Ianthe
formerly In Media Res
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quote:
Level 10 abilities. I'm a little short on time, so you don't get anything fancy :( I come bearing shinies! (Appendix) ~D First, a standard spell is: Base: round(0.00375*ScaledPowerLevel^2 + 0.5625*ScaledPowerLevel+ 5.25) damage Rand: round(0.0075*ScaledPowerLevel^2 + 1.125*ScaledPowerLevel + 10.5) damage Stat: (100 + 6.6*ScaledPowerLevel)% BtH: +(ScaledPowerLevel/4), rounded down, plus Stats. MP: round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) Each ability is a standard ELEMENT-element spell (so, Conflagration is a Fire-element spell; etc.). It has three hits: the first two deal *0.25*0.62 damage each, and the third deals *0.5*0.62 damage. Hit 1/2 Hit 3
Level Damage Stat Damage Stat Bth
0 4-12 46 8-24 92 7
1 4-13 50 9-27 101 8
2 5-15 54 10-30 109 9
3 5-16 58 11-33 117 10
4 6-18 63 12-36 125 11
5 7-20 67 13-40 133 12
6 7-21 71 15-44 141 13
7 8-24 75 16-47 150 14
8 9-26 79 17-51 158 15
9 9-27 83 18-54 166 16
10 10-30 87 20-59 174 17
Each ability has two effects - a basic effect, and a critical effect. Conflagration NOTE: This has at least three bugs in it, so it's not always working properly. Basic: After the second hit, it may attempt to Burn the monster. It automatically attempts it if both previous hits connected and did >0 damage; if only one hit connects and deals >0 damage, then there's a 25% chance of a burn. Either way, the monster gets a +10 bonus to its save: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The burn's Level is equal to ScaledPowerLevel. Fire-element monsters are immune to this. Critical: Third-degree burn. There's a 70% chance of a critical, or a 100% chance if the basic ability successfully burns the monster. If the third hit connects, then the monster makes a save, with a -7 penalty (if the basic ability burnt) or a +0 penalty (if it didn't): Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The Level of the third-degree burn is ScaledPowerLevel + SkillLevel. Again, Fire-element monsters are immune to this. Earthquake Basic: If either of the first two hits connected and did >0 damage, then it attempts to inflict Aftershock on the monster, which is a re-named Spiritual Seed. The monster gets a -10 penalty if both hits connected and did >0 damage, or a +20 bonus to its save if only one did. Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterSTR Minor: YourLUK vs MonsterLUK The Aftershock deals Earth damage, lasts 1d4+1 rounds (which means either 2, 3, 4, or 5 rounds). The "modifier" is *15/51 damage. Earth-element monsters are immune to this. Critical: There is a 77% chance of this occurring. If the third hit connects and does >0 damage, then it attempts to Petrify the monster for one round. Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK Again, Earth-element monsters are immune to this. Fell Midnight Basic: If either of the first two hits connected and did >0 damage, then the monster can become Afraid. The monster gets a +20 bonus to its save: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterCHA Minor: YourLUK vs MonsterLUK If successful, the monster becomes Afraid for 4 rounds & 27% chance of not acting (if both hits connected and did >0 damage), or 2 rounds & 20% chance of not acting (if only one did). Darkness-element monsters are immune to this. Critical: There's a 73% chance of this occurring. If the third hit connects and deals >0 damage, then the monster automatically* becomes Panicked. While Panicked, the monster deals 75% damage. For the save on the status: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterCHA Minor: YourLUK vs MonsterLUK The save starts off at a -20 penalty. *(Just to explain: based on the way Panicked works, the monster automatically makes a save at the beginning of its turn. So yes, it does get a save; it's just built into Panicked, instead of the spell making the save.) Mana Tide Basic: On both of the first two hits, if the hit connects and deals >0 damage, then the monster loses MP equal to *45/62 of the damage dealt. Critical: There's a 38% chance of this occurring. If the third hit connects, then you get the Regain Mana status. Its LEVEL is equal to ScaledPowerLevel, and it only applies to Water-element spells. Frostbite Basic: If at least one of the first two hits connects and deals >0 damage, then the monster can become Numb, which is a re-named Offbalanced. The monster takes a -9 penalty to its save: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK If both hits connects and deals >0 damage, then the monster takes -50 DEX for 5 rounds; if only one hit does, then the monster takes -25 DEX for 5 rounds. Ice-element monsters are immune to this effect Critical: There is a 77% chance of this occurring. If the third hit connects and deals >0 damage, then it attempts to Freeze the mosnter. The monster gets a flat +20 bonus to its save: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK Ice-element monsters are immune to this. Also, monsters normally immune to freezing (like Safiria or The'Galin) are NOT immune to this. (The old freeze immunity was because old-freeze was broken, so challenge battles were given it to prevent cheapness. Y'know, kinda like PWD immunity. New-freeze isn't as broken.) Monsters with the new Freeze Immunity status (Not Yet Implemented) are immune to it, as normal. Vacuum Basic: If at least one of the first two hits connect, then it attempts to inflict Vacuum on the monster, which is a re-named Fragile. The monster takes a -9 penalty to its save: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The monster takes -50 END for 5 rounds (if both hits connect), or -25 END for 5 rounds (if only one hit connects). "robot", "undead", and "golem" monsters are immune to this. Critical: There is a 61% chance of this occurring. If the third hit connects, then it attempts to make the monster Choke. The monster takes a -20 penalty to its save: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The monster deals 60% damage for 2 rounds. "robot", "undead", and "golem" monsters are immune to this. Solar Flare Basic: If at least one of the first two hits connects and deals >0 damage, then the monster can become Blind. The monster takes a -20 penalty to its save: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The monster takes -10 BTH for 3 rounds (if both hits connected and dealt >0 damage) or for 2 rounds (if only one hit connected). Light-element monsters are immune to this. Critical: There is a 53% chance of this occurring. The third hit deals double damage. If it connects and deals >0 damage, then the monster automatically becomes Dazzled for -5 BTH. (If the monster is currently Blind, then the Blindness now "fades slowly", and becomes Dazzled for -5 BTH after the duration expires.) For the Dazzled, the monster gets a -20 bonus to its save: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK Thunderbolt Basic: If at least one of the first two hits connects and deals >0 damage, then the monster can become Dazed. The monster gets a +20 bonus to its save: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterEND Minor: YourLUK vs MonsterLUK The monster is Dazed for 4 rounds / 27% chance of not acting (if both hits connect and deal >0 damage), or for 2 rounds / 20% chance (if only one does). Energy-element monsters are immune to this. Critical: There is a 48% chance of this occurring. If the attack connects, then you can get Celerity, Celerous Item, Celerous Pet, and Celerous Guest. The monster makes one save, with a -20 penalty, to resist this: Level: ScaledPowerLevel vs MonsterLevel Major: YourINT vs MonsterLUK Minor: YourLUK vs MonsterINT Since it's one save to resist four statuses, the bonus is a little weird. If the monster is immune to ANY of the above statuses, then NONE of the statuses are inflicted. If the monster has a bonus (or penalty) to saves against a version of Celerity, then it uses whatever is the greatest bonus. (Basically, you use the worst case scenario.) Elemental Invocation You get to choose from one of the above. However: The spell costs *1.32 the usual amount. You don't get a Critical effect. You only get the basic effect. All taken care of. Thanks. ~Koree
< Message edited by Koree -- 4/7/2011 8:15:43 >
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