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Phantom Grasp Dependancy

 
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MrCarb



Joined: 20 May 2006
Posts: 170

PostPosted: Thu Oct 12, 2006 6:56 pm    Post subject: Phantom Grasp Dependancy

Is the dependancy based on mal and/or afflictive breaks? Is damage, save reduction or both effected (perhaps the first by afflictive saves and the second by maledictie saves?). Oh, and finaly, will a succesful mal save prevent any save reduction? I was just wondering if this was a good way to go against someone with high mal saves.

Any thoughts on any of these matters will be much appreciated.
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Davairus
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Joined: 16 Jan 2004
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PostPosted: Fri Oct 13, 2006 2:24 pm    Post subject:

Quote:
Syntax: commune 'phantom grasp' <target> (short syntax: pgra)
Spell type: AFFLICTIVE, MALEDICTIVE
Dependency: very high

Phantom grasp summons forth the phantoms lurking in the darkness to
consume its target in negative energy. The phantoms are able to slowly
wear down the magical resistance of the victim. As the communer gains rank,
they are able to summon more phantoms.

* This clerical spell may inflict reduced damage against certain targets
if they are already near death.

See also: HELP DEPENDENCY



Not really sure where the helpfile was going there ...but shamans don't get any malbreak bonus for the save reduction part, other than what malbreak already does for mals. Shamans need affbreak for the damage though.

As for the high saves issue...

90% resistances = 10 tries per mal
80% resistance = 5 tries per mal
75% resistance = 4 tries per mal
66% resistance = 3 tries per mal
50% resistance = 2 tries per mal
0% resistance = 1 try per mal

Some practical examples (these are pretty much wayyyy overestimating the real save reduction though - I'm just showing how this looks from a purely save reduction point of view):

66% resistance -> 3 casts to reduce to 50%, then 4 casts to land 2 mals = 7 casts ... instead of 6 casts to land just blind/curse
90% resistance -> 10 casts to reduce to 80%, then 10 casts to land 2 mals... = 20 casts, instead of 20 casts to land those 2 mals (its pretty much the same)

So obviously, if their saves arent super-duper, its already pretty easy to land mals. If they are, then you'll waste so many attempts trying to lower mal save, that you might as well just wear a malbreak and go for curse first (has useful no-recall affect instead of crap damage).

Might be worth phantom grasping if you had some spells that were really hard to land...really really hard.
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MrCarb



Joined: 20 May 2006
Posts: 170

PostPosted: Fri Oct 13, 2006 10:15 pm    Post subject:

Thanks for the robust response. I think that covers everything...it's a shame though...i was really rather determined to use phantom grasp for some reason. I guess deteroriate and curse are where it's at though.
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Davairus
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PostPosted: Sat Nov 04, 2006 6:52 am    Post subject:

You go ahead and blow casts deteriorating, then sure, you got easier mals, but you just blew a bunch of casts on the deteriorate so you don't save any casts at all in the long run. The times deteriorate come in most handy for is where you're going to mana-burn your opponent, so you'll be dispelling him repeatedly. That often works out to be a shit-ton of dispel magic against high save. Then again you can just wear mental break, if you're even doing this, you probably aren't in a situation where you'll miss 50 hp.

Curse is nice because it has two useful secondary affects.
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