Analysis of Wild Surge
dreamrider
Member Posts: 417
Possibly a help for players considering creating a Wild Mage, or recruiting Neera.
In this analysis,
- The typical Wild Mage combat situation is considered to be one where the WM is moderately near other party members, possibly behind or on one end of a line, but within 10-30' of at least one friend.
- It is presumed that the WM preferred targets are some distance away, 30-60+', from the WM and friendly party members.
- "Bad" result means anything that will USUALLY hurt or degrade the friendly party in THIS combat/circumstance. Special Note: any result that causes additional rolls on the Wild Surge table is considered Bad, even though the preponderance of effects lean toward beneficial - this is called the "One Aw Shit cancels all current Attaboys" rule.
- "Neutral Fail" means any result that involves the spell fizzling, but no other significant adverse effects on THIS combat/circumstance - this includes some results that do have some minor effects like "dizzy", on either side. The worst of these is probably "20% of party gold destroyed."
- "Good" result means anything that will USUALLY help the friendly party in THIS combat/circumstance. This includes the intended spell casting normally. Note that there could be some adverse collateral damage in some situations, but not too bad if the WM has been playing smart. Examples: 30' explosion at target = good; 60' explosion at target (or especially at caster) = bad.
- "Benefit fail" is a spell fizzle that may be nice later, but doesn't help the current combat/circumstance. Example: Gems created on target.
In the Wild Mage table, there are:
- 24 Bad results
- 46 Good results
- 6 Beneficial fails
- 24 Neutral fails
If Chaos Shield is active, there are:
- 20 Bad results
- 57 Good results
- 6 Beneficial fails
- 17 Neutral fails
If Improved Chaos Shield is active, there are:
- 15 Bad results
- 64 Good results
- 5 Beneficial fails
- 16 Neutral fails
[Removed ref to stacking //dr}
All of the above is applied in case of the 5% chance to trigger a Wild Surge with a regular spell.
If the caster is using Nahal's Reckless Dweomer, a Wild Surge is ALWAYS triggered. However it may be worth it if the caster has enough levels. In the case of NRD, the caster's level is added to the Wild Surge Table result along with any CS/ICS benefit.
Level 10 Caster using NRD and ICS:
- 11 Bad results (none necessarily immediately lethal)
- 72 Good Results
- 5 Beneficial fails
- 12 Neutral fails
At Lvl 30 there are only 7 Bad results remaining when using NRD and ICS, only one of which is potentially dangerous to the caster ("Spell has 60' radius.")
In this analysis,
- The typical Wild Mage combat situation is considered to be one where the WM is moderately near other party members, possibly behind or on one end of a line, but within 10-30' of at least one friend.
- It is presumed that the WM preferred targets are some distance away, 30-60+', from the WM and friendly party members.
- "Bad" result means anything that will USUALLY hurt or degrade the friendly party in THIS combat/circumstance. Special Note: any result that causes additional rolls on the Wild Surge table is considered Bad, even though the preponderance of effects lean toward beneficial - this is called the "One Aw Shit cancels all current Attaboys" rule.
- "Neutral Fail" means any result that involves the spell fizzling, but no other significant adverse effects on THIS combat/circumstance - this includes some results that do have some minor effects like "dizzy", on either side. The worst of these is probably "20% of party gold destroyed."
- "Good" result means anything that will USUALLY help the friendly party in THIS combat/circumstance. This includes the intended spell casting normally. Note that there could be some adverse collateral damage in some situations, but not too bad if the WM has been playing smart. Examples: 30' explosion at target = good; 60' explosion at target (or especially at caster) = bad.
- "Benefit fail" is a spell fizzle that may be nice later, but doesn't help the current combat/circumstance. Example: Gems created on target.
In the Wild Mage table, there are:
- 24 Bad results
- 46 Good results
- 6 Beneficial fails
- 24 Neutral fails
If Chaos Shield is active, there are:
- 20 Bad results
- 57 Good results
- 6 Beneficial fails
- 17 Neutral fails
If Improved Chaos Shield is active, there are:
- 15 Bad results
- 64 Good results
- 5 Beneficial fails
- 16 Neutral fails
[Removed ref to stacking //dr}
All of the above is applied in case of the 5% chance to trigger a Wild Surge with a regular spell.
If the caster is using Nahal's Reckless Dweomer, a Wild Surge is ALWAYS triggered. However it may be worth it if the caster has enough levels. In the case of NRD, the caster's level is added to the Wild Surge Table result along with any CS/ICS benefit.
Level 10 Caster using NRD and ICS:
- 11 Bad results (none necessarily immediately lethal)
- 72 Good Results
- 5 Beneficial fails
- 12 Neutral fails
At Lvl 30 there are only 7 Bad results remaining when using NRD and ICS, only one of which is potentially dangerous to the caster ("Spell has 60' radius.")
Post edited by dreamrider on
2
Comments
Perhaps it was from some mod?