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*Activation base is in {{ColorMana/Spell|Mana}} and values vary with [[fatigue]]%. |
*Activation base is in {{ColorMana/Spell|Mana}} and values vary with [[fatigue]]%. |
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*Elemental resistances are capped at 75% in Origins and 85% in [[Dragon Age: Origins - Awakening]]. |
*Elemental resistances are capped at 75% in Origins and 85% in [[Dragon Age: Origins - Awakening]]. |
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− | *Targets can be debuffed to negative resistance values with a hard cap of -100%. E.g. at -50% resistance the damage will be 1.5x; at -100% the damage will be 2x. |
+ | *Targets can be debuffed to negative resistance values with a hard cap of -100%. E.g. at -50% resistance the damage will be 1.5x; at -100% the damage will be 2x, this means that with a Spellpower of 234 or higher the full hard cap is achieved using just this power, eliminating the need to use [[Affliction Hex]] in a boss scenario. (easily possible in awakening). |
− | *Stacks with |
+ | *Stacks with Affliction Hex. |
*Currently active spells which cause damage over a period of time such as [[Walking Bomb]] or [[Crushing Prison]] are not enhanced. The Hex needs to be cast before. |
*Currently active spells which cause damage over a period of time such as [[Walking Bomb]] or [[Crushing Prison]] are not enhanced. The Hex needs to be cast before. |
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*[[Arcane Warrior Spellcasting]]: This spell requires casting with weapons '''sheathed'''. |
*[[Arcane Warrior Spellcasting]]: This spell requires casting with weapons '''sheathed'''. |
Revision as of 10:19, 14 August 2010
- See Also Entropy Spells, Spells, Mage, Ability Mechanics.
Information
- Resistance Penalties (Duration: 20.0s):
- Elemental: (100.0 + Spellpower) * 0.3.
- Mental: 20.
- Spell Combinations: Improved Drain.
- Range: 25 m.
- Conjuration time: 1 s.
- 10 Threat is drawn from the target.
Notes
- Activation base is in Mana and values vary with fatigue%.
- Elemental resistances are capped at 75% in Origins and 85% in Dragon Age: Origins - Awakening.
- Targets can be debuffed to negative resistance values with a hard cap of -100%. E.g. at -50% resistance the damage will be 1.5x; at -100% the damage will be 2x, this means that with a Spellpower of 234 or higher the full hard cap is achieved using just this power, eliminating the need to use Affliction Hex in a boss scenario. (easily possible in awakening).
- Stacks with Affliction Hex.
- Currently active spells which cause damage over a period of time such as Walking Bomb or Crushing Prison are not enhanced. The Hex needs to be cast before.
- Arcane Warrior Spellcasting: This spell requires casting with weapons sheathed.