Difference between revisions of "Plasma Beam"
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− | {{ | + | {{version032}} |
{{spell info}} | {{spell info}} | ||
{{AttackSpell | {{AttackSpell | ||
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|maxdmg = 2 x 1d131 [[electricity]] + [[fire]] | |maxdmg = 2 x 1d131 [[electricity]] + [[fire]] | ||
|maxsp = 200 | |maxsp = 200 | ||
− | |range = | + | |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 two inaccurate bolts - a [[fire]] bolt, and an [[electricity]] bolt | + | '''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== | ==Useful Info== | ||
− | Fires two bolts | + | 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. | 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 <code>BEAM_ELEC</code> damage. The fire bolt is fully affected by AC. This means that Plasma Beam 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 means that Plasma Beam, as a whole, is impacted x1.5 by AC than usual. |
==Strategy== | ==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 [[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. | |
− | + | 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. | |
+ | |||
+ | [[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. | ||
==Gallery== | ==Gallery== | ||
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==History== | ==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]]. | *Plasma Beam was added in [[0.30]]. |
Latest revision as of 01:09, 26 October 2024
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.
Contents
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.