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Thread: Magic 1/2/3 abilities | |
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Pyroxene
Tavern Dweller
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posted August 22, 2014 02:38 AM |
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Magic 1/2/3 abilities
Does anyone know what the magic 1/2/3 abilities do? I'm referring to abilities like Water Magic 1/2/3, Prime Magic 1/2/3, which add +3 per skill point invested to that particular spell school.
Apart from improving spells of that spell school, does it also increase hero attack damage and unit that use that magic type? For example, would learning Dark Magic 1/2/3 boost my magic-affinity Necromancer damage attack, and the damage output of my Liches and Spectres?
While investing in Air Magic boosts my Lightning and Chain Lightning damage according to the tooltip, I achieve even better results if I had invested the skill points in Arcane Exaltation which boosts my Magic Attack by 2/3/5 points for each successive level. This does the below:
1) Provides all-around improvements to the potency of all my spells and all my units that deal magic-based damage.
2) Is not isolated to spell types or unit types that use that particular spell school.
Not to mention certain magic school types seem pointless to boost. I'm not sure why anyone would choose to invest in Prime Magic 1/2/3 when the only spell that stands to benefit is ostensibly Implosion. After all, the only units that deal Prime-based damage are Phoenixes and you are hardly likely to find those joining your party.
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Simpelicity
Promising
Famous Hero
Video maker
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posted August 22, 2014 05:18 AM |
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I was always curious about whether those affected your creatures, but never enough to test it.
Remember that relative magic power affects things like buff/debuff durations. So prime magic power doesn't only affect implosion.
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Pyroxene
Tavern Dweller
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posted August 22, 2014 08:05 AM |
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Simpelicity said: Remember that relative magic power affects things like buff/debuff durations. So prime magic power doesn't only affect implosion.
Yeah but spending 3 points into Prime Magic did not improve the duration of Time Stasis, at least according to the tooltip.
It might have increased the armor-reducing effect of Disruption and/or the mana draining effect of Mana Leech though. But I don't learn those so I didn't check.
From observation, you typically need over 10 additional points in Magic Power to boost the duration of your spells by just 1 round. Even more if said spell is Puppet Master.
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Simpelicity
Promising
Famous Hero
Video maker
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posted August 22, 2014 04:17 PM |
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It also takes into account the enemy magic defense. So it depends on what you were checking.
And I wasn't saying it's good btw
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natalka
Supreme Hero
Bad-mannered
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posted September 30, 2014 02:10 PM |
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From my testing with the map editor I found out that Tear spells don`t need magic power at all. Once you reach maximum reputation you get 4 rounds duration for all your tear spells no matter you have 4 Magic Power or 100 Magic Power. That is also valid for Elementals spells.
I was pretty stunned by my findings.
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NamelessOrder
Famous Hero
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posted October 19, 2014 08:42 PM |
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Pyroxene said:
Apart from improving spells of that spell school, does it also increase hero attack damage and unit that use that magic type? For example, would learning Dark Magic 1/2/3 boost my magic-affinity Necromancer damage attack, and the damage output of my Liches and Spectres?
yes
Pyroxene said: Not to mention certain magic school types seem pointless to boost. I'm not sure why anyone would choose to invest in Prime Magic 1/2/3 when the only spell that stands to benefit is ostensibly Implosion. After all, the only units that deal Prime-based damage are Phoenixes and you are hardly likely to find those joining your party.
i dont remember ever investing in Prime magic, however elemental magic schools abilities are chosen quite often
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