So instead of resisting electricity, gnomes will now get fried by their contraptions and their corpses will be ported to a random location?
Yes, it's attached to the following spells. The "UNUSED" bit in the SPA name appears to be correct, in that it doesn't do anything. SPELLINDEX SPELLNAME 4501 Precision Discipline 4506 Trueshot Discipline 5035 Focused Fury Discipline 19223 Sureshot Discipline 19224 Sureshot Discipline Rk. II 19225 Sureshot Discipline Rk. III 15091 Aimshot Discipline 15092 Aimshot Discipline Rk. II 15093 Aimshot Discipline Rk. III 25525 Bullseye Discipline 25526 Bullseye Discipline Rk. II 25527 Bullseye Discipline Rk. III 40123 Pureshot Discipline 40124 Pureshot Discipline Rk. II 40125 Pureshot Discipline Rk. III
Alright thanks. Just seems silly it does nothing Can you answer another SPA I've been wondering about then? With 193 Skill Attack I noticed that the AFFECTCAP (max as everywhere else calls it) means something. Example the first rank of Feral Swipe (4788). the AFFECTCAP is 70.
I'm trying to figure out what the data in Slot 4 is for. For the portal spells, Slot 1 (the actual port SPA) contains the X location value, Slot 2 contains Y, and Slot 3 contains Z. I thought maybe Slot 4 contained a facing direction, but that doesn't seem to be the case. Any insight?
The fourth slot of the portal location is supposed to be the heading. (So, XYZH) I tested this out with Circle of Bloodfields and it appeared to work OK. The fourth slot is 7 and my heading was 7 when I arrived at my destination.
If you haven't tired of SPA trivia yet maybe you could give us some more details on two other confusing SPA: SPA 383 Fc_CastProcNormalized How does the normalization work? Is it based on the casting time of spells? Can you give any details? SPA 427 Skill Proc (Attempt) How does this work? BASE_EFFECT_2 goes over 100 so it's probably not just a percentage.
Speaking of other SPA oddities. Why is 366 Group Shielding only on a PAL/SHD AA (and some test spells, but you can't get those) when the ability requires you to be a WAR for it to work?
That's the thing where it works on the cast time. Cast Time < 2.5 then multiplier = 0.25 Cast Time > 2.5 and < 7 then multiplier = 0.167 * (Cast Time - 1) Cast Time > 7 then multiplier = 1 * Cast Time / 7 They call that "normalization"
Many thanks! Out of curiosity, what does Fc and Ff stand for? I know they're something to do with focus effects, but I can't think of what they actually stand for