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Newbie ?? re: Spell Damage
I'm wondering if somebody can help me understand (or point me to a reference work that explains) how different types of spell damage get calculated.
Star Fire is listed as doing "5+ armor negating" damage. Am I correct to assume this means actual damage to an opponent would be: (5+2open-ended d6) - (2d6 OE), with no bonus for Armor? I assume this is also the way Lightning Bolt, Orb Lighting, and Thunder Strike work, and haven't been able to find instances where it doesn't happen... Fire Darts are listed as doing "10 AP" damage. Does this mean damage is: (10 + 2d6 OE) - ((Protection/2)+ 2d6 OE); or (10) - ((Protection/2) + 2d6 OE); or just 10 - (Protection/2) Similarly, Astral Fires is listed as doing "10 AN" damage, if the victim fails an MR. I assume this is: 10 - 2d6 OE (Armor is negated) After much experimenting, I often only do a couple points damage to targets with this spell, and I've never been able to confirm that I ever do more than 10, even against big targets like Jotun units? Do I also do more damage with some (all?) spells if I'm higher level in that Magic? Does a Fireball cast by a Lvl 9 Fire spellcaster do any more damage than the same Fireball cast by a Lvl. 2 Fire spellcaster? If there is any bonus, does it apply to all damage-dealing spells, or only some? Any guidance any body could offer would be much appreciated! |
Re: Newbie ?? re: Spell Damage
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Re: Newbie ?? re: Spell Damage
Does "+" mean "add 2d6-OE and add bonusses for caster's level"? Or does it just mean "add bonusses for caster's level" and all damage even without the "+" gets the 2d6-OE?
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Re: Newbie ?? re: Spell Damage
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damage + 2d6oe - effective_protection - 2d6oe There are no execptions to this rule. I have no idea what you are asking otherwise. |
Re: Newbie ?? re: Spell Damage
Every spell damage gets +(2D6oe).
DAM 10+ means the spell does the listed damage (10 + 2D6oe) if the caster meets the requirements, and bonus damage for every additional level in the path that is listed first. How much, I'm not shure, though. |
Re: Newbie ?? re: Spell Damage
As Arralen says + means higher dmg with higher lvl. THe amount varies from spell to spell, but is about +1 for spells with dmg 1-10, +2 for spells with dmg 10-20. Some spells have higher bonuses, but that is rare (thunder strike IIRC and banefire). In the case of fatigue dmg it might be +5 / lvl (ghost grip).
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Re: Newbie ?? re: Spell Damage
Thanks for the explanations!
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Re: Newbie ?? re: Spell Damage
So, is it +3 for spells with dmg 20-30?
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Re: Newbie ?? re: Spell Damage
Cool! Thank you so much for the clarification(s)!! Really does help me a lot, and also affects the spells I'll be casting going forward (with some of my spellcasters, at least!). http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Newbie ?? re: Spell Damage
Yeah, I just decided that my 9-Fire, 9-Astral Flaming Head Baphomet really ought to cast Power of the Spheres, Phoenix Power, Summon Fire Elemental, Luck, Holy Pyre.
Don't tell Argitoth. |
Re: Newbie ?? re: Spell Damage
ooh, also check astral fires...
and living fire, the mass elemental spell, would give you 11 elementals... |
Re: Newbie ?? re: Spell Damage
Those are way too advanced for my simple-minded nation of campaigning religious fanatics.
Also Astral Fires doesn't have "+" damage, and magic resistance negates. Bleah. Oooh, but I see that the area of effect has a "+" on it. Cool. If my mages ever get tired of throwing themselves into battle and decided to do some research, we'll look into that. |
Re: Newbie ?? re: Spell Damage
Fire Darts is very fun at the early stages if your pretender has 8-10 in fire. Dmg is only 10, but 10-12 darts is still very useful unless the opponents have heavy armors. Besides the dmg is armor piercing.
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Re: Newbie ?? re: Spell Damage
While we are at it, FarAway Pretender, spells with + to area of effect are often worth much more than they immediately would appear when cast by a high-level pretender, and potentially more dangerous than those with + to number of targets. Standard examples include Shadow BLast and Falling Frost, both of which are extremely vicious at high levels.
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Re: Newbie ?? re: Spell Damage
Oh, yeah, I love my double-bless flagellants! They get two attacks (with flails), each one getting +4 to attack, and the 8 extra a.p. damage. Also, their attacks are considered magic so they ignore etherealness. And my Pretender's Astral-9 gives flagellants Twist Fate so that it is hard to kill them before they get off their attacks. :-)
Unfortunately, having taken drain-3 dominion in order to pay for this, I find myself governing a nation of ignoramouses, whose greatest achievement in the magic arts is Conjuration level 5. |
Re: Newbie ?? re: Spell Damage
Astral Fires has area of effect 4+. It requires Fire-3 and Astral-1. Now suppose I cast it with a Pretender who has Fire-9 and Astral-9. Would it effect 18 squares??
If my Pretender first casts Power of the Spheres and Phoenix Power and then casts Astral Fires, would it effect 20 squares? |
Re: Newbie ?? re: Spell Damage
It's only the first of the listed paths that counts. So you're casting at +6 only
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Re: Newbie ?? re: Spell Damage
Yep, AoE attacks hit everything in the area. Multiple target spells (blade wind) must still hit each individual target. Shields are useful against blade wind, but not against fire cloud.
Edit: hmm, there was a whole new page of Posts. |
Re: Newbie ?? re: Spell Damage
Guys, you've peeled back a whole new layer of complexity and schemery to me, many thanks!!
If I ever get laid off, I just might take up this MP thing with a passion. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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