)
15. Taking the Plunge (50)
16. The End of the World (50)
17. Just One More (50)
18. The Visit (50)
19. Roasted, Toasted (50)
20. Midnight Swim (50)
Fallen
11-30-2011, 09:28 AM
Nice that they kept the old ones in there for those who have some sort of character tie to them.
JustDan
11-30-2011, 10:07 AM
Capped 2x aiming, with 425 (67 MnE ranks), sigil of offense, and curse of star (against cap opponent) makes my bolt AS 444. I can use scrolls and imbeddibles and enhancers but i dont think ill get the 580 AS Virilneus boasts as a sorc.
This is my concern, as well. My build is pretty similar to yours, so I'm betting I'll have similar numbers when I play with it tonight. Can Bolting be viable at 13 mana per cast, with that AS?
Jonty
11-30-2011, 10:49 AM
Nice. Did they mention when they plan to put out the Curse update for the bolt AS booster? Because my level 76 mage bolts at 434. Sorcs need that AS buff like whoa.
It's already out. Type "curse help" in game for more info.
To get the boost, prep 715, curse <critter> star. Then kill the critter. (I don't think using implosion will get you that bonus, though.)
caelric
11-30-2011, 10:55 AM
Strath said he fixed the 'bug' which caused implosion to not give you the AS boost.
Jonty
11-30-2011, 10:57 AM
Capped 2x aiming, with 425 (67 MnE ranks), sigil of offense, and curse of star (against cap opponent) makes my bolt AS 444. I can use scrolls and imbeddibles and enhancers but i dont think ill get the 580 AS Virilneus boasts as a sorc.
I don't think the level of critter matters for the actual AS boost (It only matters for the duration, right?). I got the same AS boost against a frozen corpse ad I did with bandits.
My sorcerer's AS is similar to yours. His bolt AS is 446 as a Dark Elf at 98 trains with 100 Sorcerer and 73 MnE spell ranks using Symbol of Courage.
Jonty
11-30-2011, 10:57 AM
Strath said he fixed the 'bug' which caused implosion to not give you the AS boost.
Awesome. I asked about it on the officials.
caelric
11-30-2011, 10:59 AM
Also, something changed on the CURSE HELP POWER; it now gives you the formula:
>CURSE HELP POWER
Each caster has a power rating indicating his or her relative ability to cast higher and more complex curses. Each curse also has a power rating indicating how difficult the curse itself is to cast. Cursing power is not expended like mana; it is simply a measure of the caster's strength.
A player's cursing power is calculated by adding the number of sorcerer spell ranks the caster knows, plus the number of Spirit Lore: Summoning ranks divided by 3, plus Wisdom bonus divided by 2, plus Influence bonus divided by 5. A player's cursing power can never be lower than zero.
CURSE HELP by itself will tell you what your current cursing power is.
And finally, the help for STAR
>curse help star
Curse name: Star
Power: 15
Description: For every person and creature (and plant, and thing), there was a particular star that was directly overhead in the sky at the place and time when he or she (or it) was born (or spawned, or made). Ancient traditions hold that the characteristics of each individual's star have an influence on their temprament, gifts, and life events. By cursing that star, sorcerers can take away some of that person's power. They can even claim that power for their own.
Characters and creatures under the effect of this curse will experience a reduction in general AS equal to 10 plus 1 for each 3 sorcerer spell ranks above 15 that the caster knows, capped at level.
Also, if the caster is a sorcerer, he or she will gain an equivalent amount of spell AS when the target dies. This AS bonus will last for 15 minutes plus 30 seconds per level of the creature. This duration is stackable.
Nilandia
11-30-2011, 11:49 AM
Capped 2x aiming, with 425 (67 MnE ranks), sigil of offense, and curse of star (against cap opponent) makes my bolt AS 444. I can use scrolls and imbeddibles and enhancers but i dont think ill get the 580 AS Virilneus boasts as a sorc.
Granted I'm not using every booster out there, but at cap as an empath my bolt AS is around 450, so that'd put you around the same level. My bolt spells won't work against everything that moves, but that just means I'd have to be smart on my tactics.
Gretchen
Buckwheet
11-30-2011, 12:01 PM
Would be it more beneficial to go for lores to keep 117 running for bolting?
mid to high 400s is a very reasonable AS to have as a bolter at cap.
Anything beyond that and you need to put up other things.
I can do 595, 670 with 117, and if I was grouped with a bard and used sign of madness as well I think I could top 700. But I've got max spell aiming enhancives, max dex enhancives, and am putting up every possible bolt AS boosting spell one can access via scroll or imbeddable.
Jonty
11-30-2011, 12:37 PM
This worked out well:
Out of the corner of your eye, you see an ancient vaespilon approaching. She must be the creature that you've been tasked to kill!
>
Tha-thump.
>.713 vaesp
[Script 713 is running, Esc to cancel, Shift-Esc to pause]
>stance off
You are now in an offensive stance.
>713 va
[voodoo]>prepare 713
[voodoo]>cast vaesp
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
>stance def
You gesture at an ancient vaespilon.
You hurl a ball of greenish-black flame at an ancient vaespilon!
AS: +446 vs DS: +272 with AvD: +65 + d100 roll: +47 = +286
... and hit for 120 points of damage!
Hole drilled clean through the vaespilon's forehead, instant ventilation!
[You have completed this portion of your Adventurer's Guild task.]
You hear a sound like a weeping child as a white glow separates itself from the vaespilon's body as it rises, disappearing into the heavens.
The vaespilon falls to the ground motionless.
The very powerful look leaves an ancient vaespilon.
The white light leaves an ancient vaespilon.
An ancient vaespilon glances around, looking a bit less confident.
The deep blue glow leaves an ancient vaespilon.
The tingling sensation and sense of security leaves an ancient vaespilon.
The brilliant luminescence fades from around an ancient vaespilon.
The silvery luminescence fades from around an ancient vaespilon.
The bright luminescence fades from around an ancient vaespilon.
The light blue glow leaves an ancient vaespilon.
The powerful look leaves an ancient vaespilon.
The ball of greenish-black flame strikes an ancient vaespilon, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
>
[script done]
Cast Round Time in effect: Setting stance to guarded.
msconstrew
11-30-2011, 01:39 PM
I haven't had the time to test this out yet, but I'm very excited!
Question about the new curses: did they remove the curse from guarded stance, which reduced TD by 25 with no warding check?
Jonty
11-30-2011, 01:42 PM
I haven't had the time to test this out yet, but I'm very excited!
Question about the new curses: did they remove the curse from guarded stance, which reduced TD by 25 with no warding check?
From what I remember, all the old curses are still there. Just two were added. Star and nightmare.
Fallen
11-30-2011, 01:42 PM
I'm sure it is in there, just need to figure out which of the curses it is. If I had to guess I think it would be "hex".
Kronius
11-30-2011, 01:44 PM
It is hex, but all the old curses work via stance like before.
You can still do -25 TD from guarded stance.
msconstrew
11-30-2011, 01:44 PM
I'm sure it is in there, just need to figure out which of the curses it is. If I had to guess I think it would be "hex".
I was wondering if it was "darkness". Anyway, I use it all the time, so I certainly hope it's still there.
and it can still be accessed by the stance method if you wish.
msconstrew
11-30-2011, 01:45 PM
and it can still be accessed by the stance method if you wish.
Oh, excellent. I was mildly concerned about how many deeds I'd end up wasting while trying to figure out the new system.
Kronius
11-30-2011, 01:57 PM
To me Balefire is a novelty. The AS booster is fantastic. I love that.
I wish it wasn't plasma (fire) based, so things couldn't be immune to it, like fire mages.
At 13 mana, is it THAT much better than fire spirit at this point? Are the demon flares worth it?
Are you going to start using Balefire over Dark Catalyst/Evil Eye?
Fallen
11-30-2011, 02:06 PM
It is definitely a niche spell, only useful for those near cap due to high mana costs. That being said, it still hits like a ton of bricks, scales off of Demonology, makes Minor Demons useful, etc etc. Someone nuking an Ancient Vaspilion demonstrated the spell's proper use. Dealing with monsters dangerous to the point where mana efficiency isn't an issue. The curse overhaul is mostly a combination of a fresh coat of paint to coincide with the overall changes/additions. It facilitated the spell slot juggling, incorporated the AS boost, and added a few new toys, but overall wont add much to the average sorcerer's arsenal.
It looks like Strathspay did a fine job on both spells overall. It will be interesting to see what he turns his attention towards next.
caelric
11-30-2011, 02:34 PM
Oh, and a bit more info: balefire doesn't burn away webs. Which is good, at least IMO.
And yes, it does hit really hard
rolfard
11-30-2011, 02:51 PM
are you sure fire mages are immune to balefire? it doesn't act as fire (doesnt burn away webs) and I haven't heard that fire mages are plasma immune in the past
Grizzled, invasion, and other critters often have really high TDs. AS based spells are the way around that, many critters have low bolt spell defenses.
Also, prone, stunned, etc critters have low bolt spell defenses.
I've switched to using it from 111, it does cost more mana (and have more armor hinderance) but it does seem to hit harder, and not flaming up a web makes it slightly more useful.
The web + fire immolation thing is rare, and the +10-20 damage from the double flare isn't worth not having the target disabled most of the time.
One day I may try to use a demon with it, but not today, I know I'm going to forget, constantly, to leave it outside of town and the justice system is annoying.
JustDan
11-30-2011, 03:26 PM
Star Curse...
Characters and creatures under the effect of this curse will experience a reduction in general AS equal to 10 plus 1 for each 3 sorcerer spell ranks above 15 that the caster knows, capped at level.
Also, if the caster is a sorcerer, he or she will gain an equivalent amount of spell AS when the target dies. This AS bonus will last for 15 minutes plus 30 seconds per level of the creature. This duration is stackable.
So... if you get 10+(sorc ranks greater than 15/3) AS boost for 15 minutes + (critter level/2 minutes), then at cap you'd get 65 minutes of an AS boost somewhere around 50 for killing capped critters after cursing them. Get a bandits task, kill the first four of them using this method, you're set for the next four hours? I'm DEFINITELY going to be incorporating this...
My bolt scrolls are suddenly going to get a lot more use, methinks...
Fallen
11-30-2011, 03:54 PM
Grizzled, invasion, and other critters often have really high TDs. AS based spells are the way around that, many critters have low bolt spell defenses.
Also, prone, stunned, etc critters have low bolt spell defenses.
I've switched to using it from 111, it does cost more mana (and have more armor hinderance) but it does seem to hit harder, and not flaming up a web makes it slightly more useful.
The web + fire immolation thing is rare, and the +10-20 damage from the double flare isn't worth not having the target disabled most of the time.
One day I may try to use a demon with it, but not today, I know I'm going to forget, constantly, to leave it outside of town and the justice system is annoying.
You should have bought my demon rattle. Permanent illusions FTW.
My bolt scrolls are suddenly going to get a lot more use, methinks...
Especially since you can invoke them one-handed. Good timing on that change as well.
msconstrew
11-30-2011, 03:56 PM
You should have bought my demon rattle. Permanent illusions FTW.
That is exactly why I bought it.
caelric
11-30-2011, 04:00 PM
Star Curse...
So... if you get 10+(sorc ranks greater than 15/3) AS boost for 15 minutes + (critter level/2 minutes), then at cap you'd get 65 minutes of an AS boost somewhere around 50 for killing capped critters after cursing them. Get a bandits task, kill the first four of them using this method, you're set for the next four hours? I'm DEFINITELY going to be incorporating this...
My bolt scrolls are suddenly going to get a lot more use, methinks...
Also, no real reason to wait until you hunt to get the AS booster going. When you are doing spell maintenance between hunts, go out and star curse a bunch of low level critters, get your duration on the curse up to max.
Murkshev
11-30-2011, 04:03 PM
That is exactly why I bought it.
Lazy!
the as booster has a cap of +38, not +50
whiteflash
11-30-2011, 04:37 PM
To me Balefire is a novelty. The AS booster is fantastic. I love that.
I wish it wasn't plasma (fire) based, so things couldn't be immune to it, like fire mages.
At 13 mana, is it THAT much better than fire spirit at this point? Are the demon flares worth it?
Are you going to start using Balefire over Dark Catalyst/Evil Eye?
>713 mage
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
>
You gesture at a fire mage.
The fire mage is unaffected!
Cast Roundtime 3 Seconds.
I will not use this spell over any current attack form, our other sorcerer spells are just really powerful (at cap/post cap).
Grizzled, invasion, and other critters often have really high TDs. AS based spells are the way around that, many critters have low bolt spell defenses.
Also, prone, stunned, etc critters have low bolt spell defenses.
This is the only use I see for balefire.
That being said, I am happy for all the folks who like to bolt with their sorcerers and have another viable attack. I am VERY VERY happy to finally have a combat tie in to our lores, I seriously hope this moves into other spells. Please please let 702/705 gain critical aspects from lore training, similiar to bone shatter and wither.
Allereli
11-30-2011, 10:54 PM
>inc 713
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a n'ecare.
You hurl a ball of greenish-black flame at a n'ecare!
AS: +359 vs DS: +118 with AvD: +38 + d100 roll: +10 = +289
... and hit for 100 points of damage!
Fiery blast of plasma blows the n'ecare's leg into a bloody spray!
The n'ecare is knocked to the ground!
An indolent brown arashan shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your brown arashan loses 2 mana.)
... 50 points of damage!
Left arm explodes at the shoulder!
The ball of greenish-black flame strikes a n'ecare, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Plasma scalds the n'ecare's stomach leaving painful red streaks.
Cast Roundtime 3 Seconds.
>
A n'ecare grimaces as he fumbles helplessly with his blackened jeddart-axe.
GodSatan
12-01-2011, 12:54 AM
If I can look forward to more of this, then balefire will definitely earn its spot in my rotation:
>118 grif
[voodoo]>prepare 118
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Web spell...
Your spell is ready.
>
[voodoo]>cast grif
You gesture at a war griffin.
Cloudy wisps swirl about a war griffin.
CS: +443 - TD: +384 + CvA: +25 + d100: +31 == +115
Warding failed!
The wisps solidify into thick strands of webbing that tighten about its body!
A war griffin tumbles to the ground!
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>stance offensive
You are now in an offensive stance.
>
An Ithzir scout fades into view!
An Ithzir scout swings a gleaming steel longsword at you!
AS: +412 vs DS: +504 with AvD: +39 + d100 roll: +76 = +23
A clean miss.
>713 grif
[voodoo]>prepare 713
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
>
[voodoo]>cast grif
You gesture at a war griffin.
You hurl a ball of greenish-black flame at a war griffin!
AS: +455 vs DS: +264 with AvD: +39 + d100 roll: +99 = +329
... and hit for 112 points of damage!
Awesome lash of plasma severs the war griffin's arm completely!
The war griffin screeches loudly as it cradles its mangled left front leg!
The ball of greenish-black flame strikes a war griffin, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Pinpoint strike sears the war griffin's chest.
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir scout.
... 20 points of damage!
Searing wave of plasma cuts through skin and muscle on the Ithzir scout's leg!
It is knocked to the ground!
The Ithzir scout is stunned!
Cast Roundtime 3 Seconds.
>713 grif
[voodoo]>prepare 713
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
>
[voodoo]>cast grif
You gesture at a war griffin.
You hurl a ball of greenish-black flame at a war griffin!
AS: +455 vs DS: +252 with AvD: +39 + d100 roll: +53 = +295
... and hit for 134 points of damage!
Internal organs roasted instantly in an explosive flash of plasma!
The war griffin writhes in agony, its wings flapping fruitlessly as it dies.
The ball of greenish-black flame strikes a war griffin, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir scout.
... 25 points of damage!
Intense beam of plasma shears away large chunks of the Ithzir scout's forearm!
Cast Roundtime 3 Seconds.
Level 100 Elf, 30 dex bonus, 202 ranks spell aiming, 162 ranks sorcerer spells, 59 ranks demonology, signs of striking, smiting, swords, 425 (77 ranks MnE), and star curse (179 curse power)
So more demonology ranks will increase the DF? Cant wait to see how much it goes up. I really like the ball effect splash flares as well, they seem to come pretty frequently, and hit hard, I almost always see a stun it seems, and plenty of crit kills. I also cant wait to try it with a demon, but i'm not sure how script friendly that will be for me.
Rimalon
12-01-2011, 02:51 AM
Awesome. Glad to see this shit finally got done for you guys.
Did it get released as a treasure system/alchemy wand, as well, I wonder? Available on scrolls yet?
A self-knowledge balefire item would also make me cream my pants.
Riltus
12-01-2011, 02:54 AM
If I can look forward to more of this, then balefire will definitely earn its spot in my rotation:
Level 100 Elf, 30 dex bonus, 202 ranks spell aiming, 162 ranks sorcerer spells, 59 ranks demonology, signs of striking, smiting, swords, 425 (77 ranks MnE), and star curse (179 curse power)
So more demonology ranks will increase the DF? Cant wait to see how much it goes up. I really like the ball effect splash flares as well, they seem to come pretty frequently, and hit hard, I almost always see a stun it seems, and plenty of crit kills. I also cant wait to try it with a demon, but i'm not sure how script friendly that will be for me.
Your DF bonus with 59 Demonology ranks is .054. The bonus is 0.100 with 200 ranks of lore. The lore bonus is .001 per rank for ranks 1 to 50, .001 per two ranks for ranks 50 to 100 and .001 per four ranks for ranks 101 to 200. The table below shows the balefire damage factors with different lore ranks. Your DF in the posted attacks is .379 (scale armor).
Lore Ranks|Cloth DF|Leather DF|Scale DF|Chain DF|Plate DF
0|.435|.360|.325|.310|.295
50|.485|.410|.375|.360|.345
59*|.489|.414|.379|.364|.349
100|.510|.435|.400|.385|.370
150|.522|.447|.412|.397|.382
200|.535|.460|.425|.410|.395
* These are your current damage factors.
Mark
audioserf
12-01-2011, 07:24 AM
The clip vs the griffin was fucking awesome and I hope they put this spell in wands/scrolls ASAP.
caelric
12-01-2011, 08:22 AM
should be able to be imbedded in ranger rods and such, if you really need one right now
Riltus
12-01-2011, 08:42 AM
should be able to be imbedded in ranger rods and such, if you really need one right now
>tap rod
You tap a twisted rod, which is in your left hand.
You grin evilly.
>wave rod at troll
You wave your twisted rod at a hill troll.
1d100: 62 + Modifiers: 183 == 245
You hurl a ball of greenish-black flame at a hill troll!
AS: +344 vs DS: +133 with AvD: +54 + d100 roll: +46 = +311
... and hit for 151 points of damage!
Explosive burst wreaths the hill troll's body in blue flames!
The hill troll falls to the ground and dies.
The deep blue glow leaves a hill troll.
Mark
Fallen
12-01-2011, 09:02 AM
Make sure you request Self-recharging Balefire wands and shop-sold Balefire wands for the next EG and what not.
Buckwheet
12-01-2011, 09:07 AM
Man wish I had bought more of the rod alteration boxes from EG this year. I am going to be making a crap ton of these rods for my mages.
Someone be a gem and post the nightmares you have.
AnticorRifling
12-01-2011, 10:16 AM
Someone be a gem and post the nightmares you have.
You mean like when I'm trying to shoot commies but when I pull the trigger a flower shoots out and instead of a bang it makes an audible "Hippie".
Shit wakes me up in a cold sweat.
GodSatan
12-01-2011, 10:40 AM
So I've got a little over half the DF bonus from lore, and its gonna be a long road to get more, but the spell is already so cool!. I just need to work out a little script to go out and top off my star curse between hunts so I can actually keep it in my shattered hunting scripts full time! Thanks for that DF breakdown, its just what I was hoping for. Where did you find it? There doesn't seem to be a lot of detailed information about this posted yet.
Oh, and curious if there is any further information about which: Like other aimed spells, Balefire will use the Spell Aiming skill, dexterity bonus, and other magical factors to calculate Attack Strength. can increase my bolting AS for this spell?
caelric
12-01-2011, 10:55 AM
Thanks for that DF breakdown, its just what I was hoping for. Where did you find it? There doesn't seem to be a lot of detailed information about this posted yet.
http://lmktfy.net/?q=713
GodSatan
12-01-2011, 11:03 AM
Why should I do the work when others can do it for me! Thanks though, I figured Krakii wouldnt have updated yet, I thought they were kinda defunct as far as new updates, glad to be proven wrong.
caelric
12-01-2011, 11:25 AM
KP is user driven, it's a wiki. No reason why it should be not updated.
You mean like when I'm trying to shoot commies but when I pull the trigger a flower shoots out and instead of a bang it makes an audible "Hippie".
Shit wakes me up in a cold sweat.
We're here for you..
We're here for you.
GodSatan
12-01-2011, 11:47 AM
I just thought most of the people who had authoring abilities were gone, and it was nigh impossible for new people to get authoring privelages. Good to hear that is not the case.
And now back to the awesomeness of Balefire!
You gesture at a war griffin.
You hurl a ball of greenish-black flame at a war griffin!
AS: +455 vs DS: +344 with AvD: +39 + d100 roll: +30 = +180
... and hit for 40 points of damage!
Stunning blast of plasma reduces the war griffin's nose to a blackened stump.
The ball of greenish-black flame strikes a war griffin, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Searing strike to back causes the war griffin to grunt in pain.
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir adept.
... 25 points of damage!
Crackling blue plasma roasts a smoking hole in the Ithzir adept's neck!
The Ithzir adept clutches at her wounds as she falls, the life fading from her eyes.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The silvery luminescence fades from around an Ithzir adept.
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir initiate.
... 25 points of damage!
The Ithzir initiate's fingers burn and explode leaving blackened stumps!
The Ithzir initiate is stunned!
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir seer.
... 25 points of damage!
Superheated energy causes the artery in the Ithzir seer's leg to explode!
It is knocked to the ground!
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir adept.
... 10 points of damage!
Plasma lashes the Ithzir adept's shield arm blistering flesh.
A burst of flame from your ball of greenish-black flame flies off and hits a war griffin.
... 10 points of damage!
Plasma scalds the war griffin's stomach leaving painful red streaks.
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir janissary.
... 20 points of damage!
Intense arc of energy flays the Ithzir janissary's arm to the bone!
A burst of flame from your ball of greenish-black flame flies off and hits a war griffin.
... 10 points of damage!
Minor burns to the war griffin's shield arm.
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir janissary.
... 10 points of damage!
The Ithzir janissary's hand is encased in shimmering blue flames!
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir seer.
... 20 points of damage!
Wreath of energy burns away the Ithzir seer's hair and leaves skin blackened!
Cast Roundtime 3 Seconds.
Jonty
12-01-2011, 11:55 AM
I just thought most of the people who had authoring abilities were gone, and it was nigh impossible for new people to get authoring privelages. Good to hear that is not the case.
Not only that, but I'm not sure where people would get this detailed information from, specifically the DFs and lore contribution. So, I wouldn't have expected it to be posted on KP until the info was released somewhere else first.
Malisai
12-01-2011, 12:09 PM
Im really liking 713.
It hits like a ton of bricks, iv gotten 174 damage on a single cast, over 200 when you include demon flares at 75 ranks of lore.
Demon flares are a world apart. They hit from 20-60 damage, but iv found they mostly hit around the 40 range, and they activate every couple of casts. The bad part is you have to deal with the pain of hoping you summon a demon that can hold a decent amount of mana, tell the demon to stay or recast illusions everytime you go back to town, and making runestones.
The only hold back is that its 13 mana a cast so until you get higher level people are not going to be able to really use it as a main hunting spell. At 75 I have a 321 base AS (2x SA, 30 Dex bonus), 351 AS with star, and 377 with star and Courage.
The new curse is great. One of the best changes is that you no longer have to change stances to use a specific curse. You can cast the itch (neutral stance i think it was) curse from guarded by use CURSE TARGET ITCH. You can also use stance to specify what curse you want to use. It does take some getting used to the syntax but I like it.
As to MOC, I think im going to wait until later to pick up some of that instead of sooner. Having lore means I reliably hit most if not all critters in the room.
Riltus
12-01-2011, 12:24 PM
Not only that, but I'm not sure where people would get this detailed information from, specifically the DFs and lore contribution. So, I wouldn't have expected it to be posted on KP until the info was released somewhere else first.
This is a post I made, in this folder on Oct. 28th:
Subject to user error, this should be the approximate base Damage Factors (unmodified by Sorcerous Lore, Demonology ranks) for Balefire. Lore ranks will increase the DFs .001 per rank for ranks 1 to 50, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks greater than 100. With 200 ranks the total damage factor increase is .100
Armor Group||Cloth||Leather||Scale||Chain||Plate
DFs||.435||.360||.325||.310||.295
AvDs||65||55/54/53/52||45/43/41/39||38/34/30/26||30/24/18/12
EXAMPLE:
Level 89, 120 demon ranks, 100 EMC+SMC
(yeah, Illoke...Tiqal suggested them)
You gesture at an Illoke jarl.
You hurl a ball of greenish-black flame at an Illoke jarl!
AS: +347 vs DS: +148 with AvD: +26 + d100 roll: +23 = +248
... and hit for 83 points of damage!
Skin roasted away from back exposing the Illoke jarl's spinal column!
The Illoke jarl is stunned!
A clear-eyed bronze verlok'asha shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your bronze verlok'asha loses 2 mana.)
... 20 points of damage!
Tendons in the Illoke jarl's weapon arm snap.
Endroll success margin: 148
Base damage factor vs chain: .310
DF lore bonus: .080 [120 ranks (.050 ranks 1 to 50) + (.025 ranks 51 to 100) + (.005 ranks 101 to 120)]
Modified damage factor: .390
Raw damage: 58 (.390 * 148)
Crit damage: 25 (rank 5 plasma back critical)
Total damage: 83
There is also 20 additional points of damage and a rank 2, right arm, disruption critical from the demon's presence. Lorae'tyr: randomly either steam or disruption damage.
Mark
The preview attacks posted by Strathspey on the officials were very helpful in determining the DFs and AvDs for each armor group. The most difficult part was not calculating the DFs, but collecting and assembling all the plasma critical rank AS damage values for each body location. This was done using empathic assault. Once the table was built (there are still a couple of missing values) then the DF calculations for balefire were possible.
Mark
Allereli
12-01-2011, 01:22 PM
Demon flares are a world apart. They hit from 20-60 damage, but iv found they mostly hit around the 40 range, and they activate every couple of casts. The bad part is you have to deal with the pain of hoping you summon a demon that can hold a decent amount of mana, tell the demon to stay or recast illusions everytime you go back to town, and making runestones.
I know I told you in game last night, but if anyone else needs stones, I can do both darklings and arashan. Both hold mana, darklings more than arashan. Bringing prepared stones and maybe a bottle of ink would be appreciated.
msconstrew
12-01-2011, 02:13 PM
Here's an example of balefire. Level 63, 128 ranks in spell aim, 86 Dex, and 100 Inf.
>inc 713
A black forest ogre swings a closed fist at a massive black boar!
The black boar evades the attack by inches!
>
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a black forest ogre.
You hurl a ball of greenish-black flame at a black forest ogre!
AS: +286 vs DS: +240 with AvD: +52 + d100 roll: +92 = +190
... and hit for 68 points of damage!
Fiery blast of plasma blows the black forest ogre's leg into a bloody spray!
A black forest ogre grunts and falls over grasping her mangled left leg!
The black forest ogre is stunned!
The ball of greenish-black flame strikes a black forest ogre, blossoming into a much larger sphere of flame upon impact.
... 25 points of damage!
A raw, red hole is drilled in the black forest ogre's chest by a powerful bolt!
The light in a black forest ogre's eyes goes out and she finally dies.
The black forest ogre no longer bristles with energy.
A black forest ogre glances around, looking a bit less confident.
The glowing specks of energy surrounding a black forest ogre suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves a black forest ogre.
The brilliant luminescence fades from around a black forest ogre.
The blood red haze dissipates from around a black forest ogre.
A burst of flame from your ball of greenish-black flame flies off and hits a massive black boar.
... 25 points of damage!
Minor burns to the black boar's shield arm.
Cast Roundtime 3 Seconds.
Kronius
12-02-2011, 09:20 AM
I've been getting an OBSCENE amount of demon flares and they crit seem like half the time. I"m liking Balefire more and more. IF only I hunted things that weren't immune. Bandits are fun. Still VERY mana intensive.
Someone teach me some uncommon runes, filling up your demon w/ mana is a bitch, especially the ones with shitty share.
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a human thug.
You hurl a ball of greenish-black flame at a human thug!
AS: +373 vs DS: +196 with AvD: +41 + d100 roll: +69 = +287
... and hit for 132 points of damage!
Explosive burst wreaths the human thug's back in shimmering blue flames!
The human thug is stunned!
A winding dingy maroon abyran'a shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your dingy maroon abyran'a loses 2 mana.)
... 70 points of damage!
Heart explodes rupturing the human thug's chest.
[You have 11 kills remaining.]
The human thug rolls over and dies.
A faint silvery glow fades from around a human thug.
The ball of greenish-black flame strikes a human thug, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your ball of greenish-black flame flies off and hits a mud wasp.
... 45 points of damage!
Muscle and bone blasted to pieces by searing wave of energy!
The mud wasp is stunned!
Cast Roundtime 3 Seconds.
audioserf
12-02-2011, 09:26 AM
I, forums poster audioserf, immediately demand to see more sweet-ass clips of 713 in action.
Fallen
12-02-2011, 09:26 AM
We've yet to see this spell in action in the Scatter. Rolfard hunts up there, doesn't he?
Kronius
12-02-2011, 09:29 AM
I'm wondering if Gib would be able to modify his crit tracker to include it for Balefire and demon flares...
whiteflash
12-02-2011, 09:52 AM
We've yet to see this spell in action in the Scatter. Rolfard hunts up there, doesn't he?
I'm only 1x SA, but the bigger issue is things up there have pretty high bolt DS. Everything but for destroyers just gets obliterated by DC, but I could see the splash being nice for crowd control since ewave doesn't hit cere's and isn't super reliable on anything.
From my limited use playing with the spell the splashes seem WAY more critical than the main bolt.
I was screwing around with bandits and casting on low level stuff in the area so the splash would obliterate things, ha!
After playing with it for a day it exceeds my expectations, but still won't find a home in my training. Enjoy it 2x SA peeps!
audioserf
12-02-2011, 10:29 AM
I don't think anyone bolts anything in the Scatter. Rimalon has led the PC to believe that's impossible due to the DS.
Jonty
12-02-2011, 11:37 AM
We've yet to see this spell in action in the Scatter. Rolfard hunts up there, doesn't he?
>.713 mast
[Script 713 is running, Esc to cancel, Shift-Esc to pause]
>stance off
You are now in an offensive stance.
>713 mast
[voodoo]>prepare 713
[voodoo]>cast mast
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
>
You gesture at a darkly inked fetish master.
You hurl a ball of greenish-black flame at a darkly inked fetish master!
AS: +450 vs DS: +426 with AvD: +65 + d100 roll: +91 = +180
... and hit for 114 points of damage!
Explosive burst wreaths the fetish master's body in blue flames!
[You have 10 kills remaining.]
As a darkly inked fetish master slumps to the floor, the darkly lined tattoos traversing its skin lose the luminescence that had seemed to radiate from them.
A darkly inked fetish master appears less powerful.
A darkly inked fetish master seems to lose an aura of confidence.
The very powerful look leaves a darkly inked fetish master.
The white light leaves a darkly inked fetish master.
The deep blue glow leaves a darkly inked fetish master.
The light blue glow leaves a darkly inked fetish master.
The ball of greenish-black flame strikes a darkly inked fetish master, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
>stance def
Cast Round Time in effect: Setting stance to guarded.
>
[script done]
Their DS is to high for me to hunt with this. Got a lucky shot on the first cast. I tried it on another one and missed with it's +459 DS. I stopped after that.
Delarock
12-02-2011, 11:56 AM
Well... the spell brought me back temporarily.
-Del
audioserf
12-02-2011, 12:18 PM
>.713 mast
[Script 713 is running, Esc to cancel, Shift-Esc to pause]
>stance off
You are now in an offensive stance.
>713 mast
[voodoo]>prepare 713
[voodoo]>cast mast
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
>
You gesture at a darkly inked fetish master.
You hurl a ball of greenish-black flame at a darkly inked fetish master!
AS: +450 vs DS: +426 with AvD: +65 + d100 roll: +91 = +180
... and hit for 114 points of damage!
Explosive burst wreaths the fetish master's body in blue flames!
[You have 10 kills remaining.]
As a darkly inked fetish master slumps to the floor, the darkly lined tattoos traversing its skin lose the luminescence that had seemed to radiate from them.
A darkly inked fetish master appears less powerful.
A darkly inked fetish master seems to lose an aura of confidence.
The very powerful look leaves a darkly inked fetish master.
The white light leaves a darkly inked fetish master.
The deep blue glow leaves a darkly inked fetish master.
The light blue glow leaves a darkly inked fetish master.
The ball of greenish-black flame strikes a darkly inked fetish master, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
>stance def
Cast Round Time in effect: Setting stance to guarded.
>
[script done]
Their DS is to high for me to hunt with this. Got a lucky shot on the first cast. I tried it on another one and missed with it's +459 DS. I stopped after that.
Can those things be e-waved?
Jonty
12-02-2011, 01:04 PM
Can those things be e-waved?
Yes.
>se
[The Rift, Scatter]
An enormous pile of candlesticks and service ware has been fused together through some source of incredible heat; though the entire room has been scorched save for the three feet space surrounding the clump. Reaching out of the floor is a bleached skeletal hand, clutching a warped, silver serving tray. You also see a darkly inked fetish master and a sealed fissure.
Obvious exits: southeast, northwest
>410
[voodoo]>incant 410
You trace a simple rune while intoning the mystical phrase for Elemental Wave...
Your spell is ready.
You gesture at a darkly inked fetish master.
A wave of dark ethereal ripples moves outward from you.
A darkly inked fetish master is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>.713 mas
[Script 713 is running, Esc to cancel, Shift-Esc to pause]
>stance off
You are now in an offensive stance.
>713 mas
[voodoo]>prepare 713
[voodoo]>cast mas
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
>
You gesture at a darkly inked fetish master.
You hurl a ball of greenish-black flame at a darkly inked fetish master!
AS: +450 vs DS: +438 with AvD: +65 + d100 roll: +60 = +137
... and hit for 33 points of damage!
Dazzling arc of energy traces blackened path across the fetish master's chest!
The fetish master is stunned!
The ball of greenish-black flame strikes a darkly inked fetish master, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Plasma scalds the fetish master's stomach leaving painful red streaks.
Cast Roundtime 3 Seconds.
>stance def
Cast Round Time in effect: Setting stance to guarded.
>
[script done]
BriarFox
12-02-2011, 01:05 PM
Seems to me like a 117+410+713 combo would take those out. No more expensive than 2 DCs.
Jonty
12-02-2011, 01:09 PM
Seems to me like a 117+410+713 combo would take those out. No more expensive than 2 DCs.
But more time consuming. And DC has a chance to kill in one shot.
At the moment, I'm using implosion, as my CS isn't that high.
remember balefire fans, virilneus sells demonology bracelets to boost your df, get +10 to demonology for the low low price of 800k.
Rimalon
12-02-2011, 01:57 PM
I don't think anyone bolts anything in the Scatter. Rimalon has led the PC to believe that's impossible due to the DS.
Because it's the truth!!11!11!11!
Delarock
12-02-2011, 03:47 PM
+10 demonology... Approximately how much difference will that make, DF wise? I know it adds... .1? But what's the practical effect? Noticable?
-Del
Jonty
12-02-2011, 03:51 PM
+10 demonology... Approximately how much difference will that make, DF wise? I know it adds... .1? But what's the practical effect? Noticable?
-Del
http://forum.gsplayers.com/showthread.php?p=1360678#post1360678
+10 demology will make your bolts hit harder, and splashes hit more targets, it will also make your penis grow by 1 inch, doubling in size. Women will want you, men will want to be you. Buy now!
Also
>incant 713
You chant a prayer to Fash'lo'nae while tracing a glowing yellow slit-pupiled eye in the air as your eyes flare with yellow light.
Your spell is ready.
You gesture at a war griffin.
You hurl a ball of greenish-black flame at a war griffin!
AS: +720 vs DS: +278 with AvD: +39 + d100 roll: +51 = +532
... and hit for 210 points of damage!
The war griffin's leg is consumed in an intense field of plasma reducing it to ash!
The war griffin screeches loudly as it cradles its mangled left leg.
The war griffin writhes in agony, its wings flapping fruitlessly as it dies.
The guiding force leaves you.
The ball of greenish-black flame strikes a war griffin, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir scout.
... 20 points of damage!
Blistering strike to leg shrivels skin and causes excruciating pain.
A burst of flame from your ball of greenish-black flame flies off and hits an Ithzir scout.
... 25 points of damage!
Precise burst of energy causes the Ithzir scout's neck to blacken and peel.
The Ithzir scout is stunned!
A burst of flame from your ball of greenish-black flame flies off and hits a war griffin.
... 10 points of damage!
Plasma scalds the war griffin's stomach leaving painful red streaks.
A burst of flame from your ball of greenish-black flame flies off and hits a war griffin.
... 10 points of damage!
Flash burns to eye momentarily blind the war griffin.
Cast Roundtime 3 Seconds.
When things need killing, remember who to call.
rolfard
12-02-2011, 07:41 PM
X-post from officials
*****seems that fire mages immunity to Balefire stems from their invulnerability to 713 (Nightmare)
Mage gestures at a fire mage.
Mage hurls a small surge of electricity at a fire mage!
AS: +477 vs DS: +309 with AvD: +24 + d100 roll: +77 = +269
... and hits for 41 points of damage!
Heavy spark to chest. Bet that hurts.
** Mage's villswood runestaff pulses with a burst of plasma energy! **
... 10 points of damage!
Blistering strike to leg shrivels skin and causes excruciating pain.
J>stance off
You move into an offensive stance, ready for battle.
J>inc 713
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a fire mage.
The fire mage is unaffected!
Cast Roundtime 3 Seconds.
Ok, now that i've seen plasma flares work, why doesn't Balefire work?
Malisai
12-02-2011, 08:44 PM
From what I can see, creatures immune to 111 (or maybe a different fire ball/bolt spell) such as krag dwellers seem to be immune to 713. Perhaps a fire spell was used as a base to create 713 and the fire immune tags or whatnot were never taken off.
Malisai
12-03-2011, 04:47 PM
from the other boards fire mages and krag dwellers are no longer immune to 713.
Kronius
12-03-2011, 04:51 PM
Nice! Bout to go try Balefire on them...
Kronius
12-03-2011, 06:38 PM
Indeed, they're no longer immune...
You gesture at a fire mage.
You hurl a ball of greenish-black flame at a fire mage!
AS: +412 vs DS: +299 with AvD: +54 + d100 roll: +22 = +189
... and hit for 62 points of damage!
A raw, red hole is drilled in the fire mage's chest by a powerful bolt!
The fire mage looks upon you with utter hatred. Flames shoot from his eyes and engulf you!
... 10 points of damage!
Burst of flames to back toasts skin nicely.
The fire in the fire mage's eyes slowly fades away.
Davenshire
12-07-2011, 03:21 PM
Works great with e-wave!
You gesture at a skeletal ice troll.
You hurl a ball of greenish-black flame at a skeletal ice troll!
AS: +254 vs DS: +37 with AvD: +26 + d100 roll: +21 = +264
... and hit for 101 points of damage!
Tremendous plasma discharge slices deep into the ice troll's chest!
A lean greyish white imp shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your greyish white imp loses 2 mana.)
... 35 points of damage!
Neck broken.
The ice troll twitches several times before dying.
The ice troll screams evilly one last time and goes still.
The ball of greenish-black flame strikes a skeletal ice troll, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your ball of greenish-black flame flies off and hits a skeletal ice troll.
... 2 points of damage!
Insignificant burns to the ice troll's neck.
A burst of flame from your ball of greenish-black flame flies off and hits a skeletal ice troll.
... 10 points of damage!
Stinging burn to the ice troll's hand.
Cast Roundtime 3 Seconds.
----------------------------------
You hurl a ball of greenish-black flame at a skeletal ice troll!
AS: +254 vs DS: +37 with AvD: +26 + d100 roll: +23 = +266
... and hit for 67 points of damage!
Searing blast of energy to hip spins the ice troll around!
A lean greyish white imp shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your greyish white imp loses 2 mana.)
... 40 points of damage!
Strike to left forearm strips away skin, exposing bleached bone and useless tendons!
The ball of greenish-black flame strikes a skeletal ice troll, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Pinpoint strike sears the ice troll's chest.
A burst of flame from your ball of greenish-black flame flies off and hits a skeletal ice troll.
... 10 points of damage!
Pinpoint strike sears the ice troll's chest.
Cast Roundtime 3 Seconds.
------------------------
You hurl a ball of greenish-black flame at a skeletal ice troll!
AS: +254 vs DS: +33 with AvD: +26 + d100 roll: +59 = +306
... and hit for 95 points of damage!
Skin roasted away from back exposing the ice troll's spinal column!
A lean greyish white imp shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your greyish white imp loses 2 mana.)
... 40 points of damage!
The ball of greenish-black flame strikes a skeletal ice troll, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
A burst of flame from your ball of greenish-black flame flies off and hits a skeletal ice troll.
... 15 points of damage!
Searing strike to back causes the ice troll to grunt in pain.
Works great with e-wave!
You gesture at a skeletal ice troll.
You hurl a ball of greenish-black flame at a skeletal ice troll!
AS: +254 vs DS: +37 with AvD: +26 + d100 roll: +21 = +264
... and hit for 101 points of damage!
Tremendous plasma discharge slices deep into the ice troll's chest!
A lean greyish white imp shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your greyish white imp loses 2 mana.)
... 35 points of damage!
Neck broken.
The ice troll twitches several times before dying.
The ice troll screams evilly one last time and goes still.
The ball of greenish-black flame strikes a skeletal ice troll, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your ball of greenish-black flame flies off and hits a skeletal ice troll.
... 2 points of damage!
Insignificant burns to the ice troll's neck.
A burst of flame from your ball of greenish-black flame flies off and hits a skeletal ice troll.
... 10 points of damage!
Stinging burn to the ice troll's hand.
Cast Roundtime 3 Seconds.
----------------------------------
You hurl a ball of greenish-black flame at a skeletal ice troll!
AS: +254 vs DS: +37 with AvD: +26 + d100 roll: +23 = +266
... and hit for 67 points of damage!
Searing blast of energy to hip spins the ice troll around!
A lean greyish white imp shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your greyish white imp loses 2 mana.)
... 40 points of damage!
Strike to left forearm strips away skin, exposing bleached bone and useless tendons!
The ball of greenish-black flame strikes a skeletal ice troll, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Pinpoint strike sears the ice troll's chest.
A burst of flame from your ball of greenish-black flame flies off and hits a skeletal ice troll.
... 10 points of damage!
Pinpoint strike sears the ice troll's chest.
Cast Roundtime 3 Seconds.
------------------------
You hurl a ball of greenish-black flame at a skeletal ice troll!
AS: +254 vs DS: +33 with AvD: +26 + d100 roll: +59 = +306
... and hit for 95 points of damage!
Skin roasted away from back exposing the ice troll's spinal column!
A lean greyish white imp shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your greyish white imp loses 2 mana.)
... 40 points of damage!
The ball of greenish-black flame strikes a skeletal ice troll, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
A burst of flame from your ball of greenish-black flame flies off and hits a skeletal ice troll.
... 15 points of damage!
Searing strike to back causes the ice troll to grunt in pain.
You're wasting mana by using 713 instead of 111 against skeletal ice trolls. Maybe you were just trying to get a log, fine, but otherwise, use 111.
Fire, it burns, and on an ice critter its better than plasma.
rolfard
12-26-2011, 12:43 PM
>inc 713
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a giantman marauder.
You hurl a ball of greenish-black flame at a giantman marauder!
AS: +387 vs DS: +250 with AvD: +30 + d100 roll: +2 = +169
... and hit for 56 points of damage!
Skin and muscle roasted away leaving the ribs exposed on the giantman marauder's back!
The giantman marauder is stunned!
The ball of greenish-black flame strikes a giantman marauder, blossoming into a much larger sphere of flame upon impact.
... 20 points of damage!
Searing wave of plasma cuts through skin and muscle on the giantman marauder's leg!
A burst of flame from your ball of greenish-black flame flies off and hits an arctic wolverine.
... 35 points of damage!
Intense beam of plasma shears away large chunks of the arctic wolverine's forearm!
The arctic wolverine howls in pain one last time and dies.
A burst of flame from your ball of greenish-black flame flies off and hits a human highwayman.
... 15 points of damage!
Dazzling arc of energy traces blackened path across the human highwayman's back!
The human highwayman is stunned!
A burst of flame from your ball of greenish-black flame flies off and hits a human marauder.
... 15 points of damage!
Plasma scorches a hole in the human marauder's shield arm!
The human marauder is stunned!
A burst of flame from your ball of greenish-black flame flies off and hits a giantman highwayman.
... 15 points of damage!
Searing blast of energy to hip spins the giantman highwayman around!
The giantman highwayman is stunned!
Cast Roundtime 3 Seconds.
>inc 435
You trace a simple rune while intoning the mystical phrase for Major Elemental Wave...
Your spell is ready.
You gesture at a giantman marauder.
A wave of formless black ripples moves outward from you.
A human highwayman is buffeted by the formless black waves.
... 50 points of damage!
Left arm explodes into thousands of pieces!
The highwayman's reinforced shield falls to the ground.
A human marauder is buffeted by the formless black waves.
... 45 points of damage!
Left arm explodes into thousands of pieces!
The marauder's reinforced shield falls to the ground.
A giantman highwayman is buffeted by the formless black waves.
... 55 points of damage!
Left arm explodes into thousands of pieces!
The highwayman's reinforced shield falls to the ground.
A giantman marauder is buffeted by the formless black waves.
... 45 points of damage!
Left arm explodes into thousands of pieces!
The marauder's reinforced shield falls to the ground.
Cast Roundtime 3 Seconds.
Constal
01-01-2012, 01:01 AM
don't use balefire in bowels :)
Fallen
02-18-2012, 04:11 PM
Just curious, is balefire found on wands or scrolls?
Gizmo
02-18-2012, 06:10 PM
Just curious, is balefire found on wands or scrolls?
Scrolls, I believe so.
I do know Strath released from Grims with it on it (See Briar's Post)
But commonly found on scrolls, I don't know off hand
msconstrew
02-18-2012, 06:19 PM
Just curious, is balefire found on wands or scrolls?
Haven't seen one yet.
subzero
02-19-2012, 01:42 AM
Just curious, is balefire found on wands or scrolls?
There are Balefire scrolls. I doubt they made regular treasure system wands with it, but the scrolls exist for sure.
Fallen
02-19-2012, 08:48 AM
Thanks. I figured it would take the slot of Nightmare, but things sometimes have a way of not happening.
Ceyrin
02-19-2012, 10:16 PM
Wait until the critters cast it.
Glistening cerebralites cast it on Plane 4/Scatter
Kronius
02-19-2012, 10:18 PM
Glistening cerebralites cast it on Plane 4/Scatter
Ironically, night mares in shadow valley cast it as well. Obviously, they used to cast nightmare, now they cast balefire
Androidpk
02-19-2012, 10:23 PM
Would a paladin be able to cast it from a scroll with enough AS?
Allereli
02-19-2012, 10:35 PM
Would a paladin be able to cast it from a scroll with enough AS?
does the paladin have the spell aiming to bolt?
Ceyrin
02-21-2012, 12:24 AM
Ironically, night mares in shadow valley cast it as well. Obviously, they used to cast nightmare, now they cast balefire
I wonder if Sheruvian harbingers cast it (Balefire) too.
I'm not sure I'd call that ironic, as much as interesting though. There are several things that used to cast nightmare, as I recall, that I don't recall seeing cast Balefire.
Gibreficul
02-24-2012, 05:50 AM
I'm wondering if Gib would be able to modify his crit tracker to include it for Balefire and demon flares...
Should be the same crit table as 1110 uses, plasma, which is included in the repo version of the tracker script. Only crit table I haven't done is steam, iirc.
As for the demon flares, maybe if I ever make a demon with my sorcerer... but that seems like work.
<how late am I? 2 months?>
audioserf
02-24-2012, 08:34 AM
I feel like I've had dhu goleras or something in the Ducts cast balefire at me but I could be wrong.
Fallen
02-24-2012, 09:04 AM
For the creatures casting the spell, does their Bolt AS seem high, low, or where it should be? If they aren't normally bolting creatures it might make the spell act a bit wonky. That, and I think nightmare should still be cast by critters, as it is far more appropriate from their side of the CvM equation than ours.
audioserf
02-24-2012, 09:10 AM
I play a mage so I've never hunted anything that can come close to hitting me with a bolt spell. I think they bolted about average for their level. I'll keep a closer eye out on future hunts. You also have to factor in that creatures aren't using Star Curse, although if I got killed and had a creature get Star Curse off me, I would be pumped because it would be awesome.
Fallen
02-24-2012, 09:12 AM
I play a mage so I've never hunted anything that can come close to hitting me with a bolt spell. I think they bolted about average for their level. I'll keep a closer eye out on future hunts. You also have to factor in that creatures aren't using Star Curse, although if I got killed and had a creature get Star Curse off me, I would be pumped because it would be awesome.
That would be assuming the creature also used Curse. A wizard using Balefire would have as high of an AS casting the spell as he would his own bolts. It would be neat if Star Curse gave Balefire specific buffs, but it does not. That's why a self-mana Balefire item would be boss for wizards/bolting Empaths.
audioserf
02-24-2012, 09:14 AM
I'd pay untold amounts of money for a self-mana Balefire wand. A stupid amount of money, honestly, for a text item.
Gibreficul
02-24-2012, 04:28 PM
I feel like I've had dhu goleras or something in the Ducts cast balefire at me but I could be wrong.
I know triton dissemblers cast empathic assault, which looks a lot like balefire at first glance.
Ceyrin
02-27-2012, 04:44 AM
I'll have to give the cerebralites more opportunity to cast it at me. Nearly every time they do so far, I've deflected it with my runestaff, either that or I'm entirely too busy (not dying) to notice.
The really amusing thing is one of the other bolt spells they cast is empathic assault. I recognize the subtle (and not-so-subtle) difference between 1110 and 713, but I still find the doubling-up on plasma spells amusing.
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