Difference between revisions of "Airstrike"
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Airstrike is a useful spell for elemental specialists who lack the means to deal with enemies immune to their attacks. [[Cloud]]-producing spells may match its accuracy and exceed its power, but they lack precision. It's also useful for summoners, as they can fire past their summoned creatures without fear. | Airstrike is a useful spell for elemental specialists who lack the means to deal with enemies immune to their attacks. [[Cloud]]-producing spells may match its accuracy and exceed its power, but they lack precision. It's also useful for summoners, as they can fire past their summoned creatures without fear. | ||
− | The damage bonus from empty space is quite substanial. At 100 [[spellpower]] (a lot!), hitting a target completely in the open is 2x more powerful than the same target with 0 tiles of empty space. However, the spell remains useful for sniping enemies from a distance, regardless of space. For reference, 100 spell power is reached with 20 [[Int]] and 25 Air Magic -- so | + | The damage bonus from empty space is quite substanial. At 100 [[spellpower]] (a lot!), hitting a target completely in the open is 2x more powerful than the same target with 0 tiles of empty space. However, the spell remains useful for sniping enemies from a distance, regardless of space. For reference, 100 spell power is reached with 20 [[Int]] and 25 Air Magic - quite late in the game - so it matters anytime before. |
For [[Air Elementalist]]s in particular, this spell might be a bit expensive to cast at first. Use the empty space bonus to the fullest, and any source of extra MP helps. You shouldn't be ashamed at using [[Shock]] and [[Static Discharge]] as your go-to offense spells, at least for a short while. Later on, Airstrike has the advantage of being perfectly accurate (unlike Shock) and with actual range (unlike Static Discharge), making it worth the switch. | For [[Air Elementalist]]s in particular, this spell might be a bit expensive to cast at first. Use the empty space bonus to the fullest, and any source of extra MP helps. You shouldn't be ashamed at using [[Shock]] and [[Static Discharge]] as your go-to offense spells, at least for a short while. Later on, Airstrike has the advantage of being perfectly accurate (unlike Shock) and with actual range (unlike Static Discharge), making it worth the switch. |
Revision as of 07:52, 16 October 2022
Airstrike | |
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Level | 4 |
School1 | Air |
Source(s) | Book of Air Book of Storms |
Casting noise | 2 |
Spell noise | 4 |
Power Cap | 200 |
Range | LOS |
Flags | Not self, Target |
Causes the air around a creature to twist itself into a whirling vortex of meteorological fury. It does more damage to targets surrounded by empty space. |
Spell Details | |
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Damage Formula | 2d([pow+13]/14) |
Max Damage | 2d(15) 2d(31) with 8 empty spaces |
Max Power | 200 |
Range | LOS |
Targeting | Smite |
To-hit | Automatic Hit |
Special | Each adjacent empty space adds +2 to maximum die roll |
Airstrike is a level 4 Air Magic spell which hits a single enemy, dealing moderate wind damage using smite-targeting - anything in your line of sight can be targeted with perfect accuracy. For every adjacent tile that is empty of walls or creatures, the damage increases.
Strategy
Airstrike is a useful spell for elemental specialists who lack the means to deal with enemies immune to their attacks. Cloud-producing spells may match its accuracy and exceed its power, but they lack precision. It's also useful for summoners, as they can fire past their summoned creatures without fear.
The damage bonus from empty space is quite substanial. At 100 spellpower (a lot!), hitting a target completely in the open is 2x more powerful than the same target with 0 tiles of empty space. However, the spell remains useful for sniping enemies from a distance, regardless of space. For reference, 100 spell power is reached with 20 Int and 25 Air Magic - quite late in the game - so it matters anytime before.
For Air Elementalists in particular, this spell might be a bit expensive to cast at first. Use the empty space bonus to the fullest, and any source of extra MP helps. You shouldn't be ashamed at using Shock and Static Discharge as your go-to offense spells, at least for a short while. Later on, Airstrike has the advantage of being perfectly accurate (unlike Shock) and with actual range (unlike Static Discharge), making it worth the switch.
Monster Version
This spell is known by a number of opponents, who can hit you from any distance.
The following enemies cast Airstrike:
- 2 Blizzard demon (2d(11-27) damage)
- @ Cloud Mage (2d(18-34) damage)
- w Gastronok (2d(18-34) damage)
- Q Sojobo (2d(18-34) damage)
- i Spriggan air mage (2d(12-28) damage)
- C Titan (2d(18-34) damage)
- k Wind drake (2d(7-23) damage)
History
- Prior to 0.29, Airstrike dealt
5 + M + Md[2 + (Power)/7]/M
damage, for M = empty tiles, 3 minimum. This meant the empty space bonus was weaker, and that Gastronok in particular gained a powerful buff in 0.29. - Prior to 0.27, Airstrike dealt 50% bonus damage to flying targets.
- Prior to 0.25, Airstrike damage did not vary based on the empty space around the target. The old formula was :
8 + 1d(2 + Power / 7)
- Prior to 0.22, some enemies could resist wind damage, including Tornado.
- In 0.20, the Airstrike damage formula was given a much-wanted simplification. The old formula was:
7 + 1d(1d4 1 + (1d(Power) - 1)/6) + (1d(Power) - 1)/7)