Wizard Skills/Spells (Full Version)

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Ryu Draco -> Wizard Skills/Spells (11/14/2019 21:17:27)

Idle question about the spells built into the various Wizard Robes. Unless I'm mistaken, each Robe has a version of Unleash, Arcane Fist, a single element variant of Elemental Explosion, and the same for Elemental Invocation. How does each spell compare to the others? Is it better to use the Fist at all times, or whatever the latest available spell is? I'd try to calculate it myself, but I'm apparently pants at these formulas.




Legendary Ash -> RE: Wizard Skills/Spells (11/14/2019 22:12:18)

Gybbi's Fist deals 6.4% Hp/5 = 128% melee worth of damage, a standard spell is worth 200% melee, the enemy therefore should have Hp 200/128 = 1.5625 the standard amount of Hp for its level for it to be worth using.

Lv 4 skill is the strongest due to charges affecting the damage positively starting at 7 and 10 charges, at 3 charges it deals the same damage as a standard spell, at 0 charges the damage it deals is negatively affected.

Lv 9 is an adventurer version of Lv 10 spell, where the latter has an effect unique to each elemental variant of Wizard robes by sacrificing 38% of its damage.




Ryu Draco -> RE: Wizard Skills/Spells (11/15/2019 13:44:56)

So considering the robes dont grow stronger with levels after 10, at what point should regular spells be used instead?




Legendary Ash -> RE: Wizard Skills/Spells (11/15/2019 15:15:21)

Wizard Robes scale to Lv 70 as indicated by its Powerlevel formula of 30+ClassLv*4, so after Lv 90, it becomes underleveled in terms of damage and resistances, and a standard armor should be replace it. However the Robes still have powerful elemental boosts that is desirable and may be used in wars and quests by doubling on an element with a standard armor knowing that there may be less than the standard eight elements to cover according to the quest monster pool.




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