Difference between revisions of "Chain Lightning"
m (→Strategy) |
(move more info to mechanics) |
||
Line 1: | Line 1: | ||
{{version028}} | {{version028}} | ||
{{spell info}} | {{spell info}} | ||
− | '''Chain Lightning''' is a devastating but unwieldy level 9 [[Conjurations]]/[[Air Magic]] spell which unleashes a massive surge of [[electricity]] | + | '''Chain Lightning''' is a devastating but unwieldy level 9 [[Conjurations]]/[[Air Magic]] spell which unleashes a massive surge of [[electricity]]. There is no way to actually ''aim'' the spell - when cast, the surge simply comes into being, blasting targets until it grounds out. It has a tendency to damage the caster, but they recieve a great reduction in damage.{{AttackSpell |
− | |||
− | |||
− | {{AttackSpell | ||
|name=Chain Lightning | |name=Chain Lightning | ||
|formula = 3d(2*Power/3) [[electricity]] | |formula = 3d(2*Power/3) [[electricity]] | ||
Line 19: | Line 16: | ||
|dam_num = 2 | |dam_num = 2 | ||
|dam_denom = 1}} | |dam_denom = 1}} | ||
− | |||
===Mechanics=== | ===Mechanics=== | ||
− | The initial arc strikes the nearest valid target. Each consecutive arc hits every valid target in [[LOS]] (including the caster) within three spaces of any victim of the previous arc, unless that target has already been hit. This continues until there are no new targets. | + | The initial arc strikes the nearest valid target. Each consecutive arc hits every valid target in [[LOS]] (including the caster and their [[ally|allies]]) within three spaces of any victim of the previous arc, unless that target has already been hit. This continues until there are no new targets. |
− | Each arc deals two-thirds the damage of the previous arc. The initial strike deals full damage only at point-blank range, with the damage reduced by one arc's worth from range 2 to 4, and two arcs' worth from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies. However, the caster is partially protected, taking only one-sixth damage. | + | Each arc deals two-thirds the damage of the previous arc. The initial strike deals full damage only at point-blank range, with the damage reduced by one arc's worth from range 2 to 4, and two arcs' worth from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies. However, the caster is partially protected, taking only one-sixth damage. With rElec, this damage is almost negligible, and even without rElec it doesn't do much (expect 10-20). |
==Strategy== | ==Strategy== |
Revision as of 03:13, 4 September 2022
Chain Lightning | |
---|---|
Level | 9 |
School1 | Air |
School2 | Conjuration |
Source(s) | Book of Annihilations |
Casting noise | 25 |
Spell noise | 10 |
Power Cap | 200 |
Flags | Area |
Releases a massive electrical discharge that arcs to the creature nearest the caster and then outward from it. The further it travels, the less damage it does. Secondary arcs have limited range and do little damage to the caster. The spell's damage partially bypasses armour and resistance to electricity.
“The trouble ain't that there is too many fools, |
Spell Details | |
---|---|
Damage Formula | 3d(2*Power/3) electricity |
Max Damage | 3d133 |
Max Power | 200 |
Range | LOS |
Targeting | LOS |
To-hit | Automatic |
Special | Partially irresistible |
Contents
Mechanics
The initial arc strikes the nearest valid target. Each consecutive arc hits every valid target in LOS (including the caster and their allies) within three spaces of any victim of the previous arc, unless that target has already been hit. This continues until there are no new targets.
Each arc deals two-thirds the damage of the previous arc. The initial strike deals full damage only at point-blank range, with the damage reduced by one arc's worth from range 2 to 4, and two arcs' worth from range 5 to 7. Half of the spell's damage is irresistible, and only half of the target's AC applies. However, the caster is partially protected, taking only one-sixth damage. With rElec, this damage is almost negligible, and even without rElec it doesn't do much (expect 10-20).
Strategy
As an area-of-effect spell for taking out many threats (close or far). Chain Lightning works well enough, hitting several nearby targets for decent damage regardless of how they're spaced. It receives its full potential with at least one opponent close to you, and the rest grouped tightly nearby. At moderate spell power, Chain Lightning can take out powerful uniques in 2-3 castings. At maxed out spell power, it becomes one of the most potent damage sources in the game, even partially bypassing electricity resistance.
However, as a level 9 spell, its tough to cast for a typical 3 rune character. Worshippers of Vehumet and/or those with high aptitude in magic (Tengu especially) are best suited to use this spell, while other characters can settle for spells like Lightning Bolt or Iron Shot.
Tips & Tricks
- Wielding a staff of air provides a significant boost to damage, and grants you resistance to the self-damage; definitely consider wielding one if you can find it.
- Plants, fungi, and bushes are not valid targets for Chain Lightning, so they cannot extend the range of the spell.
- Followers of Beogh, Yredelemnul, or any other character that makes heavy use of allies should use extreme caution before casting Chain Lightning. You are almost guaranteed to injure or kill your allies in the process.
History
- The spell was reworked in 0.27. Prior to this version, Chain Lightning was a Level 8 Conjurations/Air spell that went from target to target, dealing reduced damage each time. Also, the spell's damage couldn't partially bypass resistance to electricity.
- Chain Lightning was added in 0.1, replacing Orb of Electrocution.