Enchant Defense spells
Contents: - Ablative Shield (AS)
- Guardian Angel (GA)
- Vampiric Aura (VA)
- Haste
- Giant Strength (GS)
- Steel Skin (SS)
Magic penalties given by items have 2/3 effect on Enchant Defense Spells.
Ablative Shield (AS)
- Training cost 84
- Adds to targets' HP. Most cost-effective for 3 or more targets.
- There is a percentage of HP lost when the enchantment is cast on multiple minions.
- This percentage is 0% for 2 minions, 20% penalty for 3 minions, 27.5% penalty for 4 minions, 32.5% penalty for 5 Minions.
- A Familiar is counted as an extra minion in terms
(A single-Minion Character should just train HP; two Minions should do the same unless you are trying something clever like using a familiar.) Ablative Shield casts for 50% of its Spell Level, though at lower levels this could be up to 68% (34 HP gain with level 50 Ablative Shield = 68%) - With 1 minion you get 1 * 50% Ablative Shield efficiency. Total is 50% effectiveness.
- With 2 minions you get 2 * 50% Ablative Shield efficiency. Total is 100% effectiveness.
- With 3 minions you get 3 * 40% Ablative Shield efficiency. Total is 120% effectiveness.
- With 4 minions you get 4 * 36.25% Ablative Shield efficiency. Total is 145% effectiveness.
- With 5 minions you get 5 * 33.75% Ablative Shield efficiency. Total is 168.75% effectiveness.
Therefore using Ablative Shield with more minions will greatly improve the overall effectiveness of the spell.
Guardian Angel (GA)
- Training cost 840
- GA retaliates with up to 60% of all damage inflicted on its targets by opposing Minions.
- GA has reduced effect when its level is low relative to the damage done. GA level should be about 2.5 times the damage done to get full 60% retaliation.
- GA only retaliates damage up to target's current HP. If a blow kills target, the excess damage beyond target's HP and additional blows after death will not retaliate.
- GA damage is reduced by AC due to enchantment, not base AC; GA damage type is GA. --The damage type was revealed to be of its own type by NS on Feb 19th, 2010. This was revealed in chat and posted to the community in message 00309w. (Long Live message 00309w!)
Vampiric Aura (VA)
- Training cost 14100
- Targets gain HP (even above their Max HP) from inflicting Physical Damage on opponents.
- VA has reduced effect when its level is low relative to the damage done.
- If your VA level is below base, due to penalties, it will damage your minion(s).
- You should keep your Vampiric Aura level equal to your Most Powerful Blow for maximum efficiency.
- VA can be trained even higher than your MPB to counter the effects of Dispel Magic.
- Maximum effect would be 40% Life Leaching, or very near it.
- Items with natural VA (Morgul-Hammer and Blade of Thuringwethil) stack their VA with your trained VA
- VA only works against a live target. If a blow kills target, the excess damage beyond target's HP and additional blows after death will not provide healing.
- VA will allow you to exceed your maximum trained HP via leeching.
- Vampiric Aura is known to revive minions who die and then 'draw strength' from their weapon.
- Vampiric Aura only works in melee rounds and only if using melee weapons or Unarmed Combat.
- Does not work with missile weapons or missile weapons in melee rounds.
Haste
- Training cost 84
- Increases the DX of all friendly minions by an amount equal to the effect.
- The effect is trained at 68% of the level of the spell.
- Cost-effective for 2 or more targets.
Giant Strength (GS)
- Training cost 84
- Increases the ST of all friendly minions by an amount equal to the effect.
- The effect is trained at 68% of the level of the spell.
- Cost-effective for 2 or more targets.
Steel Skin (SS)
- Initial training cost 960 exp.
- Lets a minion use Armor more effectively.
- Steel Skin boosts AC effectiveness by 25% that is, back to the old AC effectiveness, since 1.25 * 80= 100.
- Steel Skin is cast as Innate Armor. Example; a 100 AC minion will get 25 innate armor if all the requirements are met.
- Train to 1/8th of the minion's trained Hit Points (HP) for full effect; excluding any HP gained from Ablative Shield (AS).
- With 0% penalty on skills, the point at which it is more cost-effective to train SS than HP is 181 AC; with 18% penalty on skills (full wall armor), the break-even point is 203 AC. The following assumptions apply:
- No Encumbrance
- No other damage reduction (although a percentage based reduction just put another number in front of the damage, which will still be cancelled out)
- Physical damage source (it would be 181 Magic AC and 203 Magic AC with magic damage)
- Constant amount of damage (it stays at 20k or 200k or 2m, doesn't change between rounds)
- The first 20 HP is "ignored" (it is free HP, but it is so small that it shouldn't matter)
- Ignore base reduction from AC (it is only up to 200% of AC, very small comparing to the percentage reduction of AC)
Formula: AC = 1 / [[(9 - 8 * x%) * 0.21% - (8 - 8 * x%) * 0.167%] The above formula is based on current condition, x% is the penalty to skills. AC = 1/[[(1+(1/k) - (1/k) * x%) * a% - ((1/k - 1/k * x%) * b%] The above formula is the general case. k = 1/8 or whatever needed to get full use out of Steel Skin, x% is the penalty to skills, a% is the percentage reduction of 1 AC with Steel Skin, b% is the percentage reduction of 1 AC without Steel Skin.
last edited by ScY at Feb 19 2010
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