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Sile
12-06-2012, 07:51 AM
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.