Difference between revisions of "Chain Lightning"
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==Strategy== | ==Strategy== | ||
− | Chain Lightning is a great spell for single targets | + | Chain Lightning is a great spell for single targets, without the delays of [[Maxwell's Capacitive Coupling]]), but it also works nicely as an area-of-effect spell. Its arcs can hit 1 adjacent opponent for maximum damage, then hit several nearby targets (close or far) for decent damage, regardless of their number or how they're spaced. 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, bolstered by it partially ignoring 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]]. | 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]]. |
Revision as of 19:18, 7 November 2022
Chain Lightning | |
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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 | |
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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
Chain Lightning is a great spell for single targets, without the delays of Maxwell's Capacitive Coupling), but it also works nicely as an area-of-effect spell. Its arcs can hit 1 adjacent opponent for maximum damage, then hit several nearby targets (close or far) for decent damage, regardless of their number or how they're spaced. 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, bolstered by it partially ignoring 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.