[2.3.5] Divine Aim crit boost didn't go away (or not...?)

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Derakon
Halfling
Posts: 85
Joined: Mon May 08, 2006 12:45 am
Location: Seattle

[2.3.5] Divine Aim crit boost didn't go away (or not...?)

#1 Post by Derakon »

I'm playing a Paladin (a.k.a. Tulkas priest) with assistance from Mindcrafting. And yes, I know Mindcrafting is cheesy. Anyway, before the fight started, I cast Adrenaline Channeling, Character Armor, Stone Skin, and Divine Aim. The fight itself didn't take very long under those conditions, especially since I finally got my piety up high enough that praying makes Tulkas help me hit enemies. Even if I'm only attacking twice per round, both of those attacks being *GREAT* hits is a big help.

Anyway, so I killed him, got the reward, and started resting to pseudo-ID it. I definitely got the "You are no longer very accurate" message that indicates that Divine Aim has worn off. And yet, when I go to fight more enemies, every hit is a *GREAT* hit...

Recasting the spell and letting it wear off doesn't seem to do anything either. I went up to the wilderness and rested for 1000 turns...still *GREAT*ing everything I touch. My paladin's turned into a Cuisinart. :shock:

Edit: as noted a couple posts below, the crit boost did eventually go away; just much, much later than it should have.
Last edited by Derakon on Sun Dec 13, 2009 7:32 am, edited 1 time in total.

madmonk
Reaper
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Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: [2.3.5] Divine Aim crit boost didn't go away

#2 Post by madmonk »

What happens if you exit completely and restart?
Regards

Jon.

Derakon
Halfling
Posts: 85
Joined: Mon May 08, 2006 12:45 am
Location: Seattle

Re: [2.3.5] Divine Aim crit boost didn't go away

#3 Post by Derakon »

Exited, reloaded, walked up to a elven battle-scarred veteran, stabbed him into a bloody mist. Tried removing my weapon (a partially-leveled Narthanc); barehanded I just "demolish" my enemies, but re-equipping the weapon sends me back to *GREAT* hits.

Edit: Hunh. Continued playing for a bit; I was wading through a bunch of Algroths and I got the message "You are suddenly much less accurate" and the amazing crit machine stopped. Weird.

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: [2.3.5] Divine Aim crit boost didn't go away (or not...?)

#4 Post by madmonk »

So this is what happens in Divine Aim:
Divine Aim (level 1, piety 30:500, fail 20%)

Confers a temporary +15 bonus to-hit and to damage, with duration E+1d10. If E?20, the next E+1d10 melee attacks will all be critical hits, doing damage 3×D+20, where D is the normal damage of the attack.

(Credit: Zizzo, Killerbunnies)
And this defines E
The primary determiner of a spell's effect is the spell's spell effect level, denoted E; E is computed as your skill level in the spell's school minus the level of the spell, plus one, plus any bonuses conferred by your equipment or (depending on the spell school) your Spell-power skill. This level is the number displayed in the "Level" column when browsing spellbooks. For most purposes, E is rounded down to the nearest integer; where necessary, we will use Eu to denote the unrounded value.

We also define a "scaled" spell effect level (E@N), defined as (Eu×N)/50, rounded down to the nearest integer. As a further refinement, we define (E@N:M) to be the larger of (E@N) and M.

Further notation:

* A×B denotes multiplication; for instance 5×6 evaluates to 30.
* NdM is the standard "dice" notation; for instance, 3d6 denotes the sum of three independent uniformly distributed random integers from 1 to 6, or three six-sided dice. For more complicated forms, we will use parentheses, as in (A×B)d(C+D/2).

(Credit: Zizzo, Killerbunnies)
From this it can be seen that you probably had quite a high level computed for E and it lasted for a fair length of time, also don't forget the Crits you got as well!
Regards

Jon.

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