Gotcha. Grateful things were looked into figured out and match up.
notAvaia, player of
Re: Skill Training Adjustments - LIVE on 12/08/2020 08:12 PM CST
Re: Skill Training Adjustments - LIVE on 12/09/2020 10:08 AM CST
Re: Skill Training Adjustments - LIVE on 12/09/2020 01:39 PM CST
>This change was astonishingly beneficial to me - surprise bonus training points
Same! I was astounded to find 197/625 PTP/MTPs available to me after the update, which was enough to get me some CMan training and the Spirit Lore training that I've been wanting to grab for ages. I may fixskill some of them out, once the Paladin Circle changes come around, but for now, I'm super happy with what I was able to do with the bonus TPs. Thanks!
~Cylnthia Kythnis Ardenai
~Paragon of Kuon
~Rose Guardian, House Sylvanfair
Same! I was astounded to find 197/625 PTP/MTPs available to me after the update, which was enough to get me some CMan training and the Spirit Lore training that I've been wanting to grab for ages. I may fixskill some of them out, once the Paladin Circle changes come around, but for now, I'm super happy with what I was able to do with the bonus TPs. Thanks!
~Cylnthia Kythnis Ardenai
~Paragon of Kuon
~Rose Guardian, House Sylvanfair
Re: Skill Training Adjustments - LIVE on 12/09/2020 08:00 PM CST
Re: Skill Training Adjustments - LIVE on 12/09/2020 09:15 PM CST
<I see that non-native lore costs were reduced for hybrid professions. Sorcerers can now get elemental and spiritual lores at 0/6 and 0/12. What I was confused by was that sorcerer lores (native) are also 0/6 and 0/12.>
Sorcerer's are unusual in that they're the only profession that has a set of lores specifically for their professional spell circle. Elemental and Spiritual spheres are native to them in the same way that spiritual and mental are to empaths (that empaths have access to the MjS circle rather then the MnM circle is a whole other can of worms).
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
Sorcerer's are unusual in that they're the only profession that has a set of lores specifically for their professional spell circle. Elemental and Spiritual spheres are native to them in the same way that spiritual and mental are to empaths (that empaths have access to the MjS circle rather then the MnM circle is a whole other can of worms).
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
Re: Skill Training Adjustments - LIVE on 12/10/2020 11:33 AM CST
Re: Skill Training Adjustments - LIVE on 12/10/2020 04:12 PM CST
>Eh, considering lore effects are specific to spells, the name of the lore is mere semantics. Sorcerers don't have a 'special' lore just for them, they have a profession base spell list...just like every pure and semi.
Then you could say that the Sorcerer profession spell list is the only one that has unique usage of certain lores. All the other lores (I think) are shared between multiple different spell lists.
Then you could say that the Sorcerer profession spell list is the only one that has unique usage of certain lores. All the other lores (I think) are shared between multiple different spell lists.
Re: Skill Training Adjustments - LIVE on 12/13/2020 12:11 PM CST
I'll say it again, since I don't seem to have communicated the point effectively.
While the other lores are shared between spell lists, the effects they have on the spells in that particular spell list are NOT shared. All of the lore effects for ALL spells are unique to that spell and that spell alone (with some notable overalap between ST/AOE versions of spells like 616/635). The sorcerer lores are no different, and thus the fact that sorcerer's have their 'own' lore is purely a semantical requirement of world design, since the contextual effects pertaining to demon summoning and necromancy can't easily be labelled as 'elemental' or 'spiritual'.
Sorcerer's having their 'own' lore means nothing. The lores are just labels. The lore effects are unique, and all pures have unique and powerful lore effects. Everything in this post should be self-evident if you think about it carefully, i.e. it is not an opinion.
While the other lores are shared between spell lists, the effects they have on the spells in that particular spell list are NOT shared. All of the lore effects for ALL spells are unique to that spell and that spell alone (with some notable overalap between ST/AOE versions of spells like 616/635). The sorcerer lores are no different, and thus the fact that sorcerer's have their 'own' lore is purely a semantical requirement of world design, since the contextual effects pertaining to demon summoning and necromancy can't easily be labelled as 'elemental' or 'spiritual'.
Sorcerer's having their 'own' lore means nothing. The lores are just labels. The lore effects are unique, and all pures have unique and powerful lore effects. Everything in this post should be self-evident if you think about it carefully, i.e. it is not an opinion.
Re: Skill Training Adjustments - LIVE on 12/13/2020 01:27 PM CST
Re: Skill Training Adjustments - LIVE on 12/14/2020 09:39 AM CST
Re: Skill Training Adjustments - LIVE on 12/14/2020 10:19 AM CST
>> Why does MOC have to cost more for pures?
10 Ranks in MOC is more than sufficient for most situations and anything over 5 ranks of MOC is more reasonable as a post cap goal for most pures.
Assuming you are looking at this skill for ball spell splash or open implosion, you don't really need that much training in MOC to make a dramatic impact. I still only have 10 ranks of MOC at 3x+ cap for my wizard because you really don't need any more than this for your spells.
With a modest 11 ranks in the appropriate elemental lore training for the ball spell being cast and only 5 Ranks in MOC training you will hit a minimum of 5 targets (or more) every cast. Also note that your maximum targets will always be constrained by 0-8 plus your lore bonus. So even with an appropriate elemental lore training of 92 ranks, you can still only hit a max of 0-8 + 14 targets so training in 14 ranks of MOC would insure you always hit the minimum 14 and training anything over 22 Ranks of MOC would be wasted. The range of 15 - 22 would still be somewhat constrained by the RNG regardless of any MOC training above 14 Ranks in this example.
The additional 1 opponent FoF benefit at 10 ranks is just a nice bonus as a pure.
I do note the wiki is potentially misleading in terms of how MOC works for ball spells. There is a magic section with virtually no information that then it feeds into a table that has nothing to do with MOC and magic. For a better understanding of how MOC plays into determining splash targets I would suggest looking here: https://gswiki.play.net/Bolt_spell#Ball_Spell
-- Robert
>> [You have failed your current Adventurer's Guild task.]
10 Ranks in MOC is more than sufficient for most situations and anything over 5 ranks of MOC is more reasonable as a post cap goal for most pures.
Assuming you are looking at this skill for ball spell splash or open implosion, you don't really need that much training in MOC to make a dramatic impact. I still only have 10 ranks of MOC at 3x+ cap for my wizard because you really don't need any more than this for your spells.
With a modest 11 ranks in the appropriate elemental lore training for the ball spell being cast and only 5 Ranks in MOC training you will hit a minimum of 5 targets (or more) every cast. Also note that your maximum targets will always be constrained by 0-8 plus your lore bonus. So even with an appropriate elemental lore training of 92 ranks, you can still only hit a max of 0-8 + 14 targets so training in 14 ranks of MOC would insure you always hit the minimum 14 and training anything over 22 Ranks of MOC would be wasted. The range of 15 - 22 would still be somewhat constrained by the RNG regardless of any MOC training above 14 Ranks in this example.
The additional 1 opponent FoF benefit at 10 ranks is just a nice bonus as a pure.
I do note the wiki is potentially misleading in terms of how MOC works for ball spells. There is a magic section with virtually no information that then it feeds into a table that has nothing to do with MOC and magic. For a better understanding of how MOC plays into determining splash targets I would suggest looking here: https://gswiki.play.net/Bolt_spell#Ball_Spell
-- Robert
>> [You have failed your current Adventurer's Guild task.]
Re: Skill Training Adjustments - LIVE on 12/14/2020 10:47 AM CST
I recognize my text in the 'Tactical Considerations' area, which now appears to be outdated (because it refers to Seed1, whereas the formula is built with 1+SqRt), but the difference between 10 Lore ranks and 11 Lore ranks isn't worth quibbling over.
Short version is, a modest investment in ranks gives immediate payoff. 4 Lore and 5 MOC will last you for a good long while, but 10 MOC--for the FvF offset--is an excellent goal.
Even just TWO ranks of Lore gives an immediate +2 payoff.
Short version is, a modest investment in ranks gives immediate payoff. 4 Lore and 5 MOC will last you for a good long while, but 10 MOC--for the FvF offset--is an excellent goal.
Even just TWO ranks of Lore gives an immediate +2 payoff.
Re: Skill Training Adjustments - LIVE on 12/14/2020 09:40 PM CST
I agree with you that it's expensive, but pures get quite a bit of bang for their buck from MOC. As others have commented above, getting rid of 'enough' FoF isn't that hard, and insofar as ball spells are concerned, you get pretty reliable hits on secondary targets with only a few ranks.
As it stands, a pure's need for MoC is not onerous, and you can usually have it wrapped up by level 50-70 without noticing it impact your training regime.
As it stands, a pure's need for MoC is not onerous, and you can usually have it wrapped up by level 50-70 without noticing it impact your training regime.
Re: Skill Training Adjustments - LIVE on 12/15/2020 07:49 AM CST