Spells Hit Chance

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Garridy
Low Yeek
Posts: 5
Joined: Tue Jan 08, 2013 10:26 am

Spells Hit Chance

#1 Post by Garridy »

Just started up a Wyrmic and I'm just a few levels in, but my Swallow and Ice Claw are missing a lot.
Is the solution to just get more willpower than my enemy has magic defense?

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Spells Hit Chance

#2 Post by bricks »

Neither are "spells" in the ToME sense. In fact, both use regular weapon attack calculations. You need more accuracy.
Sorry about all the parentheses (sometimes I like to clarify things).

Garridy
Low Yeek
Posts: 5
Joined: Tue Jan 08, 2013 10:26 am

Re: Spells Hit Chance

#3 Post by Garridy »

Oh, so it benefits from combat accuracy?
Is there even a character that maxing combat accuracy is not good on?

shwqa
Halfling
Posts: 95
Joined: Fri Jan 07, 2011 8:49 am

Re: Spells Hit Chance

#4 Post by shwqa »

Garridy wrote:Oh, so it benefits from combat accuracy?
Is there even a character that maxing combat accuracy is not good on?
Archmage, alchemist, paradox mage, summoner, corruptor, nercomancer, anorithil, and certain doom builds.

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Spells Hit Chance

#5 Post by greycat »

I think you're confused about what "spells" are, versus "talents".

Spells are a specific type of talent that use Spellpower (magic) and are powered by one of the arcane resources -- mana, positive, negative, vim or paradox. (Runes also count as spells.)

Direct damage spells, like manathrust, never miss. So accuracy wouldn't help with those.

Knowing a spell categorizes you as a magic-user, a practitioner of the arcane arts. This allows certain things to happen to you, and disallows certain other things. There are some people who react negatively to magic-users. You'll understand when you've explored the game some more.

For talents in general, there are several stats that matter. It depends on the talent. Some talents, like Ice Claw, roll for a regular combat hit, and then take effect only if you hit. Accuracy helps those. Others, like Ice Breath, just project a cone of elemental damage, and hit all the creatures in the area of effect.

Some talents uses Accuracy for special effects. Dirty Fighting uses it to calculate the chance of stunning the opponent. The more Accuracy you have versus the opponent's physical save, the more likely the stun is to work.

Some other talents use Physical power, Spellpower, or Mindpower (versus one of the opponent's saves) to determine their chance of working.

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Spells Hit Chance

#6 Post by Mewtarthio »

In general, the rules are this:

Accuracy is used to hit someone with a weapon or body part. Talents that deal x% weapon damage almost always use accuracy to see if those attacks hit. Such attacks also apply your weapon's on-hit bonuses (if any) when they land. Talents that simply project damage without taking your weapon into consideration usually hit automatically.

Physical power is used to injure or disable your opponents with raw strength. It usually comes into play after you've made your accuracy check. It increases your damage and makes you more likely to apply status effects, such as Stun and Daze, to your opponents when you hit them.

Spellpower is used to control magical forces. Most spells don't use weapons to determine damage; instead, they deal a set amount of damage based on your spellpower and talent level. Other numerical effects of the spell can be enhanced as well, such as the amount of damage healed by Arcane Reconstruction. It also makes spells more likely to apply status effects.

Mindpower is used to power the more esoteric mental abilities of Maj'Eyal. You're already familiar with wild gifts: For those talents, mindpower enhances your connection with nature. There are other, stranger mental talents out there, but I won't spoil them for you. For all these mental gifts, mindpower boosts flat damage and other numerical effects as well as their likelihood of applying status effects. It does not boost weapon damage or make weapons more likely to hit. For your Wyrmic, if you want to improve your Ice Claw, you need to improve your combat skills (Combat Accuracy for accuracy and Weapon Training for physical power) or get a better weapon, because Ice Claw is simply an enhanced weapon attack. However, if you wanted to improve your Acidic Spray, you'd need to boost your mindpower, because that attack doesn't involve a weapon at all. You can safely ignore spellpower, since none of your talents are spells (unless you pick something up from an escort).

Note that most talents will explicitly note which stats they use (eg "Deals x% weapon damage" for physical attacks or "These effects will improve with Spellpower" for spells). If any of their descriptions seem unclear, you can always ask on the chat.

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Spells Hit Chance

#7 Post by greycat »

Mewtarthio wrote: Physical power [...] makes you more likely to apply status effects, such as Stun and Daze, to your opponents when you hit them.
It depends on the talent. Some talents use Physical power for this (mostly the warrior sub-class trees, particularly the ones under "Techniques"), and some use Accuracy (mostly the rogue sub-class trees, particularly the ones under "Cunning").

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