Weave Statistics | |
---|---|
Release date | Unknown edit |
Clan? | Yes |
Elements | 7F |
Sps | 15 SPs |
Pulses | 14 |
Duration | n/a |
Targeting | |
On Self? | No |
On Engaged? | Yes |
While Engaged? | Yes |
Fireball is a high-damage weave that can be practiced by male and female channelers. The weave hurls a fireball at the target, doing a large amount of damage when weather conditions are ideal. Fireball is highly weather-dependent, delivering high damage in hot, dry weather and much lower damage in cold, rainy, or snowy weather.
Fireball's cold weather equivalent is Ice Spikes.
Syntax: channel 'fireball' <target>
Damage[]
Testing suggests the following approximate values for Fireball's damage in dry weather, according to temperature:
Temperature | Damage |
---|---|
40-95 degrees | 8d16 (about 68 damage on average) |
30-35 degrees | 12d6 (about 42 on average) |
20-25 degrees | 13d4 (about 34 on average) |
0-15 degrees | 15d3 (about 30 on average) |
The distribution of possible values for damage is very broad, particularly in hot weather, meaning there is a lot of variation in how much damage a fireball will do. Based on the values above, 95% of fireballs in hot, dry weather would do between 43 and 93 damage.
In rainy weather, fireballs will "fizzle" causing a reduction in the damage. The precise extent of this reduction is not yet well tested.
Practices[]
Fireball requires level 7 element practices in fire which means the weave is only available to those with access to elements above level 4 (specific human clans, male channelers, and those who serve the Shadow). Achieving the elemental requirements to practice fireball is very expensive and will limit the diversity of the weaves a character can acquire, especially if the character is also seeking to practice Travel. Level 7 fire allows access to a limited group of additional weaves including flame strike (which requires 4 fire) and incinerate (which requires 7 fire).
Strategy[]
Fireball is very useful in northern PK as many of the predominant zones where players battle feature hot weather all of the time, or for a significant portion of the game day.
Bash and fireball have equivalent timer lengths. Therefore, a channeler who fights a bashing opponent and times their attacks accordingly should be able to trade a fireball per attempted bash. The success of this strategy is dependent upon a number of things, but the strategy favors the channeler in the sense that they are directly delivering damage while the opponent needs to successfully land a bash and successfully land blows. If the channeler dodges the bash, deflects the hits, or flees from the bash after only 1 blow it is likely the channeler will out damage their opponent.