Spell Damage: Clone of Cold, Sun Fire (spoilers ahead)
Posted: Fri Feb 16, 2007 3:50 am
According to Xyx's Spell Reference (404 Members, the Level 5 spell Cone of Cold is "Not really an improvement over lower level area damage spells". But in my opinion, there are not many useful lower level area damage spells aside from Skull Trap, which makes Cone of Cold a viable option for the wizard.
There are 5 area damage spells below level 5 in the mage book: Fireball, Skull Trap, Ice Storm, Cone of Cold, Sun Fire.
Ice Storm has a pathetic damage at any level, Fireball is capped at 10d6. So both aren't good damage spells.
-Skull Trap is supposed to deal 1d6 per level of caster. Assuming the caster is Level 31, the damage is 54 on average with save.
-Cone of Cold is supposed to deal 1d4 +1 per level of caster. So the damage should be the SAME on average with save (with less fluctuation).
-Sun Fire damage reaches its peak at level 15. 15d6 on average would be 26 damage with save.
26 damage compared to 54 damage. Sun Fire should shy away from Cone of Cold!
But the truth is more complicated. Without the Baldurdash fixes applied (I've tested them without the fixes. I'm not sure what happens even if they are applied), Skull Trap and Cone of Cold do far less damage than they are supposed to, arround 38 or something with save. I have never seen a skull trap nor a cold cone do over 50 damage.
Other than that, Sun Fire bypasses MR (both friendly and enemy - with courtesy to Lark) even without being triggered, and the trigger is far easier to control than Cone of Cold.
Cone of Cold WILL bypass MR (both friendly and enemy) only when triggered. It will only work on 3 directions: left, right, and downwards - which is when the caster is facing right, left, and upwards respectively. Facing any other direction or anything in between will fizzle the trigger. The length, according to xyx, depends on the caster's level, capped at 20. In any event, the caster will neither be hit nor hurt.
With the pros and cons of Cone of Cold considered, I have no idea which spell to choose as a sorceror.
Maybe I should install the spell level-50 patch for a change...
There are 5 area damage spells below level 5 in the mage book: Fireball, Skull Trap, Ice Storm, Cone of Cold, Sun Fire.
Ice Storm has a pathetic damage at any level, Fireball is capped at 10d6. So both aren't good damage spells.
-Skull Trap is supposed to deal 1d6 per level of caster. Assuming the caster is Level 31, the damage is 54 on average with save.
-Cone of Cold is supposed to deal 1d4 +1 per level of caster. So the damage should be the SAME on average with save (with less fluctuation).
-Sun Fire damage reaches its peak at level 15. 15d6 on average would be 26 damage with save.
26 damage compared to 54 damage. Sun Fire should shy away from Cone of Cold!
But the truth is more complicated. Without the Baldurdash fixes applied (I've tested them without the fixes. I'm not sure what happens even if they are applied), Skull Trap and Cone of Cold do far less damage than they are supposed to, arround 38 or something with save. I have never seen a skull trap nor a cold cone do over 50 damage.
Other than that, Sun Fire bypasses MR (both friendly and enemy - with courtesy to Lark) even without being triggered, and the trigger is far easier to control than Cone of Cold.
Cone of Cold WILL bypass MR (both friendly and enemy) only when triggered. It will only work on 3 directions: left, right, and downwards - which is when the caster is facing right, left, and upwards respectively. Facing any other direction or anything in between will fizzle the trigger. The length, according to xyx, depends on the caster's level, capped at 20. In any event, the caster will neither be hit nor hurt.
With the pros and cons of Cone of Cold considered, I have no idea which spell to choose as a sorceror.
Maybe I should install the spell level-50 patch for a change...