Post by jens on May 29, 2009 13:47:15 GMT
Hi all!
I don't know if those who are reading these boards already know all this info.
I don't know if anybody is interested at all in these small pieces of info on clerical prayers.
But I hope that some might read this info and might find it useful for playing one of their underpowered cleric class alts on AA.
And I know that newbies read these boards, too (I know one at least).
If not stated differently, these findings were gathered with a lvl24 dwarven cleric. Be reminded that the variance in AA random numbers is very high.
Cure / Fix:
- Cure gives you an average of 22.5HP (ratio=1.13, 299 samples, failures included!).
- Cure gives a minimum of 15HP (except failure), a maximum of 30HP.
- Fix gives you an average of 65.0HP (ratio=1.32, 1034 samples, failures included!).
- Fix gives a minimum of 38HP (except failure), a maximum of 95HP.
- But while Fix fails about 3% of all tries cure is a more reliable with 1% failures.
- Effectiveness, minimum and average varies with level (wis?) and thus I'm pretty sure the maximum does, too.
- Even when your wis allows you to 'pray fix' I'd recommend 'pray cure' for lower levels - a rough(!) estimation would be that you should switch from 'cure' to 'fix' at level 18
- I couldn't find an alignment bias for failures or effectiveness
Bless:
This prayer lasts about 30min (I measured the time only a couple of times; it lasted between 20min and 45 min). So if you bless your gammy right after boot a 100 times you should be safe until reboot ;D
Fire / Cold / Truesight:
The addition on your fire/cold resistance or search ability varies between about 25 and exactly 49.
Dispel:
The addition on your magic resistance also varies between about 25 and exactly 49, but seems to be on average less successful than fire/cold. In addition it costs more than fire/cold/truesight (25SP instead of 20SP) and lasts shorter.
Remake:
I love this prayer - it adds spice to the game (imo). But it's nothing for powerplayers, so you'll find it boring. I played around with it a bit and found out the following:
- The mightiest snake I got so far is the tiger snake (probably lvl16 NPC).
- If you fight a 'worthy' foe the snake always 'slithers off' after the fight. This leads to my assumption, that each snake is designed to dish out a certain amount of damage or gather a certain amount of exp befor it leaves you (at the end of a fight - never during a fight). You can avoid this by 'remaking' the snake into a staff shortly befor the end of combat. The staff you get will be remade into an inferior snake next time (probably -1lvl each time).
- It happened twice to me that the foe switched to the snake (thus snake tanked).
- Seems to be independent of cleric level
Transform:
You can transform a bottle of water into
- a bottle of ale; gives +41HP/+41SP for a cost of 50SP; drunkenness equivalent to 20 mugs of ale (ERI)
- a bottle of wine; gives +30HP/+30SP for a cost of 40SP; drunkenness equivalent to 15 mugs of ale (ERI)
- a bottle of mead; gives +20HP/+20SP for a cost of 30SP; drunkenness equivalent to 10 mugs of ale (ERI)
- a bottle of cloverine; gives +10HP/+10SP for a cost of 20SP; drunkenness equivalent to 4 mugs of ale (ERI)
- Might be a cheap solution for low levels
- I didn't notice a dependency on cleric level yet
For giving exact numbers on effectiveness of hammer and wrath I need volunteers
I don't know if those who are reading these boards already know all this info.
I don't know if anybody is interested at all in these small pieces of info on clerical prayers.
But I hope that some might read this info and might find it useful for playing one of their underpowered cleric class alts on AA.
And I know that newbies read these boards, too (I know one at least).
If not stated differently, these findings were gathered with a lvl24 dwarven cleric. Be reminded that the variance in AA random numbers is very high.
Cure / Fix:
- Cure gives you an average of 22.5HP (ratio=1.13, 299 samples, failures included!).
- Cure gives a minimum of 15HP (except failure), a maximum of 30HP.
- Fix gives you an average of 65.0HP (ratio=1.32, 1034 samples, failures included!).
- Fix gives a minimum of 38HP (except failure), a maximum of 95HP.
- But while Fix fails about 3% of all tries cure is a more reliable with 1% failures.
- Effectiveness, minimum and average varies with level (wis?) and thus I'm pretty sure the maximum does, too.
- Even when your wis allows you to 'pray fix' I'd recommend 'pray cure' for lower levels - a rough(!) estimation would be that you should switch from 'cure' to 'fix' at level 18
- I couldn't find an alignment bias for failures or effectiveness
Bless:
This prayer lasts about 30min (I measured the time only a couple of times; it lasted between 20min and 45 min). So if you bless your gammy right after boot a 100 times you should be safe until reboot ;D
Fire / Cold / Truesight:
The addition on your fire/cold resistance or search ability varies between about 25 and exactly 49.
Dispel:
The addition on your magic resistance also varies between about 25 and exactly 49, but seems to be on average less successful than fire/cold. In addition it costs more than fire/cold/truesight (25SP instead of 20SP) and lasts shorter.
Remake:
I love this prayer - it adds spice to the game (imo). But it's nothing for powerplayers, so you'll find it boring. I played around with it a bit and found out the following:
- The mightiest snake I got so far is the tiger snake (probably lvl16 NPC).
- If you fight a 'worthy' foe the snake always 'slithers off' after the fight. This leads to my assumption, that each snake is designed to dish out a certain amount of damage or gather a certain amount of exp befor it leaves you (at the end of a fight - never during a fight). You can avoid this by 'remaking' the snake into a staff shortly befor the end of combat. The staff you get will be remade into an inferior snake next time (probably -1lvl each time).
- It happened twice to me that the foe switched to the snake (thus snake tanked).
- Seems to be independent of cleric level
Transform:
You can transform a bottle of water into
- a bottle of ale; gives +41HP/+41SP for a cost of 50SP; drunkenness equivalent to 20 mugs of ale (ERI)
- a bottle of wine; gives +30HP/+30SP for a cost of 40SP; drunkenness equivalent to 15 mugs of ale (ERI)
- a bottle of mead; gives +20HP/+20SP for a cost of 30SP; drunkenness equivalent to 10 mugs of ale (ERI)
- a bottle of cloverine; gives +10HP/+10SP for a cost of 20SP; drunkenness equivalent to 4 mugs of ale (ERI)
- Might be a cheap solution for low levels
- I didn't notice a dependency on cleric level yet
For giving exact numbers on effectiveness of hammer and wrath I need volunteers