View Full Version : Lores?
mgoddess
07-28-2005, 08:54 PM
So, I've a question on lores...
Besides the added effects to the non-bolt spells, how much are lores needed? How much do they actually add to the bolt spells? Are they actually worth training in, versus more spells/MIU/AS?
Celexei
07-28-2005, 08:57 PM
Ultimatly Lores, and this is just my opinion I'm sure there are many that love them...are very much a waste of TP's, You get so much more from less if you just continue dumping those TP points into spells. 3x Spells will give you more AS/DS and more spells to deal with than training in Lores could possibly. The only real benefit of any lores in my opinion is for Wizards that swing such as the Mighty Anticor and my old former self, with the RT reduction from Air Lore ranks.
Kitsun
07-28-2005, 09:02 PM
Basically, what Celexei said.
Just wanted to add...
From Myth off the official boards...
The DF bonuses to all wizard bolt spells are .001 each rank for the first 50 ranks, and half as much for the next 50 ranks. Noone's bothered to try with more ranks than that.
So, for example, with 100 ranks of fire lore a wizard gets a .075 DF increase to 906 and 908 (i.e. the .400 DF of Fireballs against skin would become .475).
Unless you're doing it for RP or you want to leverage the mechanics of a specific spell (Haste, Strength) then you gain better advantage with more spell ranks.
hectomaner
07-28-2005, 09:14 PM
earth lore for strength is the only lore worth training in as a wizard, and thats only for melee wizards, and still not all that worth it.
air lore for haste is useless, you can get the reductions from learning more ranks in the MjE circle
Celexei
07-28-2005, 09:16 PM
I wouldn't say its useless, ask Anticor on this one, thats why he's getting another swing every 1 second with a naginata last time I checked, may have changed though. I did pretty well with the Air lores as well with my axe, swinging the same. It all stacks, but can't get lower than 1 second.
mgoddess
07-28-2005, 10:11 PM
Originally posted by Kitsun
Basically, what Celexei said.
Just wanted to add...
From Myth off the official boards...
The DF bonuses to all wizard bolt spells are .001 each rank for the first 50 ranks, and half as much for the next 50 ranks. Noone's bothered to try with more ranks than that.
So, for example, with 100 ranks of fire lore a wizard gets a .075 DF increase to 906 and 908 (i.e. the .400 DF of Fireballs against skin would become .475).
Unless you're doing it for RP or you want to leverage the mechanics of a specific spell (Haste, Strength) then you gain better advantage with more spell ranks.
Ahhh! And that's the sort of info I was looking for. Thanks!
Now, I'm assuming that .075 DF increase really *isn't* that good? And is that .075 DF also for the ball spells (907, 908) or only for the real bolt spells (901, 903, 904, 906)?
(Oh, and I noticed on play.net's spell lists, they add on the 907/908 spell descriptions that Lore helps with the ball splash affect...anyone know if training up in spell ranks replaces that?)
[Edited on 7-29-2005 by mgoddess]
Kitsun
07-28-2005, 10:41 PM
Well, a real numbers person would be able to tell you how much comparable AS that'd be adding for you but the best (granted also vague) example I can come up with is: Its like moving up from hitting skin with a scimitar to hitting it with a falchion. Keep in mind, that is 100 ranks and singling to get it by the cap.
The DF boost adds to any of the applicable bolt spells.
Lores for the ball spells help you hit more targets on the splash. I'm not sure what you mean by training in spell ranks affecting ball spells. I'm unaware of any benefits derived directly from spell ranks for 907/908. Level is the main factor for how hard the splash hits targets.
Having enough air lore ranks to create vorticies from call wind like how the Ithzir Adepts are known to do would be worth the training in my opinion.
mgoddess
07-28-2005, 11:42 PM
Originally posted by Kitsun
Lores for the ball spells help you hit more targets on the splash. I'm not sure what you mean by training in spell ranks affecting ball spells. I'm unaware of any benefits derived directly from spell ranks for 907/908. Level is the main factor for how hard the splash hits targets.
*cough* Sorry 'bout that...I was wondering if # of spell ranks known had the possible same splash affect that lores provided...but I guess not...
Thanks for all the info everyone. It's gotten me to thinking whether I wanna keep my wizard a fire mage or lose her fire lore altogether (since she's only singled in it) for more spells (and/or more AS/MIU)...
AnticorRifling
07-29-2005, 09:23 AM
Getting 30 ranks of air lore was cheaper then me trying to get the MjE circle to a point where I'd get the haste bonus compared to 27 MjE + 20 Air Lore. I just got 30 because that felt like a good number heh. I get the vortex affect from my call wind every now and then, couldn't tell you the numbers because I don't use it much as it's lvl based and I'm always uphunting.
That being said lores aren't worth it. If I was going the pure casting route I'd do zero lores and push for 3x spells.
petroglyph
07-29-2005, 04:41 PM
Air lore is also worth it for the extra space in your disk. If you're a swinger or hunting something with manuever attacks, being able to grab two more boxes without having to deal with encumbrance is a huge benefit.
Neildo
08-12-2005, 05:31 PM
What's the other affect of lores for other non-combat attack spells? Is much of a difference seen with the damage/crits from weapon flare, immolation, boil earth, or any other spells I'm forgetting?
- N
Celephais
08-12-2005, 05:43 PM
http://www.play.net/gs4/info/spells/lores.asp
(ignore their typo on air lore description)
Powered by vBulletin® Version 4.2.5 Copyright © 2025 vBulletin Solutions Inc. All rights reserved.