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talbot_mage [2024/05/21 15:57] – external edit 127.0.0.1 | talbot_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, | 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, | ||
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/ | + | NOTE: If you deal damage, you enter combat and so your character will respond accordingly (drawing a weapon if you have a readied sheath/ |
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. | + | NOTE: In combat, spell casting is queued. |
==== 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 +8 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 11+ body. | + | * 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' | + | * Weapon Focus - For builds that rely on melee offense; not needed for melee defense (you' |
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 | + | * 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 |
- | * 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 | + | * 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 |
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: |