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View Full Version : Going to change Lore training I think



Suppa Hobbit Mage
03-18-2004, 11:34 AM
so currently, my lore training is this

Elemental Lore - Air...............| 90 20
Elemental Lore - Earth.............| 140 40
Elemental Lore - Fire..............| 90 20
Elemental Lore - Water.............| 90 20

Thinking of changing that to 67 ranks Earth, and 33 ranks fire.

Anyone see a reason not to do so? I'm finding the other lores aren't useful.

Reyek
03-18-2004, 11:37 AM
Anticor would argue that air lore is worth it for Haste. I see a big difference with my fire lore then without it so i would have more fire lore.

Suppa Hobbit Mage
03-18-2004, 11:42 AM
Only thing I use haste for is to disarm/pick boxes. I like the earth lore for the stone skin and boils. Only reason I went with 20 ranks each lore was so that I could "attune" and I find that since I can't attune to all the elements, its kind of worthless to me.

Kitsun
03-18-2004, 12:05 PM
Depends what kind of wizard you are and what you utilize most.

Fire is definately for combat with DF pushes to minor fire, boost to boil and immolation, etc.

Earth is nice for other utilities like the ones you listed and Strength. And you get a DF boost to a spell akin to 910.

If you want your haste more effective, you're better off running up the major elemental list than training in that terrible lore.

peam
03-18-2004, 12:08 PM
Granted, I know next to nothing about wizards, but I'm doing a full 1x in Earth Lore and a .5 in Cold Lore.

Earth because hurl boulder is a badass spell.

Cold so, if I make it to Teras, I will be a monster beast man.

Suppa Hobbit Mage
03-18-2004, 12:13 PM
So this would be my new plan...I'm a halfing obviously.

Armor Use 4 (0.1X)
Physical Fitness 20 (0.3X)
Climbing 20 (0.3X)
Swimming 20 (0.3X)
Disarm Traps 50 (0.7X)
Picking Locks 50 (0.7X)
Perception 50 (0.7X)
Arcane Symbols 134 (2.0X)
Magic Item Use 134 (2.0X)
Harness Power 109 (1.6X)
Spell Aiming 134 (2.0X)
Elemental Mana Control 67 (1.0X)
Spell Research 134 (2.0X)
Major Elemental 34 (0.5X)
Minor Elemental 50 (0.7X)
Wizard 50 (0.7X)
Elemental Lore 100 (1.5X)
Earth 60 (0.9X)
Fire 40 (0.6X)

03-18-2004, 12:16 PM
Remember, that 20 ranks of lore does nothing but allow you to attune. Thats just ONE spell and a verb you can play with.

You don't really start to notice a change in your lores till POST 24 ranks, and even then its small.

I honestly think everyone as wizards should specialize in one or 2 lores rather than some in each area...

Reyek
03-18-2004, 12:22 PM
Cold lore?

peam
03-18-2004, 12:26 PM
Water is cold lore.

Snapp
03-18-2004, 12:28 PM
I hear most people going for Fire/Earth lores.. or Peam's water lore.. does no one go for the Air/Water combo for lightening?

03-18-2004, 12:34 PM
I do with my wizard...

But I'm lower leveled...

Kitsun
03-18-2004, 12:52 PM
Originally posted by Snapp
I hear most people going for Fire/Earth lores.. or Peam's water lore.. does no one go for the Air/Water combo for lightening?

There's really no reason to train in Air/Water lore to try to boost major shock.


Originally posted on Official Boards
FYI.

For those that dont follow the wizard folders, 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).

The DF bonus is the same regardless of the armor the target is wearing.

Myth


The DF of Major Shock is already huge. Dishing out the double-training to keep two lores at level really don't do damn for cost-benefit yield.

AnticorRifling
03-18-2004, 02:29 PM
If you're not swinging a weapon Air lore is a waste.

Kitsun explain to me why major elemental spells is good for haste? I've never climbed that spell circle so I'm clueless.

When lores were just slated to happen I was all about earth/fire. But then I read that air = haste and that's the only, ONLY, reason I train in air lore. The flares are kind of cool but that's just a perk.

Fengus
03-18-2004, 02:33 PM
Originally posted by Reyek
Theradose attempts to kick you!
MB: 176 vs MB: 492 = -316 -- Lose advantage!
(Fumble! @ 5) rolled: 1
Unbelievable! Spinning and flipping dive into ground!
... 85 points of damage!
Eye spins backward into skull. Theradose falls to the ground dead.


Holy crap is that for real? Funniest and stupidiest thing I've ever seen in GS.



On topic, hope you have a fixskills use left, thats a big change and will take quite a while otherwise.

My mage is lightning, for 901!!

Valthissa
03-18-2004, 02:36 PM
My wizard continues to hunt and enchant well (at 67 trains) with zero training in lore.

It was clear to me during beta that earth lore was superior to the other lores for it's effect on encumbrance and boil earth.

fire lore was a distant second in my tests.

I wish lores provided enough of a benefit to train in.

C/Valth

peam
03-18-2004, 02:39 PM
What exactly does air provide, when it comes to haste?

AnticorRifling
03-18-2004, 02:42 PM
Originally posted by peam
What exactly does air provide, when it comes to haste?

It is supposed to knock off an additional second when you get to 24 ranks. And more seconds for more ranks (not sure the exact number of additional ranks for another -1)

I still think it's buggy because I haven't seen it drop a second off my swing with my naginata (halberd base)

Kitsun
03-18-2004, 02:51 PM
Originally posted by AnticorRifling
Kitsun explain to me why major elemental spells is good for haste? I've never climbed that spell circle so I'm clueless.


Major Elemental Spell ranks affects haste by reducing the RT by percentages. It works off of some sliding scale but the formula was never released in full.

Air lore is good for relatively small RT because it knocks off a solid single amount. If you're dealing with large RT's say with climbing the rope ladders from EN to Illistim or potion pouring with enchanting though, you'll see more RT reduction with Major Elemental.

I'll dig up some clips when I log ingame, need to figure out a way to generate like 10, 30, 60 RT to show ya. Then you have something to compare it to.

Suppa Hobbit Mage
03-18-2004, 03:05 PM
Wow, with no lores I could really load up on spells... I just can't imagine not training in lores though.

Celexei
03-18-2004, 05:07 PM
I'm Pure Earth lores, but i've been thinking about picking up fire lores as well, don't know if i should or not, 506 is my primary hunting spell, but i prefer my earth training.....i'd imagine that earth and fire combined together is gonna give one hell of a nice boil earth.

Stunseed
03-18-2004, 05:21 PM
So far my Wizard is Earth/Fire as well, but I'm not pinning too much hope on lores in general.

Kitsun
03-18-2004, 05:48 PM
My wizard self-cast haste with 0 air lore and 69 ranks Major E:
You can only collect 51840 of the coins due to your load.
Roundtime: 41 sec.
Roundtime changed to 20 seconds.

Base Haste, no lore and no effect from Major Ranks:
You can only collect 55200 of the coins due to your load.
Roundtime: 44 sec.
Roundtime changed to 32 seconds.

Uhhh, I forgot to mention the Major Elemental pushdown is for selfcast only. The Air Lore should work for everyone equally.

Xcalibur
03-18-2004, 08:10 PM
We don't need exemple with 45 seconds rt, but with fewer.

Can you, or anyone else, test with 8,7,6,5 seconds rt?

With and without air?

The target will experience shorter Roundtimes (RT) enhanced by the Haste spell based on the Wizard's Elemental Lore, Air training; -1 RT at 100 skill, -2 RT at 200 skill, and a maximum of -3 RT at 300 skill

Bug, anticor, bug bug bug bug bug

[Edited on 19-3-04 by Xcalibur]

Kitsun
03-18-2004, 11:55 PM
Same as before...my clips are at 69 ranks of Major Elemental and no air lore. Could someone else post some clips with lower ranks or mixed and matched air lore ranks? Its not like I have multiple wizards or an active skill migrator =P

You swing a long Nalfein witchwood runestaff at XXXX!
AS: +82 vs DS: +294 with AvD: +12 + d100 roll: +44 = -156
A clean miss.
Roundtime: 5 sec.
Roundtime changed to 1 second.

You swing a long Nalfein witchwood runestaff at XXXX!
AS: +82 vs DS: +294 with AvD: +12 + d100 roll: +26 = -174
A clean miss.
Roundtime: 6 sec.
Roundtime changed to 2 seconds.

You swing a long Nalfein witchwood runestaff at XXXX!
AS: +82 vs DS: +294 with AvD: +12 + d100 roll: +59 = -141
A clean miss.
Roundtime: 7 sec.
Roundtime changed to 2 seconds.

You swing a long Nalfein witchwood runestaff at XXXX!
AS: +82 vs DS: +294 with AvD: +12 + d100 roll: +30 = -170
A clean miss.
Roundtime: 10 sec.
Roundtime changed to 4 seconds.

You swing a long Nalfein witchwood runestaff at XXXX!
AS: +82 vs DS: +297 with AvD: +12 + d100 roll: +8 = -195
A clean miss.
Roundtime: 17 sec.
Roundtime changed to 7 seconds.

Kux
03-19-2004, 12:47 PM
I've found little need for lores. I have no trouble hunting at my level and I'm almost triple trained in spells. Very happy with my training.

Kux (at level 63), your base skill bonuses, ranks and goals are:
Skill Name | Actual Actual
| Bonus Ranks Goals Time to Goal
Armor Use..........................| 10 2 2
Brawling...........................| 5 1 1
Physical Fitness...................| 96 22 22
Arcane Symbols.....................| 230 130 130
Magic Item Use.....................| 230 130 130
Spell Aiming.......................| 230 130 130
Harness Power......................| 163 63 63
Elemental Mana Control.............| 163 63 63
Perception.........................| 105 25 25
Climbing...........................| 105 25 25
Swimming...........................| 105 25 25

Spell Lists
Major Elemental....................| 63 63

Spell Lists
Minor Elemental....................| 53 53

Spell Lists
Wizard.............................| 63 63