Jolt
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Jolt
Spell
Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
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Spell
Type
Target Tile
Range
7
Energy
10
Cooldown
2
Backfire Chance
5
Modified by: Magic Power, Electromantic Power, Bonus RangeDeals 6 Shock Damage to the target with 35% chance to Knock it back and 70% chance to apply "Resonance" for 8 turns:
-20% Shock Resistance
-7.5% Move Resistance
-5% Control Resistance
+10% Cooldowns Duration
-20% Shock Resistance
-7.5% Move Resistance
-5% Control Resistance
+10% Cooldowns Duration
Deals ((6 * (1 + (Electromantic Power / 100)) * Magic Power) / 100) Shock Damage to the target with (35 * ((Magic Power + Electromantic Power) / 100))% chance to Knock it back and (70 * ((Magic Power + Electromantic Power) / 100))% chance to apply "Resonance" for 8 turns:
-20% Shock Resistance
-7.5% Move Resistance
-5% Control Resistance
+10% Cooldowns Duration
-20% Shock Resistance
-7.5% Move Resistance
-5% Control Resistance
+10% Cooldowns Duration
Passive bonus:
+2.5% Electromantic Power
-1% Power of other Magic Schools
Show formulasHide formulas
- Jolt is not affected by player's Accuracy whatsoever, therefore any changes to Accuracy from items, buffs or debuffs have no effect.
- Jolt's base chance to hit is
100 + (1.5 * PRC)
and the final chance to hit is modified by distance penalty and obstacle checks (same as projectiles). - Miracle cast increases the spell's damage, Knockback Chance and chance to apply Resonance.
Skills Weapons Utility Sorcery