Elemental Lore, Fire: Difference between revisions

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(Updated to reflect changes implemented during 2019 Spring Spectacular)
 
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== Damage Factor (DF) Benefit ==
== Damage Factor (DF) Benefit ==
Due to its offensive nature, Elemental Lore: Fire (EL:F) will be substituted for any other Elemental Lore when calculating the lore bonus to [[Damage Factor]] (DF) for an elemental bolt. i.e. Elemental Lore: Earth normally increases the DF of Hurl Boulder (510), but if you have more ranks in Elemental Lore: Fire, those ranks will be used instead. Hybrid bolts that already use EL:F are not affected since they will always just use your EL:F and the other lore type. Hybrid bolts that don't use EL:F can have it replace the lore with the ranks they have the least in amount of ranks trained.[http://forums.play.net/forums/19/330/3381/view/750]
Due to its offensive nature, Elemental Lore: Fire (EL:F) will be substituted for any other Elemental Lore when calculating the lore bonus to [[Damage Factor]] (DF) for an elemental bolt. i.e. Elemental Lore: Earth normally increases the DF of Hurl Boulder (510), but '''if you have more ranks in Elemental Lore: Fire, those ranks will be used instead'''. Hybrid bolts that already use EL:F are not affected since they will always just use your EL:F and the other lore type. Hybrid bolts that don't use EL:F can have it replace the lore with the ranks they have the least in amount of ranks trained.[http://forums.play.net/forums/19/330/3381/view/750]


== Minor Elemental ==
== Minor Elemental ==

Latest revision as of 14:08, 28 December 2020

Since mid-2015 there has been a considerable amount of development with Hot Summer Nights 2015, the Elemental Lore Review, and the Teleportation review.

Pages with this banner have been affected by development and are in various stages of update progress, but not yet complete.

Click to collapse/expand lore tables

Damage Factor (DF) Benefit

Due to its offensive nature, Elemental Lore: Fire (EL:F) will be substituted for any other Elemental Lore when calculating the lore bonus to Damage Factor (DF) for an elemental bolt. i.e. Elemental Lore: Earth normally increases the DF of Hurl Boulder (510), but if you have more ranks in Elemental Lore: Fire, those ranks will be used instead. Hybrid bolts that already use EL:F are not affected since they will always just use your EL:F and the other lore type. Hybrid bolts that don't use EL:F can have it replace the lore with the ranks they have the least in amount of ranks trained.[1]

Minor Elemental

Training in Fire Lore will increase the persistent TD penalty applied to the target by 1 per seed 5 summation of ranks.
Elemental Lore, Fire ranks 0 5 11 18 26 35 45 56 68 81
Total TD penalty 25 26 27 28 29 30 31 32 33 34
Elemental Lore, Fire ranks 95 110 126 143 161 180 200 221 243
Total TD penalty 35 36 37 38 39 40 41 42 43
Training in Fire Lore provides a chance equal to the caster's Elemental Lore Fire bonus ÷ 2 to trigger a 2nd elemental strike on a random opponent in the room for an additional cost of 5 mana.
% chance to activate = trunc(Elemental Lore Fire skill bonus ÷ 2)
Elemental Lore, Fire ranks 4 8 13 18 24 30 40 60 80 100
Chance for 2nd strike 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
Not all thresholds shown
10 ranks of Fire Lore unlocks a chance to strip a defensive spell from the target, in addition to the prepared spell. This ability has a base 10% chance with an additional 3% every 10 ranks. It also increases the mana drain by skill bonus ÷ 15.
Elemental Lore, Fire ranks 10 20 30 40 50 60 70 80 90 100 120 140 160 180 200 220 240
Chance to strip a defensive spell
when dispelling a prepared spell
10% 13% 16% 18% 21% 24% 27% 30% 33% 36% 42% 48% 54% 60% 66% 72% 78%
Not all thresholds shown.
Elemental Lore, Fire ranks 3 6 9 13 17 20 25 30 38 50 65 80 95 110 125 140 155 170 195 210 225 240
Additional mana drained 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Training in Fire Lore grants a chance to cause the caster's next spell to be charged with elemental energy, increasing critical damage, based on a seed 10 summation of ranks, and subject to critical randomization.
Elemental Lore, Fire ranks 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Chance for attuned critical weighting on next spell/attack 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14%

Major Elemental

Targets have a chance to incur a DS penalty (for 15 seconds or 2 attacks) of 2 per seed 1 summation of ranks to successive casts of Minor Fire, Major Fire, Fire Spirit (111), and attacks with fire-flaring weapons.
Elemental Lore ranks 1 3 6 10 15 21 28 36 45 55 66
DS penalty 2 4 6 8 10 12 14 16 18 20 22
Elemental Lore ranks 78 91 105 120 136 153 171 190 210 231
DS penalty 24 26 28 30 32 34 36 38 40 42
Training in Fire Lore will cumulatively add +1 AS for each seed 4 summation of ranks per consecutive bolt attack on the same target, capped at +25 total AS boost. The AS will increase whether or not the target is successfully hit, and only while casting bolt spells. Casting at another target removes this boost.
Elemental Lore, Fire ranks 4 9 15 22 30 39 49 60 72 85 99 114
Bolt AS bonus (accumulates) 1 2 3 4 5 6 7 8 9 10 11 12
Casts to +25 max bonus 26 14 10 8 6 6 5 5 4 4 4 4
Elemental Lore, Fire ranks 130 147 165 184 204 225 247
Bolt AS bonus (accumulates) 13 14 15 16 17 18 19
Casts to +25 max bonus 3 3 3 3 3 3 3
20 ranks of Fire Lore unlocks Fire specification, which uses Minor Fire (906), and gains from Minor Fire's respective lore benefits. 10 ranks of Fire Lore (along with 10 ranks of Water Lore) is required to unlock Steam specification, which uses Minor Steam (1707), and gains from Minor Steam's respective lore benefits.
Training in Fire Lore provides a chance to incinerate a target, instantly killing it. The base percent chance is a seed 1 summation of (Fire Lore ranks - 10) ÷ 2. This benefit can be reduced or eliminated if the warding margin is < 50 (reduction of 2% per 1 below 50).
Assumes warding margin >50
Elemental Lore, Fire ranks 12 16 22 30 40 52 66 82 100 120 142 166 192 220 250
Chance for incineration 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15%
Fire Lore also provides a chance for an extra damage cycle, determined by ranks ÷ 1.5, so at 75 ranks, there is a 50% chance, and at 150 ranks, there is a 100% chance.
Elemental Lore, Fire ranks 2 8 15 23 30 38 45 53 60 68 75
Chance for extra damage cycle 1% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Elemental Lore, Fire ranks 83 90 98 100 105 113 120 128 135 143 150
Chance for extra damage cycle 55% 60% 65% 66% 70% 75% 80% 85% 90% 95% 100%
Training in Elemental Lore, Fire will increase the chance of a fire flare to accompany an attack based on a seed 6 summation of ranks. The base chance is 5%. The maximum benefit, 27%, is obtained at 247 fire ranks.
Fire Flares
Elemental Lore, Fire ranks 0 6 13 21 30 40 51 63 76
Probability for flare (in percentage points) 5 6 7 8 9 10 11 12 13
Elemental Lore, Fire ranks 90 105 121 138 156 175 195 216 238
Probability for flare (in percentage points) 14 15 16 17 18 19 20 21 22

Wizard Base

20 ranks of Fire Lore unlocks the ability to cast Minor Steam (1707) using EVOKE. Fire Lore will also add to the damage factor for Minor Steam as described below.
Training in Fire Lore increases the damage factor by .001 per rank up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks over 100. DF increase with 200 ranks is 0.100.
Training a minimum of 10 ranks of Elemental Lore, Fire will unlock a percentage chance equal to (skill bonus ÷ 5) to ignite the target. Activation will result in 2 additional rounds of fire critical injuries (no additional hitpoint damage).
20 ranks of Fire Lore unlocks fire element specification, which multi-casts this spell with Cone of Elements (518).
Training in Fire Lore increases the damage factor by .001 up to 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks over 100. DF increase with 200 ranks is 0.100. Fire Lore is a factor in determining the maximum number of targets that can be hit with the additional flares from the spell (See ball spells).
Training in Fire Lore gives each successful critical cycle a (Lore Ranks/5)% chance to do an immediate extra, more powerful, critical against the target in the Fire version of the spell, not subject to rounding.
Elemental Lore, Fire or Water ranks 5 25 50 75 100 125 150 175 200 225 250
Chance for extra, more powerful critical 1% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Not all thresholds shown, all ranks improve critical chance
Training in Fire Lore increases the caster's bolt attack strength (AS) and casting strength (CS) for the subsequent spells that are cast from 950.
Elemental Lore, Fire ranks 10 21 33 46 50 60 75 91 100 108 126 145 165 186 208 231
AS bonus 6 12 18 24 25 30 36 42 45 48 54 60 66 72 78 84
CS bonus 3 7 10 14 15 18 21 25 27 28 32 36 39 43 46 50
Training benefits between standard thresholds

Sorcerer Base

Training in Fire Lore will increase the damage of fire cycles. Any combination of Elemental Lore ranks will speed up the formation of the storm at 5, 15, 30, 50, and 75 total ranks, with the storm forming in a less than 10 seconds at 75 ranks.
At 12 ranks of a given lore, the critical rank of the relevant damage cycle is increased by one level; at 50 ranks, it is increased by 2 levels; and at 100 lore ranks, it is increased by 3 levels. This flat modifier is unaffected by the warding margin.
Training in Fire Lore will increase the damage of an animate corpse explosion for fire-attuned sorcerers.

Arcane

Fire Lore increases this spell's damage factor by .001 per two ranks for ranks 1 to 100 and .001 per four ranks for ranks 101 to 200. Total DF bonus with 200 lore ranks is .075. Damage factor bonus is also similarly affected by ranks in Fire Lore with the DF bonus capped at 200 combined lore ranks.
10 ranks on Fire Lore (along with 10 ranks of Water Lore) is a prerequisite for use with Cone of Elements (518).

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