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talbot_mage [2024/05/21 15:57] – external edit 127.0.0.1talbot_mage [2025/02/09 12:39] (current) – [The Optimized Mage] khai
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 Flipping the roles around, what this means for the spellcasting runner is that in cases where adversaries are not aware that they are in fact adversaries, casting a stunbolt or manabolt at deadly means they may not realize they're under attack until //after// you've knocked one of them out.\\ Flipping the roles around, what this means for the spellcasting runner is that in cases where adversaries are not aware that they are in fact adversaries, casting a stunbolt or manabolt at deadly means they may not realize they're under attack until //after// you've knocked one of them out.\\
 NOTE: Spellcasting alone does not initiate combat, meaning it does not put you in initiative rounds. Outside of initiative, you have a half second delay (IRL time) between spells.\\ NOTE: Spellcasting alone does not initiate combat, meaning it does not put you in initiative rounds. Outside of initiative, you have a half second delay (IRL time) between spells.\\
-NOTE: If you deal damage, you enter combat and so your character will respond accordingly (drawing a weapon if you have a readied sheath/holster and attacking automatically if you have no other actions/spells queued up). Some spells/actions will cause combat without dealing damage (e.g., ignite, banishing). If you want to change this behavior, you can explore TOGGLE AUTOKILL and TOGGLE PASSIVE. \\+NOTE: If you deal damage, you enter combat and so your character will respond accordingly (drawing a weapon if you have a readied sheath/holster and attacking automatically if you have a spell in the queue). Some spells/actions will cause combat without dealing damage (e.g., ignite, banishing). If you want to change this behavior, you can explore TOGGLE AUTOKILL and TOGGLE PASSIVE. \\
 NOTE: Mobs can become alarmed if they notice your spellcasting. A higher magic rating and a lower spell force makes the spellcasting harder to notice, but a lower spell force is also easier to resist.\\ NOTE: Mobs can become alarmed if they notice your spellcasting. A higher magic rating and a lower spell force makes the spellcasting harder to notice, but a lower spell force is also easier to resist.\\
-NOTE: In combat, spell casting is queued. Each time you send a CAST command, your spell is added to the queue. On your action in the combat loop, if there'at least one spell in your queue, you pop the next spell off the queue. If your spell queue is empty, you auto-attack with whatever weapon you have in hand (or otherwise with your fists) instead of casting.+NOTE: In combat, spell casting is queued. When you send a CAST command, your spell is added to the queue. On your action in the combat loop, if there'spell in your queue, you cast that spell. If your spell queue is empty, you auto-attack with whatever weapon you have in hand (or otherwise with your fists) instead of casting. The queue can only hold one spell at a time.
 ==== Attack Spells & Drain ==== ==== Attack Spells & Drain ====
 While manabolt and powerbolt deal physical damage, stunbolt deals mental. This means that using stunbolts, a spellcaster needs to deal twice as many boxes to mortally wound a target, first filling their mental track before overflowing into their physical track. However, stunbolt has the advantage of lower drain. Spell drain codes are calculated as (F/2 + modifier)(drain level), i.e., casting a stunbolt 6 at deadly has a drain of (6/2 - 1)(deadly) = 2D. Let's take a look at the odds to completely resist the drain for stunbolt, manabolt, and powerbolt, all cast at force 6 and deadly, compared to drain resist dice (willpower + spell pool). A trauma damper does make this significantly easier. While manabolt and powerbolt deal physical damage, stunbolt deals mental. This means that using stunbolts, a spellcaster needs to deal twice as many boxes to mortally wound a target, first filling their mental track before overflowing into their physical track. However, stunbolt has the advantage of lower drain. Spell drain codes are calculated as (F/2 + modifier)(drain level), i.e., casting a stunbolt 6 at deadly has a drain of (6/2 - 1)(deadly) = 2D. Let's take a look at the odds to completely resist the drain for stunbolt, manabolt, and powerbolt, all cast at force 6 and deadly, compared to drain resist dice (willpower + spell pool). A trauma damper does make this significantly easier.
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 These foci could be worth having active, depending on your build: These foci could be worth having active, depending on your build:
-  * Sustaining focus (Body) - The extra damage resistance dice may be relatively minor vs +cpool from elemental sustained combat sense; beta grade dermal sheathing is more efficient at +1 bod / 0.21-0.315 magic lost vs +1 focus rating / 0.5 magic; can be useful for increasing opponent powerbolt TN, but only if you don't already have 11body.+  * Sustaining focus (Body) - The extra damage resistance dice is relatively minor compared to force 8 elemental sustained combat sense; beta grade dermal sheathing is more efficient at +1 bod / 0.21-0.315 magic lost vs +1 focus rating / 0.5 magic; can be useful for increasing opponent powerbolt TN, but only if you don't already have 11 or more body.
   * Sustaining focus (Strength) - Specifically for non-monowhip melee builds.   * Sustaining focus (Strength) - Specifically for non-monowhip melee builds.
-  * Weapon Focus - For builds that rely on melee offense; not needed for melee defense (you'll already have 16 clash dice from skill+cpool, plus high armor/soak for whatever makes it through); if used for spirits, you're not casting so spell category or specific spell foci can be deactivated.+  * Weapon Focus - For builds that rely on melee offense; not needed for melee defense (you'll already have 16 clash dice from skill+cpool, plus high armor/soak for whatever manages to hit you); if used for spirits, you're not casting so spell category or specific spell foci can be deactivated.
  
 Being able to have these foci active, on top of everything above, is generally unneeded except for bragging rights, niche cases, or maybe pruns: Being able to have these foci active, on top of everything above, is generally unneeded except for bragging rights, niche cases, or maybe pruns:
-  * Sustaining focus (Intelligence) - Cultured cerebral boosters are more efficient at +1 int / 0.2 magic lost vs +1 focus rating / 0.5 magic; +1 spool / +3 int; +1 cpool / +2 int (minor vs +cpool from elemental sustained combat sense); +1 hacking pool / +3 int. +  * Sustaining focus (Intelligence) - Cultured cerebral boosters are more efficient at +1 int / 0.2 magic lost vs +1 focus rating / 0.5 magic; +1 spool / +3 int; +1 cpool / +2 int (minor compared to force 8 elemental sustained combat sense); +1 hacking pool / +3 int. 
-  * Sustaining focus (Quickness) - Cultured muscle toners are more efficient at +1 qui / 0.15 magic lost vs +1 focus rating / 0.5 magic; +1 cpool / +2 qui (minor vs +cpool from elemental sustained combat sense); +1 armor ratings from worn armor / +2 qui (minor vs +cpool from elemental sustained combat sense)+  * Sustaining focus (Quickness) - Cultured muscle toners are more efficient at +1 qui / 0.15 magic lost vs +1 focus rating / 0.5 magic; +1 cpool / +2 qui (minor compared to force 8 elemental sustained combat sense); +1 armor ratings from worn armor / +2 qui (minor compared to force 8 elemental sustained armor spell)
  
 Being able to have these foci active, on top of everything above, is only really relevant for convenience or maybe pruns: Being able to have these foci active, on top of everything above, is only really relevant for convenience or maybe pruns:
talbot_mage.1716332266.txt.gz · Last modified: 2024/05/21 15:57 by 127.0.0.1