Ok, so there's at least 4 "tick damage" spells in the game I'm aware of, but only three are really ever cast in battle. Tazriks frenzied hound being the rarely-used one.
I've done a little research on tendrils and rot, and came up with the following conclusions:
Tendrils: 3 ticks, can be drug three consecutive rooms.
Rot: 4 ticks, extremely fast cast time, can be drug four consecutive rooms.
Doom: 3 ticks, slower cast time, can only be drug two consecutive rooms.
Allow me to post a demonstration:
You complete your spell...
A horrible horde of small biting and stinging insects descends on you!
< 888h/888H 139v/160V >
The arachnoids and insects you sent, kill a large cat with their bites and stings!
a large cat is dead! R.I.P.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of a large cat.
The arachnoids and insects you sent, kill a wild dog with their bites and stings!
a wild dog is dead! R.I.P.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of a wild dog.
The arachnoids and insects you sent, kill a large grey fox with their bites and stings!
a large grey fox is dead! R.I.P.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of a large grey fox.
The arachnoids and insects you sent, kill a large owl with their bites and stings!
a large owl is dead! R.I.P.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of a large owl.
The arachnoids and insects you sent, kill a large cat with their bites and stings!
a large cat is dead! R.I.P.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of a large cat.
Your creeping doom hits five targets.
< 888h/888H 141v/160V > e
On the Rocky Trail
Room size: Very large (L:80 ft W:40 ft H:500 ft)
Exits: -N -E -W
A slender longsword lies on the ground here.
A wild dog hunts for easy prey.
A merchant is travelling here, and selling his wares.(Gold Aura)
A merchant is travelling here, and selling his wares.(Gold Aura)
< 888h/888H 140v/160V >
Your creeping doom hits zero target.
< 888h/888H 141v/160V >
The arachnoids and insects you sent, kill a wild dog with their bites and stings!
a wild dog is dead! R.I.P.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of a wild dog.
A merchant slumps to the ground.
The arachnoids and insects you sent, kill a merchant with their bites and stings!
A merchant is dead! R.I.P.
A merchant is stunned!
A merchant slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of a merchant.
A merchant is stunned!
A merchant slumps to the ground.
The arachnoids and insects you sent, kill a merchant with their bites and stings!
A merchant is dead! R.I.P.
A merchant slumps to the ground.
You receive your share of experience.
Your blood freezes as you hear the rattling death cry of a merchant.
Your creeping doom hits three targets.
The horde disperses.. and leaves what remains to carrion birds.
As you notice, I have to wait a tick in the room in order for the *next* tick to do damage. I'm not sure why this is, when the other two similar spells are not. I wasn't a druid on previous wipes, so I'm not sure if it was a "downgrade" or change or whatever that was applied back then, but I think it might warrant fixing. I'm fine with the cast time on it (6* with QC), but I don't think taking away 33% of its damage by moving is really justifiable. Any coder care to comment? :)
-Deathmagnet
Doom's Ticking...
Doom's Ticking...
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Nerox tells you 'ok attempting it again put tape on my fingers for easier sliding'
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