The paladin spell updates outlined in the document below are now live in all instances.
New Verbs/Innate abilities
AURA System: The aura system are spells that are cast once and remain active until the paladin switches to another aura type or dies. Only one of these effects may be active on a paladin at a time, though multiple paladins grouping can benefit from the other’s auras.
(1603) Templar’s Verdict
Templar’s Verdict: when cast, the target is subject to a warding roll and if successful, takes minor/moderate plasma damage and receives a 30 second debuff that is -5 DS/-3 TD/-5 SMRv2. Subsequent attack, casting, or CML misses from the paladin toward the target cause the target to ward against the spell again and if fail, receive damage and stacking the debuff. This effect can trigger a base of 3 times, increased with lore. Killing a target under the effects of the spell causes the paladin to become Zealous, causing their next successful attack within 60 seconds to always trigger a guiding light.
(1604) Consecration
Duration changed to standard formula of 20 + 3 * paladin spell ranks
These flares on a shield will now trigger when blocking while in a more aggressive stance (forward, advanced, offensive).
(1607) Rejuvenation
Mana cost is reduced to a flat 7 mana
(1608) Defense of the Faithful
1200 + 60 second duration buff
Grants +20 enhancive armor ranks
Recasting this also grants a 60 second “Beacon of Courage” effect that will redirect attacks made on paladin’s party members to the paladin. Any creature attacking a party member while this 60 second buff is active will be subject to hidden warding rolls and failing will redirect attacks for as long as the beacon of courage effect lasts.
(1609) Divine Shield - Changed to AURA effect (defensive)
Gains guard the meek DS boost (guard the meek spell removed)
Additionally this spell will grant the paladin with “Swift Justice” knowledge effect. Swift justice will cause the next Shield Maneuver to be executed in 1 second. Swift Justice builds up charges at a rate of 1 for every 60 seconds the spell is in effect. When used while in a more aggressive stance the recharge time is reduced by 5 seconds per block against like-level targets. The spell has a base of 2 charges and can be increased to 3 at 40 summoning lore, and 4 at 105 summoning lore.
(1611) Patron’s Blessing
SMR bonus granted from CM bonus is not reduced when paladins 2x CM skill.
CM bonus granted by this spell will help with aiming weapons
(1612) Faith's Clarity - Moved from 1603
Changed to standard 1200 + 60 seconds buff duration
Makes minor spirit hindrance match paladin circle hindrance
Grants 1% base paladin spell hindrance reduction for every 5 paladin spells known, up to a maximum of 10% reduction at 50 paladin ranks (also reduces minor spirit hindrance). Reduces paladin and minor spirit hindrance to a maximum of 3% in full plate.
Does not stack with armor fluidity
(1613) Aid the Fallen - moved from 1620
Reduced self teleport summoning lore requirement to 20 ranks (down from 40)
(1615) Repentance - renamed
Base chance to kneel changed from 35% to 100%
New Evoked version will significantly boost damage, but not cause roundtime/knockdown. Training in SMC will significantly increase the lethality of this spell.
(1617) Zealot - Changed to AURA effect (physical offensive)
No longer forces groups to be offensive and no longer applies negative DS.
(1618) - Fervor Changed to AURA effect (magical and generic offensive)
expanded to boost (Flare only) CS attack spells
(1625) Holy Weapon - renamed
Rearranged tier gains: Tier1: disarm, Tier3: consecrate flares, Tier5: spell Infusion to better align with actual benefits of abilities.
Consecrate flares will no longer be lost due to WPS upgrades.
Changed mana capacity to 30 + spirit mana control skill / 2
RT reduced for field charging from 10 seconds down to 5 seconds.
New command INFUSE <WEAPON> with <Scroll> - drains all eligible charges from scrolls and inserts into weapon
New command BESEECH CONSERVE - attempts to “smartly” evoke casts from weapon to use charges wisely.
This mode works like ignite, but where ignite invokes the spell every cast, this mode will only invoke it once per target. This is a slightly smarter mode to allow things like setup spells 1602/1614/1615 (kneel) to be used without constant player intervention, but that won’t quickly deplete the weapon of charges.
Updated to respect incant settings
Added bolt spells to list of allowed spells
Training in summoning lore will add a penalty of 1 TD / 2 bolt DS to targets for every rank to a max of 25 ranks for infused spells.
(1640) Divine Word
Battle Raise Duration increased from 10 minutes to 15 minutes
Made non-dispellable
(1650) Divine Incarnation
Incarnate Zeal base time increased to 60 seconds
Incarnate Onslaught cost changed to 10 divine energy
Incarnate Armor changed to allow use of emergency version when 1650 is not active, but doing so will immediately end the spell and trigger a 5 minute cooldown on being able to use the spell again.
I'll be monitoring for issues over the next few days. Some items in the original doc haven't made it into this release but are still in the works.
Viduus
Paladin Spell Updates on 12/29/2020 09:16 PM CST
Re: Paladin Spell Updates on 12/30/2020 01:18 AM CST
Re: Paladin Spell Updates on 12/30/2020 05:32 AM CST
Two quick notes. It looks like empower+1618+1630 is still causing flares that hit the caster.
Also, is there something wildly different when 1603 is used infused into a weapon in prime? Testing it right now in OTF is doing pretty horrible damage. It seems to be much more effective in test (or when cast directly) in prime.
These are right now in OTF when infused.
Violet flames erupt from beneath an Ithzir scout.
CS: +482 - TD: +265 + CvA: +9 + d100: +33 == +259
Warding failed!
A column of seething violet flame envelops an Ithzir scout in its searing embrace!
... 5 points of damage!
Pinpoint strike sears the Ithzir scout's chest.
An Ithzir scout's defenses are diminished in the wake of the flames.
Violet flames erupt from beneath a war griffin.
CS: +497 - TD: +320 + CvA: +25 + d100: +81 == +283
Warding failed!
A column of seething violet flame envelops a war griffin in its searing embrace!
... 5 points of damage!
Searing strike to back causes the war griffin to grunt in pain.
A war griffin's defenses are diminished in the wake of the flames.
Violet flames erupt from beneath an Ithzir seer.
CS: +482 - TD: +335 + CvA: +19 + d100: +18 == +184
Warding failed!
A column of seething violet flame envelops an Ithzir seer in its searing embrace!
... 10 points of damage!
Plasma strike to neck constricts throat causing the Ithzir seer to choke.
An Ithzir seer's defenses are diminished in the wake of the flames.
Violet flames erupt from beneath an Ithzir adept.
CS: +482 - TD: +310 + CvA: +19 + d100: +77 == +268
Warding failed!
A column of seething violet flame envelops an Ithzir adept in its searing embrace!
... 15 points of damage!
Dazzling arc of energy traces blackened path across the Ithzir adept's chest!
The Ithzir adept is stunned!
An Ithzir adept's defenses are diminished in the wake of the flames.
These are from my logs when testing:
R>incant 1603
You quickly intone a battle chant for Templar's Verdict, imploring your patron to lend you aid.
Your spell is ready.
You gesture at an Ithzir herald.
Violet flames erupt from beneath an Ithzir herald.
CS: +497 - TD: +316 + CvA: +9 + d100: +61 == +251
Warding failed!
A column of seething violet flame envelops an Ithzir herald in its searing embrace!
... 50 points of damage!
The Ithzir herald is sliced open neatly by a brilliant beam of plasma!
The Ithzir herald is stunned!
You gesture at a war griffin.
Violet flames erupt from beneath a war griffin.
CS: +497 - TD: +369 + CvA: +25 + d100: +86 == +239
Warding failed!
You feel the unnatural surge of necrotic power wane away.
A column of seething violet flame envelops a war griffin in its searing embrace!
... 25 points of damage!
Light burns to the war griffin's leg.
A war griffin's defenses are diminished in the wake of the flames.
You gesture at an Ithzir initiate.
Violet flames erupt from beneath an Ithzir initiate.
CS: +482 - TD: +328 + CvA: +19 + d100: +84 == +257
Warding failed!
A column of seething violet flame envelops an Ithzir initiate in its searing embrace!
... 40 points of damage!
The Ithzir initiate's leg is consumed in an intense field of plasma reducing it to ash!
And here are some casts in prime.
>incant 1603
You quickly intone a battle chant for Templar's Verdict, imploring your patron to lend you aid.
Your spell is ready.
You gesture at an Ithzir adept.
Violet flames erupt from beneath an Ithzir adept.
CS: +482 - TD: +338 + CvA: +19 + d100: +7 == +170
Warding failed!
A column of seething violet flame envelops an Ithzir adept in its searing embrace!
... 45 points of damage!
Tremendous plasma discharge slices deep into the Ithzir adept's chest!
The Ithzir adept is stunned!
An Ithzir adept's defenses are diminished in the wake of the flames.
You gesture at an Ithzir seer.
Violet flames erupt from beneath an Ithzir seer.
CS: +482 - TD: +344 + CvA: +19 + d100: +71 == +228
Warding failed!
A column of seething violet flame envelops an Ithzir seer in its searing embrace!
... 35 points of damage!
Awesome lash of plasma severs the Ithzir seer's arm completely!
The seer's crystal-tipped staff falls to the ground.
An Ithzir seer's defenses are diminished in the wake of the flames.
Cast Roundtime 3 Seconds.
You gesture at a war griffin.
Violet flames erupt from beneath a war griffin.
CS: +482 - TD: +342 + CvA: +25 + d100: +59 == +224
Warding failed!
A column of seething violet flame envelops a war griffin in its searing embrace!
... 25 points of damage!
Glaring burst to the war griffin's chest dances across skin leaving smoking holes!
Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
Also, is there something wildly different when 1603 is used infused into a weapon in prime? Testing it right now in OTF is doing pretty horrible damage. It seems to be much more effective in test (or when cast directly) in prime.
These are right now in OTF when infused.
Violet flames erupt from beneath an Ithzir scout.
CS: +482 - TD: +265 + CvA: +9 + d100: +33 == +259
Warding failed!
A column of seething violet flame envelops an Ithzir scout in its searing embrace!
... 5 points of damage!
Pinpoint strike sears the Ithzir scout's chest.
An Ithzir scout's defenses are diminished in the wake of the flames.
Violet flames erupt from beneath a war griffin.
CS: +497 - TD: +320 + CvA: +25 + d100: +81 == +283
Warding failed!
A column of seething violet flame envelops a war griffin in its searing embrace!
... 5 points of damage!
Searing strike to back causes the war griffin to grunt in pain.
A war griffin's defenses are diminished in the wake of the flames.
Violet flames erupt from beneath an Ithzir seer.
CS: +482 - TD: +335 + CvA: +19 + d100: +18 == +184
Warding failed!
A column of seething violet flame envelops an Ithzir seer in its searing embrace!
... 10 points of damage!
Plasma strike to neck constricts throat causing the Ithzir seer to choke.
An Ithzir seer's defenses are diminished in the wake of the flames.
Violet flames erupt from beneath an Ithzir adept.
CS: +482 - TD: +310 + CvA: +19 + d100: +77 == +268
Warding failed!
A column of seething violet flame envelops an Ithzir adept in its searing embrace!
... 15 points of damage!
Dazzling arc of energy traces blackened path across the Ithzir adept's chest!
The Ithzir adept is stunned!
An Ithzir adept's defenses are diminished in the wake of the flames.
These are from my logs when testing:
R>incant 1603
You quickly intone a battle chant for Templar's Verdict, imploring your patron to lend you aid.
Your spell is ready.
You gesture at an Ithzir herald.
Violet flames erupt from beneath an Ithzir herald.
CS: +497 - TD: +316 + CvA: +9 + d100: +61 == +251
Warding failed!
A column of seething violet flame envelops an Ithzir herald in its searing embrace!
... 50 points of damage!
The Ithzir herald is sliced open neatly by a brilliant beam of plasma!
The Ithzir herald is stunned!
You gesture at a war griffin.
Violet flames erupt from beneath a war griffin.
CS: +497 - TD: +369 + CvA: +25 + d100: +86 == +239
Warding failed!
You feel the unnatural surge of necrotic power wane away.
A column of seething violet flame envelops a war griffin in its searing embrace!
... 25 points of damage!
Light burns to the war griffin's leg.
A war griffin's defenses are diminished in the wake of the flames.
You gesture at an Ithzir initiate.
Violet flames erupt from beneath an Ithzir initiate.
CS: +482 - TD: +328 + CvA: +19 + d100: +84 == +257
Warding failed!
A column of seething violet flame envelops an Ithzir initiate in its searing embrace!
... 40 points of damage!
The Ithzir initiate's leg is consumed in an intense field of plasma reducing it to ash!
And here are some casts in prime.
>incant 1603
You quickly intone a battle chant for Templar's Verdict, imploring your patron to lend you aid.
Your spell is ready.
You gesture at an Ithzir adept.
Violet flames erupt from beneath an Ithzir adept.
CS: +482 - TD: +338 + CvA: +19 + d100: +7 == +170
Warding failed!
A column of seething violet flame envelops an Ithzir adept in its searing embrace!
... 45 points of damage!
Tremendous plasma discharge slices deep into the Ithzir adept's chest!
The Ithzir adept is stunned!
An Ithzir adept's defenses are diminished in the wake of the flames.
You gesture at an Ithzir seer.
Violet flames erupt from beneath an Ithzir seer.
CS: +482 - TD: +344 + CvA: +19 + d100: +71 == +228
Warding failed!
A column of seething violet flame envelops an Ithzir seer in its searing embrace!
... 35 points of damage!
Awesome lash of plasma severs the Ithzir seer's arm completely!
The seer's crystal-tipped staff falls to the ground.
An Ithzir seer's defenses are diminished in the wake of the flames.
Cast Roundtime 3 Seconds.
You gesture at a war griffin.
Violet flames erupt from beneath a war griffin.
CS: +482 - TD: +342 + CvA: +25 + d100: +59 == +224
Warding failed!
A column of seething violet flame envelops a war griffin in its searing embrace!
... 25 points of damage!
Glaring burst to the war griffin's chest dances across skin leaving smoking holes!
Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
Re: Paladin Spell Updates on 12/30/2020 10:08 AM CST
Is there a specific command to stop one of the Aura spells? I seem to recall there may have been a cooldown of some sort in place so perhaps that is what is happening? Is so, some messaging indicating that a cooldown window is in effect would be helpful here.
>stop 1609
Stop what?
>incant fervor
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Fervor spell...
Your spell is ready.
You gesture.
You are overwhelmed by an existing aura, and your attempt fails.
>spell active
You currently have the following active spells:
Armored Fluidity ................... 0:49:45
Spirit Warding I ................... 3:51:59
Spirit Barrier ..................... 1:49:37
Spirit Defense ..................... 3:51:32
Disease Resistance ................. 3:51:32
Poison Resistance .................. 3:51:32
Spirit Warding II .................. 3:51:32
Water Walking ...................... 3:25:41
Fasthr's Reward .................... 3:51:32
Lesser Shroud ...................... 3:51:32
Mantle of Faith .................... 3:43:47
Arm of the Arkati .................. 3:43:47
Dauntless .......................... 3:51:59
Defense of the Faithful ............ 0:51:59
Higher Vision ...................... 3:51:59
Patron's Blessing .................. 3:43:47
Faith's Clarity .................... 2:01:02
Vigor .............................. 3:51:59
Divine Shield ...................... 2:33:47
Champion's Might ................... 2:19:20
Guard the Meek ..................... 2:33:47
Sign of Warding .................... 0:09:09
Sign of Striking ................... 0:09:46
Sign of Defending .................. 0:09:33
Sign of Smiting .................... 0:09:14
Sign of Deflection ................. 0:09:35
Sign of Swords ..................... 0:09:20
Sign of Shields .................... 0:09:36
>spell all
Minor Spiritual
101 Spirit Warding I
102 Spirit Barrier
103 Spirit Defense
104 Disease Resistance
105 Poison Resistance
106 Spirit Fog
107 Spirit Warding II
108 Stun Relief
109 Dispel Invisibility
110 Unbalance
111 Fire Spirit
112 Water Walking
113 UnDisease
114 UnPoison
115 Fasthr's Reward
116 Locate Person
117 Spirit Strike
118 Web
119 Spirit Dispel
120 Lesser Shroud
125 Call Lightning
130 Spirit Guide
135 Searing Light
140 Wall of Force
Paladin Base
1601 Mantle of Faith
1602 Pious Trial
1603 Templar's Verdict
1604 Consecrate
1605 Arm of the Arkati
1606 Dauntless
1607 Rejuvenation
1608 Defense of the Faithful
1609 Divine Shield
1610 Higher Vision
1611 Patron's Blessing
1612 Faith's Clarity
1613 Aid the Fallen
1614 Aura of the Arkati
1615 Repentance
1616 Vigor
1617 Zealot
1618 Fervor
1619 Faith Shield
1625 Holy Weapon
1630 Judgment
1635 Divine Intervention
1640 Divine Word
1650 Divine Incarnation
-- Robert
>> [You have failed your current Adventurer's Guild task.]
>stop 1609
Stop what?
>incant fervor
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Fervor spell...
Your spell is ready.
You gesture.
You are overwhelmed by an existing aura, and your attempt fails.
>spell active
You currently have the following active spells:
Armored Fluidity ................... 0:49:45
Spirit Warding I ................... 3:51:59
Spirit Barrier ..................... 1:49:37
Spirit Defense ..................... 3:51:32
Disease Resistance ................. 3:51:32
Poison Resistance .................. 3:51:32
Spirit Warding II .................. 3:51:32
Water Walking ...................... 3:25:41
Fasthr's Reward .................... 3:51:32
Lesser Shroud ...................... 3:51:32
Mantle of Faith .................... 3:43:47
Arm of the Arkati .................. 3:43:47
Dauntless .......................... 3:51:59
Defense of the Faithful ............ 0:51:59
Higher Vision ...................... 3:51:59
Patron's Blessing .................. 3:43:47
Faith's Clarity .................... 2:01:02
Vigor .............................. 3:51:59
Divine Shield ...................... 2:33:47
Champion's Might ................... 2:19:20
Guard the Meek ..................... 2:33:47
Sign of Warding .................... 0:09:09
Sign of Striking ................... 0:09:46
Sign of Defending .................. 0:09:33
Sign of Smiting .................... 0:09:14
Sign of Deflection ................. 0:09:35
Sign of Swords ..................... 0:09:20
Sign of Shields .................... 0:09:36
>spell all
Minor Spiritual
101 Spirit Warding I
102 Spirit Barrier
103 Spirit Defense
104 Disease Resistance
105 Poison Resistance
106 Spirit Fog
107 Spirit Warding II
108 Stun Relief
109 Dispel Invisibility
110 Unbalance
111 Fire Spirit
112 Water Walking
113 UnDisease
114 UnPoison
115 Fasthr's Reward
116 Locate Person
117 Spirit Strike
118 Web
119 Spirit Dispel
120 Lesser Shroud
125 Call Lightning
130 Spirit Guide
135 Searing Light
140 Wall of Force
Paladin Base
1601 Mantle of Faith
1602 Pious Trial
1603 Templar's Verdict
1604 Consecrate
1605 Arm of the Arkati
1606 Dauntless
1607 Rejuvenation
1608 Defense of the Faithful
1609 Divine Shield
1610 Higher Vision
1611 Patron's Blessing
1612 Faith's Clarity
1613 Aid the Fallen
1614 Aura of the Arkati
1615 Repentance
1616 Vigor
1617 Zealot
1618 Fervor
1619 Faith Shield
1625 Holy Weapon
1630 Judgment
1635 Divine Intervention
1640 Divine Word
1650 Divine Incarnation
-- Robert
>> [You have failed your current Adventurer's Guild task.]
Re: Paladin Spell Updates on 12/30/2020 10:14 AM CST
Re: Paladin Spell Updates on 12/30/2020 10:22 AM CST
Re: Paladin Spell Updates on 12/30/2020 10:31 AM CST
Much better! Also the 1 minute cooldown seems much more useful and reasonable than the 15 minute cooldown I thought I remembered.
>stop 1618
With a moment's concentration, you terminate the Fervor spell.
You feel less resolved as the divine urging subsides, fading into obscurity.
The divine force surrounding you slowly fades away.
>incant 1609
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Divine Shield spell...
Your spell is ready.
You gesture.
You must wait 44 seconds before switching auras.
Cast Roundtime 3 Seconds.
>incant 1609
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Divine Shield spell...
Your spell is ready.
You gesture.
A warm, scintillating glow surrounds you and those nearby.
The warmth works its way toward you, and your shield arm feels much more nimble.
Cast Roundtime 3 Seconds.
>incant fervor
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Fervor spell...
Your spell is ready.
You gesture.
You must wait 53 seconds before switching auras.
Cast Roundtime 3 Seconds.
-- Robert
>> [You have failed your current Adventurer's Guild task.]
>stop 1618
With a moment's concentration, you terminate the Fervor spell.
You feel less resolved as the divine urging subsides, fading into obscurity.
The divine force surrounding you slowly fades away.
>incant 1609
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Divine Shield spell...
Your spell is ready.
You gesture.
You must wait 44 seconds before switching auras.
Cast Roundtime 3 Seconds.
>incant 1609
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Divine Shield spell...
Your spell is ready.
You gesture.
A warm, scintillating glow surrounds you and those nearby.
The warmth works its way toward you, and your shield arm feels much more nimble.
Cast Roundtime 3 Seconds.
>incant fervor
A dark crimson radiance coalesces around your raised fists as you chant the invocation for Fervor spell...
Your spell is ready.
You gesture.
You must wait 53 seconds before switching auras.
Cast Roundtime 3 Seconds.
-- Robert
>> [You have failed your current Adventurer's Guild task.]
Re: Paladin Spell Updates on 12/30/2020 10:53 AM CST
This seems like a 'feature' worth looking into a bit further...
>beseech black sword conserve
You beseech Sheru for some divine assistance.
You are left with an empty feeling as your request for aid goes unheard.
>
>tap black sword
You tap an abyss black bastard sword, which is in your right hand.
>
>beseech sword conserve
You beseech your black bastard sword, causing violet flames to spring to life around it!
-- Robert
>> [You have failed your current Adventurer's Guild task.]
>beseech black sword conserve
You beseech Sheru for some divine assistance.
You are left with an empty feeling as your request for aid goes unheard.
>
>tap black sword
You tap an abyss black bastard sword, which is in your right hand.
>
>beseech sword conserve
You beseech your black bastard sword, causing violet flames to spring to life around it!
-- Robert
>> [You have failed your current Adventurer's Guild task.]
Re: Paladin Spell Updates on 12/30/2020 11:09 AM CST
I'm loving the changes, although the lower CS is a slight downside.
Let me post some bugs here:
---
1607:
1607 is taking 8 mana. Not that important, but you said 7 mana on the doc?
---
1625:
Two potential bugs here:
1) Guiding Light flares from 1625 are not working with WPS yet: On my fully bonded morningstar (CER 9), the 1625 flares are still only doing 1-10 dmg. I tested it a bunch. It is flaring on casting spells now, though, sometimes. I haven't read enough to figure out why it flares on spells sometimes--1618 wasn't active, but 1603 was.
2) Flares are hitting me instead of the mob when I cast a spell.
A shockwave of golden energy ripples out from the head of the ethereal forging hammer, striking an Ithzir seer!
CS: +428 - TD: +321 + CvA: +19 + d100: +59 == +185
Warding failed!
The Ithzir seer is stricken for 48 points of damage!
... 30 points of damage!
Bones shatter in the Ithzir seer's leg!
It is knocked to the ground!
The ethereal forging hammer fizzles into a puff of smoke.
Your ebony-hafted morning-star pulses with a burst of plasma energy!
Fulmen's ebony-hafted morning-star pulses with a burst of plasma energy!
You manage to block some of the elemental damage with your low steel wall shield!
... 1 point of damage!
Blistering strike to leg shrivels skin and causes excruciating pain.
(<
This is hitting me instead of the mob. It's repeated twice, once from the 1st and once from the 3rd-person perspective. That's my Block the Elements here mitigating it.)
Your ebony-hafted morning-star sprays with a burst of plasma energy!
Fulmen's ebony-hafted morning-star sprays with a burst of plasma energy!
You manage to block some of the elemental damage with your low steel wall shield!
... 1 point of damage!
Stinging burn to your hand.
The violet flashes in your peripheral vision disappear.
Cast Roundtime 3 Seconds.
---
1603:
Several potential bugs here.
Bug 1) 1603's damage seems to be mixed up a little, especially between the regular CAST version and the INFUSED version.
Take a look at the end rolls below. There's higher damage on a lower roll than there is on a higher roll (with the CAST version): it's 15 dmg on a 199 endroll and 20 dmg on a 113 endroll. I also saw a 25 dmg one on a 112 endroll.
Bug 2) By comparison, the INFUSED version of 1603 is only doing 1-7 dmg total (5 dmg on a 221 end roll, and 7 dmg on a 116 endroll). This is much lower than the CAST version. Examples below:
Bug 3) The ZEALOUS effect is not working as intended yet. It's "misfiring" instead of triggering on attacks. Examples below.
You gesture at a war griffin.
Violet flames erupt from beneath a war griffin.
CS: +443 - TD: +360 + CvA: +25 + d100: +91 == +199
Warding failed!
You feel the unnatural surge of necrotic power wane away.
A column of violet flame envelops a war griffin in its searing embrace!
... 15 points of damage!
The war griffin's hand blisters and bleeds from intense heat.
A war griffin's defenses are diminished in the wake of the flames.
Cast Roundtime 3 Seconds.
You gesture at a war griffin.
Violet flames erupt from beneath a war griffin.
CS: +428 - TD: +357 + CvA: +25 + d100: +17 == +113
Warding failed!
A column of violet flame envelops a war griffin in its searing embrace!
... 20 points of damage!
Searing wave of plasma cuts through skin and muscle on the war griffin's leg!
Cast Roundtime 3 Seconds.
You gesture at an Ithzir champion.
Violet flames erupt from beneath an Ithzir champion.
CS: +428 - TD: +384 + CvA: -10 + d100: +78 == +112
Warding failed!
A column of violet flame envelops an Ithzir champion in its searing embrace!
... 25 points of damage!
Superheated energy causes the artery in the Ithzir champion's leg to explode!
It is knocked to the ground!
An Ithzir champion's defenses are diminished in the wake of the flames.
INFUSED version:
As you attempt to strike with your ebony-hafted morning-star, it sends a surge of power through you that quickly leaps out at the janissary!
You summon forth additional strength to aid your spell in penetrating the defenses surrounding the Ithzir janissary.
Violet flames erupt from beneath an Ithzir janissary.
CS: +428 - TD: +259 + CvA: -2 + d100: +54 == +221
Warding failed!
A column of violet flame envelops an Ithzir janissary in its searing embrace!
... 5 points of damage!
Searing strike to back causes the Ithzir janissary to grunt in pain.
An Ithzir janissary's defenses are diminished in the wake of the flames.
As you attempt to strike with your ebony-hafted morning-star, it sends a surge of power through you that quickly leaps out at the griffin!
You summon forth additional strength to aid your spell in penetrating the defenses surrounding the war griffin.
Violet flames erupt from beneath a war griffin.
CS: +428 - TD: +335 + CvA: +25 + d100: +100 == +218
Warding failed!
A column of violet flame envelops a war griffin in its searing embrace!
... 5 points of damage!
Minor burns to the war griffin's shield arm.
A war griffin's defenses are diminished in the wake of the flames.
>
As you attempt to strike with your ebony-hafted morning-star, it sends a surge of power through you that quickly leaps out at the champion!
You summon forth additional strength to aid your spell in penetrating the defenses surrounding the Ithzir champion.
Violet flames erupt from beneath an Ithzir champion.
CS: +428 - TD: +356 + CvA: -10 + d100: +54 == +116
Warding failed!
A column of violet flame envelops an Ithzir champion in its searing embrace!
... 7 points of damage!
Light burns to the Ithzir champion's leg.
An Ithzir champion's defenses are diminished in the wake of the flames.
As you attempt to strike with your ebony-hafted morning-star, it sends a surge of power through you that quickly leaps out at the griffin!
You summon forth additional strength to aid your spell in penetrating the defenses surrounding the war griffin.
Violet flames erupt from beneath a war griffin.
CS: +428 - TD: +335 + CvA: +25 + d100: +14 == +132
Warding failed!
A column of violet flame envelops a war griffin in its searing embrace!
... 5 points of damage!
Minor burns to the war griffin's weapon arm.
A war griffin's defenses are diminished in the wake of the flames.
With instinctive motions, you weave to and fro striking with deliberate and unrelenting fury!
As you attempt to strike with your ebony-hafted morning-star, it sends a surge of power through you that quickly leaps out at the scout!
You summon forth additional strength to aid your spell in penetrating the defenses surrounding the Ithzir scout.
Violet flames erupt from beneath an Ithzir scout.
CS: +428 - TD: +259 + CvA: +9 + d100: +73 == +251
Warding failed!
A column of violet flame envelops an Ithzir scout in its searing embrace!
... 5 points of damage!
Minor burns to the Ithzir scout's weapon arm.
An Ithzir scout's defenses are diminished in the wake of the flames.
You swing a perfect ebony-hafted morning-star at an Ithzir scout!
AS: +683 vs DS: +322 with AvD: +33 + d100 roll: +77 = +471
... and hit for 136 points of damage!
Impressive shot shatters wrist!
The Ithzir scout is stunned!
Your spell misfires. (<--- This is happening with 1603's Zeal effect on.)
Your weapon is unable to call forth a new spell so quickly.
You swing a perfect ebony-hafted morning-star at an Ithzir adept!
AS: +683 vs DS: +418 with AvD: +37 + d100 roll: +35 = +337
... and hit for 119 points of damage!
Shot shatters shoulder and severs right arm!
The adept's crystal-bladed flamberge falls to the ground.
The Ithzir adept is stunned!
Your spell misfires.
Your weapon is unable to call forth a new spell so quickly.
You swing a perfect ebony-hafted morning-star at an Ithzir scout!
AS: +683 vs DS: +266 with AvD: +33 + d100 roll: +43 = +493
... and hit for 156 points of damage!
Whoosh! Several ribs driven into lungs.
The Ithzir scout is stunned!
Necrotic energy from your ebony-hafted morning-star overflows into you!
You feel energized!
Your spell misfires. (Zealous Effect)
---
New Message:
What's this? I've seen it a couple of times so far.
"An incandescent veil fades from you."
---
~Player of Fulmen Soulforge, Hammer of Eonak.
~Player of Fulmen Soulforge, Hammer of Eonak.
Re: Paladin Spell Updates on 12/30/2020 11:40 AM CST
The duration on Zealous from 1603 is also stacking. Had up to 6.5 minutes of it at the end of my quick hunt. That's awesome, since it's a cool way to build a sort of roleplaying for increased divine righteousness with extended battles, but is it intended?
~Player of Fulmen Soulforge, Hammer of Eonak.
~Player of Fulmen Soulforge, Hammer of Eonak.
Re: Paladin Spell Updates on 12/30/2020 11:46 AM CST
Re: Paladin Spell Updates on 12/30/2020 05:30 PM CST
Re: Paladin Spell Updates on 12/30/2020 05:48 PM CST
Re: Paladin Spell Updates on 12/30/2020 09:34 PM CST
I had the chance to do many hunts on my paladin, who I fixskilled back to lance, today. Between this update and the maneuver update from a while ago, game play on the paladin is now very dynamic and fun, with many different options and neat combos to bring down critters. This is a day and night difference compared to how it used to be, where I would pretty much just feint and normal attack everything. Overall, great job!
Re: Paladin Spell Updates on 12/31/2020 10:13 PM CST
> (1615) Repentance - renamed
> Base chance to kneel changed from 35% to 100%
> New Evoked version will significantly boost damage, but not cause roundtime/knockdown. Training in SMC will significantly increase the lethality of this spell.
Does the lethality only increase if we evoke? Or is it baseline part of 1615 now? I'm sitting at 87 ranks currently, and didn't see a major difference in my super-brief test.
> Base chance to kneel changed from 35% to 100%
> New Evoked version will significantly boost damage, but not cause roundtime/knockdown. Training in SMC will significantly increase the lethality of this spell.
Does the lethality only increase if we evoke? Or is it baseline part of 1615 now? I'm sitting at 87 ranks currently, and didn't see a major difference in my super-brief test.
Re: Paladin Spell Updates on 12/31/2020 10:25 PM CST
Re: Paladin Spell Updates on 01/01/2021 09:30 AM CST
Viduus,
I ran into an unusual situation that resulted in a bug.
I was hunting with my Kroderine Soul Warrior. I often times will cast 1602 at him after he has cman absorb running (to empower him when nothing is casting at him). This appears to be wonky when 1608 is also running. The messaging the Paladin receives is all sorts of garbled (sorry for not having an example handy).
It appears that my Paladin, was getting enthralled by his own miasma, and casting at myself? I think. Other times I was just casting 1602 at my warrior (who had cman absorb up) and it was going off as normal (I must have been ignoring the miasma) without being absorbed.
And a completely separate topic: Is it intended that 1635 Beseech is not supposed to work on the immobilize effect from 611. Got hit with that from an Illoke Mystic and was helpless (well they still couldn't hit me because my Paladin is a tank). Not sure the difference between the immobilize effect from 214 vs 611.
LAST separate topic: Is it possible to INFUSE only a certain amount of charges into my weapon? Because of the great changes to mana capacity I can now put 35 charges of 1603 into my weapon...that's a lotta mana to squeeze in during a hunt (I top off before I go out). This would also be great utility for when I just need to put a few charges of 1614/1615/119 into my weapon when going up against a new creature. Just a thought.
Thanks!
Re: Paladin Spell Updates on 01/01/2021 11:38 AM CST
Just wanted to pass along that I'm really enjoying the combination of updates to CMANs (and SMANs) and the Paladin updates. I especially appreciate the way that Swift Justice has been implemented. Adds some additional fun (and much needed speed for the paladin class) without requiring any additional mashing of multiple commands to make it work.
Great job!
-- Robert
>> [You have failed your current Adventurer's Guild task.]
Great job!
-- Robert
>> [You have failed your current Adventurer's Guild task.]
Re: Paladin Spell Updates on 01/01/2021 12:40 PM CST
Wasn't sure how to bug this so thought it'd be best here.
There are a few situations, that while under 1603's post-kill high, that my next action does not cause flares and I lose the boost.
I cannot seem to figure out the circumstances. I've had it happen a few times with shield strike and now this cast of 1602.
You gesture at a massive troll king (U9D).
Calling upon your patron to aid your cause, a brilliant aura begins to radiate from you!
CS: +285 - TD: +214 + CvA: +25 + d100: +14 == +110
Warding failed!
A massive troll king (U9D) gapes in awe, visibly struggling against your radiant aura!
The violet flashes in your peripheral vision disappear.
Cast Roundtime 3 Seconds.
There are a few situations, that while under 1603's post-kill high, that my next action does not cause flares and I lose the boost.
I cannot seem to figure out the circumstances. I've had it happen a few times with shield strike and now this cast of 1602.
You gesture at a massive troll king (U9D).
Calling upon your patron to aid your cause, a brilliant aura begins to radiate from you!
CS: +285 - TD: +214 + CvA: +25 + d100: +14 == +110
Warding failed!
A massive troll king (U9D) gapes in awe, visibly struggling against your radiant aura!
The violet flashes in your peripheral vision disappear.
Cast Roundtime 3 Seconds.
Re: Paladin Spell Updates on 01/01/2021 04:44 PM CST
Once i figured out why my test instance was locked up and was able to play around, I have come up with a training that i am super happy with, and I am really loving everything that everyone involved with this has done, THANK YOU!
here is my current training level 87
Armor Use..........................| 250 150 150
Shield Use.........................| 276 176 176
Combat Maneuvers...................| 240 140 140
Edged Weapons......................| 276 176 176
Ambush.............................| 50 10 10
Multi Opponent Combat..............| 130 35 35
Physical Fitness...................| 188 88 88
Dodging............................| 188 88 88
Magic Item Use.....................| 50 10 10
Harness Power......................| 187 87 87
Spirit Mana Control................| 120 30 30
Spiritual Lore - Religion..........| 114 28 28
Perception.........................| 188 88 88
Climbing...........................| 140 40 40
Swimming...........................| 148 48 48
Spell Lists
Minor Spiritual....................| 20 20
Spell Lists
Paladin............................| 68 68
Skill name Mnemonic Ranks
Shield Bash sbash 5
Feint feint 5
Specialization I wspec1 3
Tainted Bond tainted 1
Skill name Mnemonic Ranks
Tower Shield Focus tfocus 5
Shield Spike Focus spikefocus 2
Spell Block spellblock 3
Protective Wall pwall 2
Shield Strike strike 5
Shield Strike Mastery strikemastery 1
using an 8x shield, 8x armor 8x waraxe
I typically find myself hunting with the divine shield aura up, but when i need a little more boost i switch to zealot. I am uphunting a little bit on plane 5 of the rift, and am having great sucess.
again thank you.
here is my current training level 87
Armor Use..........................| 250 150 150
Shield Use.........................| 276 176 176
Combat Maneuvers...................| 240 140 140
Edged Weapons......................| 276 176 176
Ambush.............................| 50 10 10
Multi Opponent Combat..............| 130 35 35
Physical Fitness...................| 188 88 88
Dodging............................| 188 88 88
Magic Item Use.....................| 50 10 10
Harness Power......................| 187 87 87
Spirit Mana Control................| 120 30 30
Spiritual Lore - Religion..........| 114 28 28
Perception.........................| 188 88 88
Climbing...........................| 140 40 40
Swimming...........................| 148 48 48
Spell Lists
Minor Spiritual....................| 20 20
Spell Lists
Paladin............................| 68 68
Skill name Mnemonic Ranks
Shield Bash sbash 5
Feint feint 5
Specialization I wspec1 3
Tainted Bond tainted 1
Skill name Mnemonic Ranks
Tower Shield Focus tfocus 5
Shield Spike Focus spikefocus 2
Spell Block spellblock 3
Protective Wall pwall 2
Shield Strike strike 5
Shield Strike Mastery strikemastery 1
using an 8x shield, 8x armor 8x waraxe
I typically find myself hunting with the divine shield aura up, but when i need a little more boost i switch to zealot. I am uphunting a little bit on plane 5 of the rift, and am having great sucess.
again thank you.
Re: Paladin Spell Updates on 01/01/2021 07:16 PM CST
Re: Paladin Spell Updates on 01/01/2021 07:27 PM CST
>>So i noticed today that shield bash through the paladin shield skill trigger swift justice effect that makes it 1RT. When using shield bash through the CMAN skill tree swift justice never ever triggers is that intended or a bug? I bug reported it anyhow.
Design. Is there a reason you're going with the cman over the shield version?
Viduus
Design. Is there a reason you're going with the cman over the shield version?
Viduus
Re: Paladin Spell Updates on 01/01/2021 09:32 PM CST
Re: Paladin Spell Updates on 01/01/2021 10:25 PM CST
>>So i noticed today that shield bash through the paladin shield skill trigger swift justice effect that makes it 1RT. When using shield bash through the CMAN skill tree swift justice never ever triggers is that intended or a bug? I bug reported it anyhow.
Design. Is there a reason you're going with the cman over the shield version?
Viduus
yes to use shield points on other skills i can't get through cmans. So I swapped shield bash and charge to cmans to get more points for shield skills. kind of the same reason berserk, tackle, feint are WARRIOR GUILD skills, so that warriors can use their CMAN points on other things meanwhile the CMAN versions are the same. Also with in the spell itself it doesn't say your next paladin Shield Specializations skills, it says you next shield maneuver. When you read that it seems any shield maneuver doesn't matter where from.
Design. Is there a reason you're going with the cman over the shield version?
Viduus
yes to use shield points on other skills i can't get through cmans. So I swapped shield bash and charge to cmans to get more points for shield skills. kind of the same reason berserk, tackle, feint are WARRIOR GUILD skills, so that warriors can use their CMAN points on other things meanwhile the CMAN versions are the same. Also with in the spell itself it doesn't say your next paladin Shield Specializations skills, it says you next shield maneuver. When you read that it seems any shield maneuver doesn't matter where from.
Re: Paladin Spell Updates on 01/02/2021 06:30 AM CST
I too use the cman version of shield bash. reason being there are very few actual cmans i use, and at my training (lvl87) I have what I want cman wise with enough points left to dump into can sbash, freeing up points in the shield mans for stuff I do want.
have reread this several time and can't decide if it says what I'm thinking, I hope so.
basically there are a lot more shield mans I find useful than cmans.
Re: Paladin Spell Updates on 01/02/2021 06:34 AM CST
Re: Paladin Spell Updates on 01/02/2021 12:04 PM CST
I really don't like not having Champion's Might, but I can make due without but I am noticing / feeling the difference. I could understand a capped player having 400ish CS with our class but still being in the high 300s just seems too low and a kick below the belt. If bandits have a slight chance to not be warded, then I can only imagine how much tougher the other creatures are going. I get wanting to make us 1x in spells. But I didn't expect you wanting us to be 100 Paladin / 40 Minor or even 100 Paladin / 20 Minor for that matter just have a decent casting strength. We're not pures, we're hybrids. Pures are easily in the 500+ casting so why the handicap in the 300s when realistically there's no point of going beyond 50 Paladin / 40 Minor? That's close enough to being 1x in spells as wanted. So is there a chance to Champion's Might back or we doomed to make our redux go further down the tube?
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/02/2021 12:26 PM CST
Granted, 60 Paladin / 40 Minor puts (at least me) a lil over 400 casting, I still don't like not having Champion's Might nor see/comprehend why it has been taken away. Same with why Cunning Defense has been nerfed to kingdom come where it's just dodge ranks but I guess that discussion should be discussed in that forum.
Don't get me wrong, overall I'm pretty happy but this.. make no sense other than to force at least a full 1x in spells vs just having 90 when there's really no other point when those training points can/should be placed elsewhere instead of in more magic circles when we're not pure casters. Atm, I am 60/40 just to have a decent chance to ward.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Don't get me wrong, overall I'm pretty happy but this.. make no sense other than to force at least a full 1x in spells vs just having 90 when there's really no other point when those training points can/should be placed elsewhere instead of in more magic circles when we're not pure casters. Atm, I am 60/40 just to have a decent chance to ward.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/02/2021 12:32 PM CST
>If bandits have a slight chance to not be warded, then I can only imagine how much tougher the other creatures are going.
Capped bandits are actually pretty high up the scale of things that are hard to ward, for whatever reason. They're usually in metal breastplate or chain hauberk, which certainly helps, but they also have strangely high TD for enemies that have no spells up.
https://gswiki.play.net/Leafiara_(prime)
Capped bandits are actually pretty high up the scale of things that are hard to ward, for whatever reason. They're usually in metal breastplate or chain hauberk, which certainly helps, but they also have strangely high TD for enemies that have no spells up.
https://gswiki.play.net/Leafiara_(prime)
Re: Paladin Spell Updates on 01/02/2021 01:29 PM CST
>They're usually in metal breastplate or chain hauberk, which certainly helps, but they also have strangely high TD for enemies that have no spells up.
And hundreds more health points than their racial maximums, in some cases. As members of playable humanoid races, and playable humanoid professions, bandits are not a very good example of how to design a critter. Bandit gangs could be done entirely within playable parameters and still be more effective than they are today, and maybe also a bit less obnoxious.
As far as paladins warding like-level critters, it was stated that 1x training in spell research is the new baseline. I suppose if you have a 60% chance to ward with 60 paladin ranks, then you might have closer to an 80% chance to ward with 80 ranks. I haven't tested this much so I'm just spitballing. I understand you'd be losing a few pretty useful spells to do that.
And hundreds more health points than their racial maximums, in some cases. As members of playable humanoid races, and playable humanoid professions, bandits are not a very good example of how to design a critter. Bandit gangs could be done entirely within playable parameters and still be more effective than they are today, and maybe also a bit less obnoxious.
As far as paladins warding like-level critters, it was stated that 1x training in spell research is the new baseline. I suppose if you have a 60% chance to ward with 60 paladin ranks, then you might have closer to an 80% chance to ward with 80 ranks. I haven't tested this much so I'm just spitballing. I understand you'd be losing a few pretty useful spells to do that.
Re: Paladin Spell Updates on 01/02/2021 02:14 PM CST
Re: Paladin Spell Updates on 01/02/2021 03:22 PM CST
by that logic, 40 percent of the time we'd be failing / wasting mana. While stated 1x in the deal, I didn't read it as you should have 100 paladin ranks.. I read it as I could have 60/40 as in 100 spell circles no ifs/ands/buts. at 60 circles, I'm a lil over 400 which is comparably better than where I was at with just 50/40 I'd rather see 1619 gone and get Champion Might back.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/02/2021 03:31 PM CST
Re: Paladin Spell Updates on 01/02/2021 03:58 PM CST
417 CS with 80P/20M circles for Paladin casts 374 for Minor Spell casts
437 CS with 100 / 20 for Paladin casts and 376 for Minorr
404 with 60 / 40 for Paladin casts and 390 for Minor
And it just gets lower if I to 50 / 40 etc etc
I'd be fine if 1619 became Champ's Might
2x in Spell Aim isn't worth it either, so if 1619 were to become the "new" Champion's Might then maybe beef up the magical attack some. It doesn't even need to be a stacking spell.. it oculd just last x amount of minutes, otherwise I'd wonder why we're allowed to 2x in Spell Aiming when the only bolt we have is 111 unless I'm overlooking something.
On the other hand, with the chance of hindrence, maybe there is some build to be found to just go all out spell galore and use a runestave as joked about in the past. But to even make that somewhat possible you'd have to drop CMs just get the points required. So below is a runestave paladin meme (test server obviously)
The skills are this:
Falvicar (at level 100), your base skill bonuses, ranks and goals are:
Skill Name | Actual Actual
| Bonus Ranks Goals In-Game Time to Goal
Armor Use..........................| 300 200 200
Edged Weapons......................| 0 0 0
Two-Handed Weapons.................| 0 0 0
Physical Fitness...................| 250 150 150
Dodging............................| 200 100 100
Arcane Symbols.....................| 201 101 101
Magic Item Use.....................| 201 101 101
Spell Aiming.......................| 302 202 202
Harness Power......................| 201 101 101
Spirit Mana Control................| 201 101 101
Spiritual Lore - Religion..........| 140 40 40
Perception.........................| 200 100 100
Climbing...........................| 155 55 55
Swimming...........................| 140 40 40
Spell Lists
Minor Spiritual....................| 40 40
Spell Lists
Paladin............................| 162 162
Training Points: 80 Phy 0 Mnt (3502 Phy converted to Mnt)
Now.... Here's WEB folowed by the P Trial (1602)
You gesture at a rolton.
Cloudy wisps swirl about a rolton.
CS: +400 - TD: -22 + CvA: +25 + d100: +86 == +533
Warding failed!
The wisps solidify into thick strands of webbing that tighten about his body!
Cast Roundtime 3 Seconds
You gesture at a rolton.
[Spell Hindrance for some dark vultite full plate is 3% with current Armor Use skill, d100= 3]
Your armor prevents the spell from working correctly.
Cast Roundtime 3 Seconds.
>prep 1602
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Pious Trial...
Your spell is ready.
>cast rolt
You gesture at a rolton.
CS: +525 - TD: +3 + CvA: +25 + d100: +29 == +576
Warding failed!
A rolton appears to be overwhelmed by some burdening force.
Cast Roundtime 3 Seconds.
Now.. Fire Spirit...
>prep 111
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Fire Spirit...
Your spell is ready.
>cast rolt
You gesture at a rolton.
You hurl a roaring ball of fire at a rolton!
AS: +347 vs DS: +25 with AvD: +70 + d100 roll: +92 = +484
... and hit for 179 points of damage!
Abdomen bursts into flames. Would be funny without the blood.
The rolton collapses to the ground, emits a final bleat, and dies.
The roaring ball of fire strikes a rolton, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your roaring ball of fire flies off and hits a rolton.
... 70 points of damage!
Back burnt to the bone. Smoke curls up from what's left of a rolton.
The rolton collapses to the ground, emits a final bleat, and dies.
A rolton appears less distracted and conflicted.
Cast Roundtime 3 Seconds.
My Conclusion: we 2x in Spells and we're a wannabe sorcerer in full plate and we 2x in Spell Aim to become a level 50ish Wizard / Cleric in full plate...
.
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/02/2021 03:59 PM CST
almost forgot: can trade the 2x in Spell Aim for 2x in Two Handed Weapons or arguably go Sword / Board. But it is still kinda funny (least to me)
__________________________
- Kobold in Disguise Falvicar, Blade of the Night
You swing a silver-edged black veil iron katana at Sevynne!
* Sevynne drops dead at your feet!
* Sevynne just bit the dust!
Re: Paladin Spell Updates on 01/02/2021 04:35 PM CST
Re: Paladin Spell Updates on 01/02/2021 06:57 PM CST
>Capped bandits are actually pretty high up the scale of things that are hard to ward, for whatever reason. They're usually in metal breastplate or chain hauberk, which certainly helps, but they also have strangely high TD for enemies that have no spells up.
>Leafiara
Are you sure those numbers are not against cleric spells? I seem to recall most bandits being well easier than other capped things vs paladin spells.
Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
>Leafiara
Are you sure those numbers are not against cleric spells? I seem to recall most bandits being well easier than other capped things vs paladin spells.
Sweet is the sound of the pouring rain,
And the stream that falls from the hill to plain.
Better than rain or rippling brook,
Is a mug of beer inside this Took.
Re: Paladin Spell Updates on 01/02/2021 07:28 PM CST
Re: Paladin Spell Updates on 01/03/2021 02:55 AM CST
>Are you sure those numbers are not against cleric spells? I seem to recall most bandits being well easier than other capped things vs paladin spells.
Okay, this made me very curious. The short answer is that you're correct, at least from my small sample size looking at only bandits and the Sanctum, so I do apologize about that.
The findings are sort of blowing my mind, though. I actually checked CS/TD with all three semis and all three warding pures, but it's fascinating and surprising to me that the fact that paladins, clerics, and rangers all use purely spiritual magic (meaning that, for example, 107 gives the same TD boost against each) isn't actually sufficient to make the assumption that an enemy relatively resilient to spells from one of them is also relatively resilient to spells from another of them, at least compared to other enemies.
Also curious was that the enemies I checked all had worse TD (in the range of 4-15) against 635 than against 1615 despite part of the stated reason for the removal of 1612 being to make ranger and paladin numbers more comparable. Maybe this is unique to the Sanctum and bandits, though--again, only a small sample size checked on my end. I'd do a deeper dive, but, well... I have some other things going on to take care of. :D
https://gswiki.play.net/Leafiara_(prime)
Okay, this made me very curious. The short answer is that you're correct, at least from my small sample size looking at only bandits and the Sanctum, so I do apologize about that.
The findings are sort of blowing my mind, though. I actually checked CS/TD with all three semis and all three warding pures, but it's fascinating and surprising to me that the fact that paladins, clerics, and rangers all use purely spiritual magic (meaning that, for example, 107 gives the same TD boost against each) isn't actually sufficient to make the assumption that an enemy relatively resilient to spells from one of them is also relatively resilient to spells from another of them, at least compared to other enemies.
Also curious was that the enemies I checked all had worse TD (in the range of 4-15) against 635 than against 1615 despite part of the stated reason for the removal of 1612 being to make ranger and paladin numbers more comparable. Maybe this is unique to the Sanctum and bandits, though--again, only a small sample size checked on my end. I'd do a deeper dive, but, well... I have some other things going on to take care of. :D
https://gswiki.play.net/Leafiara_(prime)
Re: Paladin Spell Updates on 01/03/2021 05:58 AM CST