Editing Magic
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 115: | Line 115: | ||
=== Vulnerability and Damage Scaling === | === Vulnerability and Damage Scaling === | ||
− | As of Round | + | As of Round 38, Fireball and Lightning Bolt now utilise a reworked system with two new effects: |
− | * Burning: status effect (spell) | + | * Burning: new status effect (spell) with 24 hour duration, unmodded population growth is fixed at 3% of your vulnerable peasant population + 0.5 % of maximum peasant population, applies Rejuvenation upon expiration, extended by 6 hours in mutual war. |
− | + | * Rejuvenation: new status effect (spell) with 48 hour duration, increases population growth by 200%, reduces spell damage by 75%, immune to Burning, cancelled if target's realm declares war. | |
− | * Rejuvenation: status effect (spell) with 48 hour duration, increases population growth by 200%, reduces spell damage by 75%, immune to Burning | ||
− | Burning | + | Burning will trigger once 10 Fireballs or Lightning Bolts are cast on a target within 24 ticks, while War is active. The time within the tick does not matter: a spell at 10:01 server is counted the same as a spell at 10:57 server. |
Additionally, only a certain percentage of peasants, as well as Castle investments, are vulnerable to being attacked by Fireball and Lightning Bolt. | Additionally, only a certain percentage of peasants, as well as Castle investments, are vulnerable to being attacked by Fireball and Lightning Bolt. | ||
− | * | + | * A maximum of 35 % of peasants are vulnerable on day 4, scaling up to 45 % by day 44. |
− | + | * A maximum of 30 % of investments are vulnerable on day 4, scaling down to 20 % by day 44. Spires and Harbour remain immune. This runs off total investments, e.g. if a Castle has 10 million invested in Science, Keep, Forges, and Walls during a round, and has 2 million points vulnerable, the castle will not drop below 8 million points invested in those four categories, barring a reduction in protection. | |
− | + | The vulnerable percentage is then further adjusted by the victim's Spires, multiplicative. Energy Mirror does not reduce vulnerability, but does reduce damage, e.g. turning Lightning Bolt's 1 % damage into 0.85 % damage. This effectively means it takes more spells for the casters to drop someone to their minimum amount of peasants or investments. Rejuvenation, the Wizard Academy Wonder, and the Weather Manipulation tech (Lightning Bolt only) also only reduce damage. This effect can stack up to 80 % reduced damage. | |
− | |||
− | |||
− | |||
− | Energy Mirror does not reduce vulnerability, but does reduce damage. This effectively means it takes more spells for the casters to drop someone to their minimum amount of peasants or investments. Rejuvenation, the Wizard Academy Wonder, and the Weather Manipulation tech (Lightning Bolt only) also only reduce damage. This effect can stack up to 80 % reduced damage. | ||
Disband Spies does not use the vulnerability mechanics and always does the same base amount (2 % of target's spies) of damage, adjusted by damage reduction. (I.e. Energy Mirror, Rejuvenation, etc.) | Disband Spies does not use the vulnerability mechanics and always does the same base amount (2 % of target's spies) of damage, adjusted by damage reduction. (I.e. Energy Mirror, Rejuvenation, etc.) |