A Twist - 940 Elemental Conflaguration 05/06/2017 02:16 PM CDT
Trying to tie together some thoughts, here.

Availability: Self-Cast
Duration: 1 minute (justification below)
Span: Refreshable
Type: Combat
Target(s): Single
Enhancement: AS, CS, Special
Damage / Crit types: Varies
Cooldown: None


The wizard calls upon exceptional knowledge of elemental magics to increase the devastation wrought upon the target. The spell confers a second (and potentially third and fourth) damage and critical result for each spell the wizard casts at the target.

For bolt spells, the second cast will be +5 AS, will affect the target immediately as with the first cast, and will cost no additional mana. The third cast will be at +10 AS, will affect the target immediately as with the first and second cast, and will cost the same in mana as the original spell. The fourth cast will be at +15 AS, will affect the target immediately as with the first, second and third cast, and will cost double in mana what the original spell costs.

For CS spells, same as bolt spells.

For SMRv2 spells, the second cast will be at bonus +10, the third cast will be at bonus +20, and the fourth cast will be at bonus +30. Mana costs are the same as for bolt spells.

The wizard can choose to have fewer spells affect the target by specifying during casting. Second spell always occurs (zero mana cost) if the target is still alive unless explicitly dropped. Third spell occurs at EMC 125 ranks, and the fourth spell occurs at EMC 212 ranks. All spells get their basic lore enhancements.

Example while under the spell's effects:

Wizard with 40 ranks EMC - incant 906 (target resolution for one 906 bolt, and one 906 bolt at +5 AS). Mana cost - 6
Wizard with 125 ranks EMC - incant 519 (target resolution for one 519, one 519 at +5 CS, and one 519 at +10 CS). Mana cost - 38
Wizard with 220 ranks EMC - incant 917 (target resolution for one 917, one 917 at +10 bonus to SMR, one 917 at +20 bonus to SMR and one 917 at +30 bonus to SMR). Mana cost - 68

Wizard with 220 ranks EMC, limiting bolts - incant 3 510 (target resolution with 3 bolts instead of 4, as above.) Mana cost -20

Wizard with 220 ranks EMC, CS special - incant 2 512 (target resolution with 2 CS spells, as above, leads immediately to immobile.)

Wizard with 220 ranks EMC, any spell - incant 1 917 (target resolution normal, no additional spell). Mana cost - 17.

Duration discussion: Similar profession spells have a 30 second duration. I would justify a one minute duration based solely on the fact that wizard bolts are fickle (see all previous discussions / suggestions on AS bolts versus CS spells). Wizard CS damage spells will likely have fairly substantive mana investment (two casts of 519 isn't all that exciting today). Wizard SMR spells (I want more of this!!) and wizard 'crowd control' spells need to be accounted for, but crowd control is not death, and so shouldn't be overly penalized. EF stacking needs specifically to be addressed, since the concept is for immediate damage (up to 4 first cycle hits, then up to 4 second cycle and so on), not extending the spell out 12 cycles.

Lores discussion: This spell is attempting to meet some of the 950 single target requirements, some of the 'spell boost' requirements, some of the 'gap' requirements, and yet I hope is more flexible than a simple 950 single target or 240 simple boost might be considered. For lores affecting this spell, at well post cap, I'd suggest considering (but not essential) EL:F at a meaningful investment (say something over 125? higher?) on appropriate combat spells - ignores legs and arms for crit determination. Costs additional 10 mana.

Sets the stage for several potentials:

1) Allows the wizard the ability to choose the best potential attack or most favorite style attack (CS / AS).
2) At well-post cap, where wizards will be able to have the benefit of 3rd and 4th casts, returns some of the devastating ooomph that was stripped in the single spell usage. Aligns in terms of mana upkeep, but doesn't lock into a set number of spells, creates flexibility in that regard.
3) Provides no benefit to war-mages (since that's a thing).
4) And creates the latitude to address any perceived disadvantages (AS, capped bolt damage-if that's a thing?, crit randomization deficits, redux-against spells, really) to be addressed in a meaningful fashion - as this spell seeks neither to hide, nor address those disadvantages. Tney'll be transparently passed through.

I would also suggest that this spell be marked up as never available in SK, XDay, special item or script capabilities - or if it is, it functions like 520 with very little benefit to the non-wizard.

And finally, I would give this ability to creatures - even if Core Tap isn't.

Doug
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Re: A Twist - 940 Elemental Conflaguration 05/08/2017 10:12 AM CDT
Far to weak to actually result in the desired outcome based on already repeated arguments. AS too low, too few bolts, etc.
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