Difference between revisions of "Plasma Beam"

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{{spell info}}
 
{{AttackSpell
 
{{AttackSpell
 
|name=Plasma Beam
 
|name=Plasma Beam
|formula = 1d(11+(Power*3)/5)
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|formula = 2 x 1d(11+(3*Power)/5)
 
|maxdmg = 2 x 1d131 [[electricity]] + [[fire]]
 
|maxdmg = 2 x 1d131 [[electricity]] + [[fire]]
 
|maxsp = 200
 
|maxsp = 200
|range = 3-10
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|range = LOS
 
|target = Bolt
 
|target = Bolt
 
|tohit = 7+Power/40
 
|tohit = 7+Power/40
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|dam_num = 3
 
|dam_num = 3
 
|dam_denom = 5}}
 
|dam_denom = 5}}
'''Plasma Beam''' is a level 6 [[Fire Magic]]/[[Air Magic]] spell. This spell fires 2 inaccurate bolts - 1 of [[fire]], and 1 of [[electricity]], directed at the furthest enemy in range.
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'''Plasma Beam''' is a level 6 [[Fire Magic]]/[[Air Magic]] spell. This spell fires two inaccurate bolts - a [[fire]] bolt, and an [[electricity]] bolt - directed at the furthest enemy in range.
  
==Mechanics==
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==Useful Info==
Fires 2 bolts. It will fire at the furthest enemy that is both 1. in line of fire, and 2. within this spell's max range. Both bolts will always be aimed at the same target. If there are multiple enemies at the same distance, the target is randomly chosen.
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Fires two penetrating bolts at the furthest enemy in [[line of sight]]. If there are multiple enemies at the same distance, the target is randomly chosen. Both bolts will always be aimed at the same target.
  
When fired, the bolts follow the same trajectory as any manually-aimed projectile, if that projectile was aimed directly at the intended target. There will always be one (and only one) possible trajectory per target. You can view possible trajectories by targeting this spell.
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Bolts follow the same trajectory as any regular projectile. It's treated as if you aimed directly at the intended target, so there will always be one (and only one) possible path per target. You can view possible paths by targeting this spell.
  
Unlike traditional [[bolt spell]]s, Plasma Beam doesn't reduce in range for each target you hit.
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The electric bolt will ignore 1/2 of the target's [[AC]], as a property of <code>BEAM_ELEC</code> damage. The fire bolt is fully affected by AC. This means that Plasma Beam, as a whole, is impacted x1.5 by AC than usual.
  
The electric bolt will ignore 1/2 of the target's [[AC]], as a property of <code>BEAM_ELEC</code> damage. The fire bolt is fully affected by AC. This mean that Plasma Beam is impacted x1.5 by AC than a singular beam.
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==Strategy==
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Awkward schooling, but a powerful spell. At 50 [[spellpower]], this spell deals 2 x 1d41 damage (avg. 42). [[Bombard]], another level 6 spell, would deal 9d5 (avg. 27) to a single target. While Bombard has multiple advantages (more [[to-hit|accurate]], quieter, can be aimed, irresistible damage, checks AC only once), this spell isn't weak by any means. As this spell is [[noise|loud]], beware of enemies you'll attract.
  
==Strategy==
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With clever maneuvering to funnel enemies through hallways and bottlenecks, the spell's quirk of attacking its farthest enemy becomes a powerful advantage, as you are also striking all interposed enemies.
* Awkward schooling, but a powerful spell. At 50 spellpower, this spell deals 2 x 1d41 damage (avg. 41). [[Iron Shot]], another level 6 spell, would deal 9d6 (avg. 27). While Iron Shot has multiple advantages (more [[to-hit|accurate]], more consistent, irresistible damage, checks AC only once), this spell isn't weak by any means.
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[[staff|Staves]] of fire and air greatly enhance the spell's destructive power. The [[Elemental Staff]], because it enhances ''both'' schools, has twice the beneficial effect and should be highly prized.
  
* It is a [[noise|loud]] spell, so beware of the enemies you'll attract.
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==Gallery==
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<gallery widths="400px" heights="400px" class="left" mode="nolines">
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Plasma beam targeting.png|thumb|left|Plasma Beam will always take the '''leftmost''' path.<br>(It is always aimed directly at the target)
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</gallery>
  
 
==History==
 
==History==
Plasma Beam was added in [[0.30]].
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*Prior to [[0.31]], Plasma Beam's range depended on your [[spell power]] (3 at 0 power, 10 at 200 power).
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*Plasma Beam was added in [[0.30]].

Latest revision as of 01:09, 26 October 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Plasma beam.png Plasma Beam
Level 6
School1 Air
School2 Fire
Source(s) Book of Fire
Book of Lightning
Casting noise 6
Spell noise 20
Power Cap 200
Range LOS
Flags Needs tracer
Fires a penetrating beam of plasma at one of the caster's most distant foes. The ionized beam bypasses half of defenders' armour, and a second beam of fire follows in its wake.
Spell Details
Damage Formula 2 x 1d(11+(3*Power)/5)
Max Damage 2 x 1d131 electricity + fire
Max Power 200
Range LOS
Targeting Bolt
To-hit 7+Power/40
Special Two bolts
Elec ignores 1/2 AC

Plasma Beam is a level 6 Fire Magic/Air Magic spell. This spell fires two inaccurate bolts - a fire bolt, and an electricity bolt - directed at the furthest enemy in range.

Useful Info

Fires two penetrating bolts at the furthest enemy in line of sight. If there are multiple enemies at the same distance, the target is randomly chosen. Both bolts will always be aimed at the same target.

Bolts follow the same trajectory as any regular projectile. It's treated as if you aimed directly at the intended target, so there will always be one (and only one) possible path per target. You can view possible paths by targeting this spell.

The electric bolt will ignore 1/2 of the target's AC, as a property of BEAM_ELEC damage. The fire bolt is fully affected by AC. This means that Plasma Beam, as a whole, is impacted x1.5 by AC than usual.

Strategy

Awkward schooling, but a powerful spell. At 50 spellpower, this spell deals 2 x 1d41 damage (avg. 42). Bombard, another level 6 spell, would deal 9d5 (avg. 27) to a single target. While Bombard has multiple advantages (more accurate, quieter, can be aimed, irresistible damage, checks AC only once), this spell isn't weak by any means. As this spell is loud, beware of enemies you'll attract.

With clever maneuvering to funnel enemies through hallways and bottlenecks, the spell's quirk of attacking its farthest enemy becomes a powerful advantage, as you are also striking all interposed enemies.

Staves of fire and air greatly enhance the spell's destructive power. The Elemental Staff, because it enhances both schools, has twice the beneficial effect and should be highly prized.

Gallery

History

  • Prior to 0.31, Plasma Beam's range depended on your spell power (3 at 0 power, 10 at 200 power).
  • Plasma Beam was added in 0.30.