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Virilneus’ GS4 Idea Book » Chain Reaction DC

Virilneus’ GS4 Idea Book

July 20, 2009

Chain Reaction DC

Filed under: Sorcery, Spells — Virilneus @ 10:29 am

If 409 and 415 are going to get multi target additions added, these being minor circle spells. I think time is right to revisit chain reaction DC as an improvement to our supposedly superior professional circle.

The concept behind DC is that it is a a chain reaction within the target’s body that makes their mana explode, with any extra mana shooting out to the sorcerer as a refund.

The concept behind chain reaction DC is that instead of the extra mana going to the sorcerer, it goes to another critter in the room, runs through DC again, and if there is still mana remaining, a third, a fourth, etc.

DC, being a mana manipulation spell, doesn’t lend itself to sorcery lores, instead, like _mana_ disruption, it lends itself to mana controls.

I favor mathematical systems as opposed to arbitarily set boundaries, I would not want to see a seed chart for mana control bonuses defining X number of critters to be hit. Rather I’d like the spell to work as close to the concept as possible where the chance for extra targets is directly related to the mana returned from the cast, which is itself directly related to the mana the critter has. So the more mana a critter has the more susceptible it is to this effect. Furthermore, the more mana the second critter has, the greater chance a third will be hit. So for instance if you DC an ithzir seer and it jumps to an ithzir adept there is a chance it’ll jump to a third target (perhaps back to the seer if it still lives). But if you DC an ithzir seer and it jumps to an ithzir janissary, well, it’ll probably stop there.

What I would so propose then is have mana control act as a modifier the efficiency of the spell in converting critter mana.

The formula would be simple. Total_ranks_mana_control_caster/targets_level = modifier. Assuming you are hunting like level that means a sorcerer with 2x in mana control would have a 200% modifier on critter mana efficiency. A sorcerer 4x in mana control would have a 400% modifier, and a sorcerer 6x in mana control would have a 600% modifier.

A typical pre-cap training is 1x in mana control, or no modifier. Some may do 2x if they’re really dedicated runestaff users and sacrifice training in other areas. Post cap most eventually get up to 2x, 3x or 4x possible near 15 million experience. 6x would only be possible if the sorcerer also got 200 ranks in MMC, which would be highly unlikely to happen unless they were around 30 million experience or higher (and I don’t think any sorcerer is even close to that).

A sorcerer can also trigger this affect by infusing more mana into their initial cast of DC, to make up for any shortage in their mana control training or in the mana refund of the initial target.

Critter base mana returns may need to be tweaked for balance issues.

If we pick a number like say, 12 mana, to spawn a subsequent DC, and the critter returns 6 normally, you’d need to be 2x in mana controls to do it without extra mana, or you’d need to infuse 6 with the initial cast.

If the critter returns 4 mana normally you’d need 3x in mana controls or infuse 8 with the initial cast, or a combination thereof.

Finally, the sorcerer may decide to go all out and infuse very large amounts of mana, 100 mana perhaps, to try to get his DC to be strong enough to destroy the whole room.

This idea is balanced and appropriate to the profession. Other pures indeed have multi-target spells near the 19th slot, one even with unlimited targets at no extra cost.

 The use of elemental lores for boosting damage otherwise could stay with the spell.

1 Comment »

  1. […] 1. Allow us to pick damage types: 2. Better idea: Chain Reaction. Dark Catalyst is basically already a reaction of magic, why not let that reaction spread to other targets? […]

    Pingback by Virilneus’ GS4 Idea Book » 2010 Sorcerer Review — March 25, 2010 @ 12:19 pm

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