View Full Version : CS
Can a monk get his CS high enough to make 1201 a viable damage spell at like lvl creatures?
Gelston
12-06-2012, 09:28 AM
Even if he could, 1201 is a very weak spell and wouldn't be viable past level five or so.
Aluvius
12-06-2012, 02:52 PM
Yeah its damage is more dependent on lores than endroll I think.
1219 looks like an interesting spell at end game, warding margin makes a difference with it for sure. Maybe even 1211, but I haven't seen much on it.
Aluvius
12-06-2012, 03:00 PM
I just remembered a recent thread from the officials on this spell:
*********
GOLDENOAK2
I know and agree that a level 1 minor spell should have limited damage potential, but is it intended for there not to be any apparent variance in the damage done by this spell? I have gotten as much damage from a 102 end result as from a 160 end result. Seems there should be at least some type of DF/scaling associated with the spell.
As you note, it's a level 1 spell, so it's not going to deal a lot of damage. However, we also have to make sure it's worth using for low level casters and as a finisher (vs. spending more mana on a higher spell). To be up front, the spell is almost entirely designed for Savants. As a Square, Monks have far better options for attacking under the aforementioned conditions.
Since we have to make sure the spell is worth casting even for 1 mana, the minimum damage also accounts for a large majority of the total damage. The spell does scale with warding margin, but it's only going to be a few more additional points of damage. Mental Lore, Manipulation adds a set amount of damage, regardless of the warding margin.
GameMaster Estild
******
Force Orb is a modified version of Heal/Harm (1101). It will do somewhat less raw damage but will inflict a crush critical injury w/damage. Additionally, it doesn't have the target restrictions of 1101.-
Force Orb (1201) Damage Formula:
8 Base Damage + [trunc(Endroll - 100)/20] + Crush Critical Damage + ML, Manipulation damage.
--
Heal/Harm (1101) Damage Formula:
15 Base Damage + [trunc(Endroll - 100) * 0.100] + ML, Manipulation damage (seed 1).
No critical damage
--
I don't know how the lore damage is calculated for Force Orb, but it isn't seed 1. The initial hitpoint from lore occurs at rank 2. It may use seed 2 but I don't have enough ranks to verify this.
Mark
http://forums.play.net/forums/GemStone%20IV/Magic%20Spells%60Systems/Minor%20Mental%20Circle/thread/1500924
Riltus
12-06-2012, 05:15 PM
I just remembered a recent thread from the officials on this spell:
I've looked at this again and it appears that Force Orb (1201) does half the Heal/Harm (1101) damage but with the addition of the crush critical.
The most likely formula for Force Orb (1201) is:
8 Base Damage + [trunc(Endroll - 100) * 0.050] + (ML, Manipulation Ranks/2 (seed 1).
whereas Heal/Harm (1101) is:
15 Base Damage + [trunc(Endroll - 100) * 0.100] + ML, Manipulation Ranks (seed 1).
The base damage, damage factor and manipulation ranks for 1201 are halved when compared with 1101.
---
Here's 1201 with 6 ranks ML, Manipulation -
You gesture at a giant rat.
A translucent orb of force coalesces out of the air next to a giant rat.
CS: +39 - TD: +3 + CvA: +25 + d100: +91 == +152
Warding failed!
The orb quickly spins about it then strikes!
The giant rat is crushed by the orb for 12 damage!
... 3 points of damage!
Blow raises a welt on the giant rat's right arm.
Cast Roundtime 3 Seconds.
8 base damage + trunc(52 * .050) + (2 lore dmg) + 3 critical damage = 15 total dmg
Mark
WRoss
12-06-2012, 05:35 PM
Yeah, 1201 is horrible. I remember getting 400 end rolls and kobolds and taking a few shots to kill them.
Powered by vBulletin® Version 4.2.5 Copyright © 2025 vBulletin Solutions Inc. All rights reserved.