Originally posted by Xyx
My memory of "chunking" a lich at 20 or so must've actually been just turning it.
What would be the level required to turn? Turning is almost as good as chunking, it just makes you work a bit more.
An ordinary lich is 11th Level. According to the chart that Numinor linked to, an 8th Level Cleric can turn an 11th Level undead monster on a roll of 20, which gives you a 5% chance to make the monster run away. Your probability of success increases as you go higher in level. The level progression doesn't look consistent to me, but I'll accept what the table says for now. According to my own tests, an 18th Level Cleric will automatically make an 11th Level lich explode (if you use Turn Undead), so I'm pretty sure your 20th Level Cleric "chunked" that lich.
I agree that making monsters run away is almost as good as making them explode. They won't fight back if you attack them, which makes killing them a walk in the park (although vampires run pretty fast, so maybe in their case it's a "jog" through the park).
Originally posted by UserUnfriendly
von, that was some extremely interesting reading...
urm...this also makes me think...if turn undead is dependent on being 7 levels higher than the target, does the math apply to Dispell magic too??? could being 7 levels or higher than a enemy mage mean almost 100% chance of removing spell protections??? somehow i would guess this is the formula used consistantly by the game engine...
Just to clarify, absolute destruction/control takes place if the Cleric is seven levels higher than the monster, but if the Cleric is less than seven levels higher than the monster (and not more than three levels lower), the Cleric has a chance (determined by a 20-sided die) to make the monster
run away--the other form of "turning". If this scheme is correct, a 24th Level Cleric can make a 27th Level demi-lich run away on a roll of 20, while a 34th Level Cleric can make the demi-lich explode.
As for Dispel Magic, I don't have my manual in front of me, so I copied the following spell description from an online source:
"The chance of the dispel succeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of sucessfully dispelling is 50%. For every level that the caster of the dispel magic is above the original caster, his chance of success increase by 5%. For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure. Similarly if the caster has 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster."
By the same token, this spell is almost infallible if the target is 10 or more levels lower than the caster.
From this, you can make a simple table:
If your opponent is 5 levels higher: 1% chance of success
4 levels higher: 10% chance of success
3 levels higher: 20% chance of success
2 levels higher: 30% chance of success
1 level higher: 40% chance of success
Same level: 50% chance of success
1 level lower: 55% chance of success
2 levels lower: 60% chance of success
3 levels lower: 65% chance of success
4 levels lower: 70% chance of success
5 levels lower: 75% chance of success
6 levels lower: 80% chance of success
7 levels lower: 85% chance of success
8 levels lower: 90% chance of success
9 levels lower: 95% chance of success
10 levels lower: 1% chance of spell failure