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Spells Combat


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AuthorSpells Combat
@19: Like you said, you forget erudition, which could have added more damage.
And what about these talents:
Spiritual excellence
Arcane revelation
Graduate
Arcane keeper

[edit] Just checked witchhammer and found out that those talents were not possible to take if expert chaos magic is taken, so only up to advanced erudition can be taken = 4 free stat points

[edit] Maybe the chaos talents aren't worth it? After all: on expert chaos magic you deal 17+17xsp dmg,
so 17+510, -> 527
, only extra 17 damage.

P.S. It's not possible to edit :) I added that in while typing.
You could calculate the max spell damage possible theoretically. A level 14 wizard has 16 skill points that could be put on spell power. Best magic arts could add 15 spell power. Also if choosing talents expert chaos and adv erudition, there will be another 4 points for spell power. So that is 35 spell power, and a faction level 9 wizard has 5.5 times damage bonus. So the maximum spell damage in hunt or mercenary should be 17*(35+1)+*5.5=3366.

The maximum spell damage in PvP battle should be from DE because of element call, 17*(35+1)+*1.5=918.
@21: chaos talents are definitely worth it:
no chaos: 11+11*sp
basic: 13+13*sp
advanced: 15+15*sp
expert: 17+17*sp
each time the increase in damage is 2 damage per spell point + 2 damage for the base damage
so increase in damage is 2*(sp+1)
with max sp = 35, this equals 2*36 = 72 damage.
if you skip expert erudition, you would need 5 more sp to get similar damage since 5*15 = 75 extra damage.
faction level 9 = * 5.5
expert chaos magic + lightning => 17+17*sp

So without enchantments it is 5.5*(17+17*sp) = 93.5 + 93.5*sp

right hand - 2 spellpower
left hand - 1 spellpower
feet - 1 spellpower
back - 2 spellpower
chest - 2 spellpower
finger left - 2 spellpower
finger right - 2 spellpower
neck - 2 spellpower
head - 1 spellpower

level 14 => 13 points from level up => 13 spellpower
mercernaries guild level 6 => 3 primary stats => 3 spellpower
advanced eurodition => 4 primary stats => 4 spellpower

Total = 35 spellpower.
93.5 + 93.5*sp => 93.5+3272.5 = 3366 damage with lightning.
You can have 5 arts enchanted for jewelry. However, the bonus is not 100%. I am too lazy to figure out how much it would be. Or maybe I should say, I am not rich enough to figure out how much that would be ...
Additional damage for 5 item +10%:
Damage mod = 1 - (1 - 0.2) ^ 5 = 67.232%
So total damage is (using 24 & 25):

Total damage 3366 + 2263 = 5629


Look at fifth post on this tread:
http://www.warriors-guild.org/forum/viewtopic.php?f=4&t=319
Total damage 3366 + 2263 = 5629
So I would assume the maximal enchanchment bonus for spells is 5629.
That's the answer to the first question!
And for the second, answered in post 18: Just pay (in terms of the cost of durability, potion of oblivion, and all the arts rental fees, and any other cost he might want to do it) to brillant, get him to change to wizard, equip all the arts, get the correct talents, and do a combat
This has been bugging me...why isn't this in queries and help?
26.
Oh, thanks. That helps clear some of the clouds.
Now, about the enhance vs. shielding, as my understanding, the formula say
Damage=Base*(1+enhance)*(1-shielding).
Is this true? Where the piecing go in this formula? I remember somewhere it says like--
Damage=Base*(1+enhance)*(1-shielding*(1-piecing))
Anyone can confirm or knows otherwise?
This topic is long since last update and considered obsolete for further discussions.
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