Hey all, I had a little trouble with the manual and some fatigue calculations I was doing.
Say I have an S12 caster throwing down Master Enslave. (Sue me, I'm having fun in SP with a Great Enchantress who's Wished Magic power six or so times.

Plus power a few as well...and Iron Dragon bodyguards) She has 20 S gems as well.
Master Enslave is an S8 spell, 800 fatigue, costs 8 gems.
Fatigue = spell fatigue * (1/ (1+extra paths)), right? So she'd have 800 * 1/(1+12-8) = 800 *1/5 = 160 fatigue. If I'd earlier cast PotS, or had a crystal shield (that auto-casts PotS, no?) we'd be at 800 *1/6 = 133.33 fatigue. All before spell enc.
How do gems work here, though? You can spend one to increase your path for the purposes of the spell. I can't find in the manual information about how additional gems affect fatigue, though. (a page number would work, too)
With 1 gem, and PotS earlier, I'd be at 800 * 1/7 = 114.28 fatigue.
Dom 3 rounds up? So 115 plus 3 = 118 fatigue for master enslave. Ouch. Still, we've spent 9 gems to throw down master enslave with + 4 pen (ring of sorc, ring of wiz, rune smasher).
Current S is 13, so we can spend 13 S gems per cast if I'm reading the manual correctly. Will the AI? Also, how does it work? I vaguely recall extra gems work to give you 1 / (1+gems) fatigue, so 1 extra = 1/2 fatigue, 2 = 1/3, etc. Is that right? How does it interact with the extra spell paths fatigue reduction?
I know our knowledge of the AI is a little fuzzy, so I imagine we can't tell exactly when and how many gems will be used. Obviously I'd love it if the AI would use at least one gem, to get that fatigue below 100 (at 100 if it stacks with extra paths, so I'd want multiple gems used).
At this point in the script, I'll have 14 reinvig (boots of calius, earthpower). 5 natural reinvig means 19 fatigue is removed each round. Spell-casting fatigue happens first, then reinvig, so I'll end the combat round 99 fatigue higher than I began? (118 for S13, assuming 8 gems for spell, 1 gem for paths, no gems for fatigue reduction) Or do you only get the 5 natural fatigue reduction when you're unconscious?
Now to penetration. I'm currently at +4 pen, (RoW, RoS, Rune Smasher) getting +2.5 (again, not sure how the game rounds) from S 13. Does the extra level from a gem also give +0.5 pen? It's MR negates easily, meaning 10 + 6.5 + Drn vs MR + 4 + Drn. Good vs anything with MR < 12, and a solid chance above that.
What are the other penetration items? Eye of the void/green eye could help, but I want the RoW/RoS for fatigue reduction.
Current setup is: Eye Shield (I figure blindness is equivalent to vine shield on a 30 def, 25 prot SC, with luck/ethereal, and more of a pain for my opponent. Still, on the fence about that one), Rune Smasher, Horrorsbane (Mytheology mod), Robe of Invul, Boots of Calius, RoW, RoS.
I'm open to new armor, as my current script is Personal Luck, Summon Earthpower, Power of the Spheres, Master Enslave, so I could drop in Invulnerability as well, and open to a different shield/helm. Hat is mostly in case I run across horrors, though skullcap would probably help more for MR and astral.