Difference between revisions of "Sticky Flame"

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{{version030}}
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{{version031}}
 
{{spell info}}{{AttackSpell
 
{{spell info}}{{AttackSpell
 
|name=Sticky Flame
 
|name=Sticky Flame
|formula = 2d(1.5+Power/24) [[fire]]
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|formula = 2d(2 + power/9) [[fire]]
|maxdmg = 2d(5.67)
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|maxdmg = 2d(13)
 
|maxsp = 100
 
|maxsp = 100
 
|range = 1
 
|range = 1
 
|target = Touch
 
|target = Touch
|special = Sticky Flame status; avg. 5 damage/turn.
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|special = Inflicts Fire status
|tohit = Never miss
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|tohit = Never miss}}
|hit_adder = 1500
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'''Sticky Flame''' is a level 4 [[Alchemy]]/[[Fire Magic]] spell which causes the target to burn for several rounds.
|hit_num = 0
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|hit_denom = 1
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[[Alchemist]]s start with this spell in their libraries.
|dam_calculator = dicedef
 
|dam_numdice = 2
 
|dam_adder = 6
 
|dam_num = 2
 
|dam_denom = 2}}
 
'''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for several rounds.
 
  
 
==Useful Info==
 
==Useful Info==
Sticky Flame deals direct [[fire]] damage, then inflicts the '''Fire''' status ('''covered in liquid flames'''). This status deals <code>2d4</code> fire damage per turn (avg. 5 dmg).<ref>{{source ref|0.30.0|mon-ench.cc|1532}}</ref> It also causes targets to become [[backlit]], decreasing dodge chance and revealing [[invisible]] creatures.  
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Sticky Flame deals direct [[fire]] damage, then inflicts the '''Fire''' status ('''covered in liquid fire'''). The Fire status deals <code>2d(3 + power/16</code> fire damage per turn, ignoring [[AC]].<!--Beam.cc--> It also causes the target to become [[backlit]], making them easier to hit, and revealing [[invisible]] creatures.
 
 
The duration of the Fire status depends on "enchantment level", where each level gives 4-5 turns of duration. Enchantment level, in turn, is equal to <code>0.5 + 1d(impact_dmg)/2</code> (max. 4 levels).<ref>{{source ref|0.30.0|beam.cc|4557}}</ref>
 
  
Therefore, the total amount of damage from the status, on average, can be calculated as follows:
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The Fire status lasts for <code>3 + power/20</code> to 3 + <code>power/10</code> turns.
  
damage = (avg dmg / turn) * (turns / level) * (avg levels)
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When the target physically moves, the Fire status will quicky run out. For monsters, each movement reduces duration by 5 turns. For players, each move reduces duration by 6 turns. For players only, if your post-movement duration is ≤ 2 turns, the status automatically ends. Also, entering or being in [[water]] (even when [[flying]]) will immediately end the Fire status.
= 5 damage/turn * 4.5 turns/level * (pow/96 + 1.37) levels
 
= (pow/4.26) + 30.93
 
<!-- levels = 0.5 + 1d(2d<1.5 + pow/24>) / 2 ~= (2d<1.5 + pow/24> + 3) / 4 ~= pow/96 + 1.37 -->
 
  
Entering or being in [[water]] (even when [[flying]]) will immediately end the Fire status. [[Insubstantial]] creatures are immune to the Fire status, but still take impact damage from the spell.
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[[Insubstantial]] creatures are immune to the Fire status, but still take impact damage from the spell.
  
 
==Strategy==
 
==Strategy==
A moderately strong damage spell, good for those who don't mind getting into melee range. You can open a fight with Sticky Flame, then use [[Flame Wave]] (or a melee attack). Alternatively, against melee enemies, you can cast Sticky Flame, retreat a few tiles, then re-apply the spell. While this leaves you open to [[attacks of opportunity]], they happen less often (33%) than a usual melee attack.
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A moderately strong damage spell, good for those who don't mind getting into melee range. You can open a fight with Sticky Flame, then use [[Flame Wave]] or a melee attack.
  
 
The main downside is the 1-tile range, which isn't great for squishy casters. Many monsters, such as [[hydra]]s, are too dangerous to engage in melee. For most species, having the [[Swiftness]] spell is helpful, as it negates attacks of opportunity for its duration. Fast species ([[Spriggan]] and [[Felid]]) can [[kite]] monsters with this spell, but they can also kite enemies with just about anything else.
 
The main downside is the 1-tile range, which isn't great for squishy casters. Many monsters, such as [[hydra]]s, are too dangerous to engage in melee. For most species, having the [[Swiftness]] spell is helpful, as it negates attacks of opportunity for its duration. Fast species ([[Spriggan]] and [[Felid]]) can [[kite]] monsters with this spell, but they can also kite enemies with just about anything else.
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==History==
 
==History==
 +
*In [[0.31]], Sticky Flame was reworked. Prior to this version:
 +
**Sticky Flame was a level 4 [[Conjurations]]/[[Fire]] spell, and it only dealt <code>2d1.5 + power/12</code> impact damage.
 +
**The Fire status dealt always dealt 2d4 damage; it did not depend on power.
 +
**The duration was equal to <code>4.5 * levels</code>turns, for levels = <code>(pow/96 + 1.37)</code>.
 +
**The Fire status did not expire faster when the target moves.
 
*Prior to [[0.29]], the Fire status dealt <code>2d4 - 1</code> damage per turn. However, [[attacks of opportunity]] didn't exist, so the spell was more viable to normal speed species.
 
*Prior to [[0.29]], the Fire status dealt <code>2d4 - 1</code> damage per turn. However, [[attacks of opportunity]] didn't exist, so the spell was more viable to normal speed species.
 
*Prior to [[0.28]], [[Fire Elementalist]]s started with this spell.
 
*Prior to [[0.28]], [[Fire Elementalist]]s started with this spell.

Revision as of 04:39, 15 January 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
Sticky flame.png Sticky Flame
Level 4
School1 Alchemy
School2 Fire
Source(s) Everburning Encyclopedia
Book of Flames
Casting noise 4
Spell noise 1
Power Cap 100
Range 1
Flags Dir or target, Needs tracer
Unleashes a short-ranged spray of incindiary goo that clings to an adjacent creature and deals armour-ignoring fire damage over several turns. If the victim is allowed to move, it will put out the fire prematurely.

“Give a man a fire and he's warm for a day, but set fire to him and he's warm
for the rest of his life.”
-Terry Pratchett, “Jingo”. 1997.

Spell Details
Damage Formula 2d(2 + power/9) fire
Max Damage 2d(13)
Max Power 100
Range 1
Targeting Touch
To-hit Never miss
Special Inflicts Fire status

Sticky Flame is a level 4 Alchemy/Fire Magic spell which causes the target to burn for several rounds.

Alchemists start with this spell in their libraries.

Useful Info

Sticky Flame deals direct fire damage, then inflicts the Fire status (covered in liquid fire). The Fire status deals 2d(3 + power/16 fire damage per turn, ignoring AC. It also causes the target to become backlit, making them easier to hit, and revealing invisible creatures.

The Fire status lasts for 3 + power/20 to 3 + power/10 turns.

When the target physically moves, the Fire status will quicky run out. For monsters, each movement reduces duration by 5 turns. For players, each move reduces duration by 6 turns. For players only, if your post-movement duration is ≤ 2 turns, the status automatically ends. Also, entering or being in water (even when flying) will immediately end the Fire status.

Insubstantial creatures are immune to the Fire status, but still take impact damage from the spell.

Strategy

A moderately strong damage spell, good for those who don't mind getting into melee range. You can open a fight with Sticky Flame, then use Flame Wave or a melee attack.

The main downside is the 1-tile range, which isn't great for squishy casters. Many monsters, such as hydras, are too dangerous to engage in melee. For most species, having the Swiftness spell is helpful, as it negates attacks of opportunity for its duration. Fast species (Spriggan and Felid) can kite monsters with this spell, but they can also kite enemies with just about anything else.

Tips & Tricks

Monster Version

Most monsters use Sticky Flame Range, which is identical apart from having a range of 4.

Player ghosts and spellforged servitors will cast the range-1 spell, however.

History

  • In 0.31, Sticky Flame was reworked. Prior to this version:
    • Sticky Flame was a level 4 Conjurations/Fire spell, and it only dealt 2d1.5 + power/12 impact damage.
    • The Fire status dealt always dealt 2d4 damage; it did not depend on power.
    • The duration was equal to 4.5 * levelsturns, for levels = (pow/96 + 1.37).
    • The Fire status did not expire faster when the target moves.
  • Prior to 0.29, the Fire status dealt 2d4 - 1 damage per turn. However, attacks of opportunity didn't exist, so the spell was more viable to normal speed species.
  • Prior to 0.28, Fire Elementalists started with this spell.
  • Prior to 0.27, the Fire status wasn't dispellable.
  • Earlier versions had more ways for players to gain resistance to sticky flames:
  • Prior to 0.22, Sticky Flame would spread between adjacent sheep and dream sheep.
  • Prior to 0.15, Sticky Flame's enchantment level depended on the victim's HD rather than the power of the spell.

References