![]() At Chaos Magic Level 1, it's actually less Mana-efficient than just dropping Fireballs on things, but by the time you're at Chaos Magic Level 3 Flaming Arrow is a dirt-cheap way to do a good chunk of damage. ![]() Hits a single enemy for Fire damage with a chance to Burn the target.įlaming Arrow really comes into its own once you start leveling it and notice that its Mana cost doesn't go up any. Level 3 Statistics: Damage: 210 Burning: 60% Level 2 Statistics: Damage: 140 Burning: 40% Level 1 Statistics: Damage: 70 Burning: 20% some exceptions, usually to the misfortune of those Spells (Though some Spells effectively 'auto-scale' and don't really need Intellect boosts), but it's a good general rule of thumb to assume a given Spell will improve as your Intellect rises, if perhaps only at the multiples-of-fifteen breakpoints. Most Spells that don't fall under any of these rules usually have some special-cased way to benefit from Intellect, such as Dragon Arrows adding additional charges of the Talent it provides every 15 Intellect. ![]() (eg healing effects, Leadership/Health-scaled summoning Spells, etc)Īdditionally, Spells that induce a buff or debuff usually have the buff/debuff's duration extended by 1 turn for every 15 Intellect the player has. (And the Intellect will actually boost various Spells that don't do damage!) But if we instead say you're at 30 Intellect before adding 2 Intellect or grabbing Destruction 1, then Destruction 1 is way, way ahead of the 2 Intellect in terms of added damage.Ī caveat: the game prefers to increment in units of 5, to the point that eg at early levels Flaming Arrow won't necessarily gain any damage from a gained point of Intellect even though these values would imply that it would gain damage from every single point of Intellect.Īlso note that in the majority of cases where a multi-digit number is explicitly listed by the Spell, that number is affected by Intellect in the same way even if the number isn't for damage. (By 'linearly' I mean that, for example, the Necklace of Firestorm is +30% damage to Fire damage Spells, which is to say equipping two of them results in +60% rather than +30% followed by +30% of the result of that first modification) This means that these modifiers are much more impactful once your Intellect is already high, compared to just adding more Intellect, than when your Intellect is low: going from 0 Intellect to 2 Intellect is +20% damage, where the first rank of Destruction is a mere +15%. Other modifiers (ie the Destruction Skill and Item-based boosts, primarily) are then all stacked together linearly at the end. (Because the higher your damage climbs, the bigger the number thus being added) It's not so impressive once you're up to 300 damage) while the 7-Intellect breakpoints become increasingly important. Put into more simple, general terms, this means that the higher your Intellect climbs the less important individual points of Intellect become (Gaining +10 damage is pretty cool when you have only 100 in the first place. Every point of Intellect you gain will increase the minimum damage by 10 and the maximum damage by 20, but going from 6 points to 7 points will take you from 160-320 damage to 170-340 damage before the 7-point boost, which then increases it to 187 (+17, which is 10% of 170) for minimum damage and 374 (+34, which is 10% of 340) for maximum damage. ![]() Every 7 points of Intellect additionally increases final damage by 10%.Įxample: Level 1 Kamikaze does 100-200 damage base. Specifically, Intellect adds 10% of the base per point by default. For damaging spells, the damage listed is the base damage, before being modified by Intellect or effects like the Destruction skill.
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