145 lines
5.7 KiB
Plaintext
145 lines
5.7 KiB
Plaintext
/* ************************************************************************
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* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
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************************************************************************* */
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OFFENSIVE SPELL AVERAGE DAMAGE CHARTS
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Upon learning a new spell, the manauser will always be able to cast
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two of these spells. For each level, the manauser will be abel to cast
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one additional spell of the type learned. The maximum abel to learn is
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different between each spell, but for most offensive spells it is 7.
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The number of spells that can be cast assume that everybody has got
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100 mana points.
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General Idea:
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A M.U. Should be abel to kill a victim 3 levels below himself, by
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using all his MANA points for offensive spells. This include
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saving_throw calculations.
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Saving throw has effect (level of victim = L, damage of spell = D)
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Actual_Average_Damage = (L/20*(D/2))+(((20-L)/20)*D)
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where L in [1..18] (Means saving never better than 2)
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If you want to know how much dam, say E, a L level victim,
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get from D dam, then:
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Effective_Dam (E) = D/(1-(L/40))
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---------------------------------------------------------------------------
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TABLE:
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LVL is level of victim.
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HP is hit_points.
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ERM is spell damage to effectively remove HPR
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SAV is assumed saving throw
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A.DIF. is Aprroximate adjusted difference.
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LVL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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SAV 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 2
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HP 22 35 47 60 72 85 97 110 122 135 147 160 172 185 197 210 222 235 247 260
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ERM 22 37 51 67 82 100 118 138 157 180 203 229 255 285 315 350 386 427 470 495
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A.DIF 15 15 16 16 18 18 20 20 23 23 26 26 30 30 35 35 41 43 -
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---------------------------------------------------------------------------
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Table of WHEN a MU can kill a Level X opponent by using 100 MANA points only.
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MU Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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Opponent 0 0 0 1 2 3 5 6 7 8 9 10 12 13 14 15 16 17 18 20
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---------------------------------------------------------------------------
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Magic Users New Damage Table. The damage listed by each spell shows how
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much damage can be given by using 100 mana points at the apropriate level.
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To make it worth-while to learn new damaging spells, a spell which is
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"overlapped" by a new spell will give less damage than the exact calculated
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average.
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Spell 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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Mag Mis 6 10 16 18 32 45 " " " " " " " " " " " " " "
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Chill* 16 22 34 47 76 93 " " " " " " " " " " " "
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Burn Han 37 51 79 96 112 132 " " " " " " " " " "
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Shock 82 100 115 135 151 174 " " " " " " " "
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Lightb 118 138 154 177 225 251 " " " " " "
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Spray 157 180 229 255 280 310 " " " "
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Energy 11 17 22 28 33 39 39 39(11)
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Fireb 285 315 350 386 427 495
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*Chill Touch may reduce STR by -1 when failing saving throw.
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Clerics
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Spell 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
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Earthq *
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Dispel Evil *
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Call Lightn X
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Harm X
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Dispel Evil is special (0..100) (7 Max)
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Earthquake is special (7 Max)
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Call Lightning is special (7 Max)
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Harm is fairly special (3 Max)
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*** NEW *** Spell listing By Level and Class
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LEVEL Magic User Cleric
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(1) Magic Missile (1) Armor
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(1) Ventriloquate (1) Cure Light
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(2) Detect Magic (2) Create Water
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(2) Detect Invisible (2) Detect Poison
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(3) Chill Touch (3) Create Food
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(3) - (3) Detect Magic
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(4) Invisibility (4) Cure Blind
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(4) - (4) Detect Evil
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(5) Burning Hands (5) Bless
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(5) Armor (5) Detect Invisible
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(6) Locate Object (6) Blindness
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(6) - (6) Protection from Evil
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(7) Shocking Grasp (7) Earthquake
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(7) Strength (7) Sense Life
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(8) Blindness (8) Summon
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(8) Teleport with Error (8) Poison
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(9) Lightning Bolt (9) Cure Critic
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(9) - (9) Remove Poison
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(10) Control Weather (10) Locate Object
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(10) - (10) Dispel Evil
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(11) Color Spray (11) Word of Recall
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(11) - (11) -
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(12) Enchant Weapon (12) Call Lightning
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(12) Curse (12) Remove Curse
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(13) Energy Drain (13) Control Weather
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(13) - (13) Sanctuary
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(14) Sleep (14) Heal
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(14) Charm Person (14) -
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(15) Clone (15) Harm
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(15) Fireball (15) -
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