issues with shatter cap on 12/26/2002 08:37 PM CST
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I did a little testing in TC Thugs now that they swarm less.

5 is min prep, i need one more mana over the min prep to clear their resistance, so what i am thinking is that only 1 mana of the spell is being effective or something along those lines?

two casts of shatter prepped at 5 with 5 harnessed in order to destroy a crossbow.

two casts of shatter prepped at 5 with 1 harnessed will also destroy a crossbow.

This cap seems really ridiculous, 5 mana isnt even as good as 1? My situation with TC thugs is that i need to prep, harness, and cast twice, thats an extra snap cast and harness RT that i dont have time for when i can lose a lot of vit from one crossbow bolt.
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Re: issues with shatter cap on 12/26/2002 08:59 PM CST
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Resist only means they resisted enough mana to drop the total below the min prep causing the pattern to fail. If you prep at 5 and they only resist 10% of that, it's enough to get a full resist. So technically using 5 + 1 minus the resist would be more like 5 total. You could also just prep at 6 to avoid the harness RT.
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Re: issues with shatter cap on 12/26/2002 11:59 PM CST
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There is 0 difference between a prep of 5 and a prep of 50 when damaging equipment. The only reason one should prep higher is to get around MR.
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Re: issues with shatter cap on 12/27/2002 01:07 AM CST
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its been so long since i have said this...but that is S T U P I D, the spell is pointless in terms of its intended effect.
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Re: issues with shatter cap on 12/27/2002 05:38 AM CST
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You recall the spells you have learned from your training.

In the chapter entitled "Inspiration," you have notes on the Courage, Righteous Wrath [rw], Trothfang's Rally [tr], Anti Stun [as], Heroic Strength [hes], and Marshal Order [mo] spells.

In the chapter entitled "Justice," you have notes on the Halt and Divine Armor [da] spells.
You are entitled to learn 4 more spells from your guild leader.




That's the survival kit. Why get shatter anyway? ;)

Phanton

ps: Had to get TR to get HES or MO not sure. Or it wouldn't be there either.
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Re: issues with shatter cap on 12/27/2002 11:28 AM CST
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Blas, I don't see what is pointless about it- so you need two casts of 6 mana to destroy an opponents crossbow? Thats nothing- I truely mean nothing. In order for me to cast a meaningful curse on a creature of my level, I must use a lot more mana than that.

As was pointed out, there is no reason why you should need to harness anything- two casts of 6 mana shouldn't be any big deal. Can you snap cast it or do you need to wait for a full prep? Seems like a decent spell to me- I would use it more than I would Malediction probably.
Flavius
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Re: issues with shatter cap on 12/27/2002 01:56 PM CST
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its a string, and the only way i can make my casts more effective is to raise my stamina, discipline and magic skills? why make mana even part of the equation, they could atleast raise the cap. It serves its side purpose better than it does its main one.
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Re: issues with shatter cap on 12/27/2002 01:59 PM CST
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<It serves its side purpose better than it does its main one. >

Let me just add, extra mana doesnt seem to do anything when you are trying to shatter an item, but it does seem to actually help when you are attacking unarmored creatures. I can one hit kill a lesser shadowhound if i harness 10 after prepping at 5, but not if i prepare the spell just to get through its resistance.
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Re: issues with shatter cap on 12/31/2002 10:04 PM CST
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>>Blas, I don't see what is pointless about it- so you need two casts of 6 mana to destroy an opponents crossbow?

That's not the point he's making. His point is that 6 mana is no different then 7 mana or 40 for that matter. I'm pretty sure you curse changes if ya use 30 mana and if you use 45 mana.


Ecoles
"Embraced by Tenemlor"
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Re: issues with shatter cap on 01/02/2003 12:55 PM CST
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Curse does change with more mana, but i am not sure all spells work that way- Divine Radiance doesn't unbalance anymore with more mana, its the same.

Flavius
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