![]() Both are also a +4 Glaive in melee, a +4 Glaive with a special to spend a single point of melee damage to inflict +10/11 Glaive damage or far beyond at range up to 9 times before the Glaive has to regenerate because its a Glaive that regenerates itself. A +15 WoD is approx a +10/11 Glaive with slightly increased deviation, and a +15 WoF is off the Glaive (-3/+16) table entirely. "The Wand" is either a Wand of Disintegration or a Wand of Firebolt. All have their limited usefulness but none are "The Wand" and you certainly shouldn't use your Scrolls of Upgrade on them (past storing a +1 in your WoMM). But we didn't really care for them much to begin with: for the Battlemage a WoMM is a basically a short sword, WoL is a nice early game wand that is hazardous in the close quarters sought (at least partially/inevitably) by a Battlemage, and WoP is a modest early game DoT but possibly a waste of a turn if you have a better wand(s). The Wands Lightning, Magic Missile, and Poison are all useless for their awful scaling, WoL and WoMM actually dealing more damage in melee. Or someone will anyway, who is a matter of timing. If, once we get WoA's damage formula, it's of any relevance or interest I'll make an addendum/note (I should hope so, the stun makes it a really intriguing possibility). Whats with Wand of Avalanche anyway? We're/I'm going to disregard it for now/today. Lets run through the damage ranges/outputs of +15 wands. This places a +15 wand at about the same damage output as a +4 Glaive in melee, which is in addition to the freaking +15 wand. If the number of charges applies a flat bonus of +1 each, which is what I've observed so far, then in the hands of a Battlemage a +15 wand would at max charges deal 15 to 44 ( 29.5 ☖.13) damage in melee. (day-ish old PDwiki.er?, newly registered, first post.went a bit overboard maybe) So a wand +15 is exactly like a Glaive +1… if the damage range is 1 to 5 ( Knuckleduster +0), rolling a 3 is more probable than rolling a 1 or a 5), hence the standard deviation computed by the template. The damage range of a tier-N melee weapon is tier+level to ×baseAttackDelay/accuracy+tier×level (except War hammer, see this bug), keeping in mind that damage probability is not flat but triangular (i.e. Edit: forgot to mention that the wand without upgrades can be a bit pathetic, so if you want to use it, prepare to spend upgrade scrolls.The excess strength bonus (which consists in adding 0 to excessStrength damage to the regular damage before armor absorption) only happens:Īs wands are neither missile nor melee weapons, there is no excess strength bonus for them. Staff of Disintegration is one of my favorites for battlemage run as it's damage potential can be quite high. glyph of swiftness, wand of frost, etc.). The special melee bonus for Staff of Disintegration is that the staff gains an extra tile of range to it's melee attack, giving it synergy with any items that either slow enemies, or increases your own speed (e.g. For battlemage the Staff of Disintegration is a very powerful damage tool. ![]() This wand synergizes very well with mind vision, since once you get enough upgrades into it, you can start zapping targets that are in separate rooms for great damage. Wand of Disintegration has a fun (and powerful) mechanic that the beam travels through walls and multiple targets, and the more walls and targets the beam passes through, the more damage it does. As you upgrade the Wand of Disintegration it scales in damage and it also increases the number of blocks the beam travels. The Wand of Disintegration is a high damage wand with very little utility (You can break wood barriers to get into rooms that normally require fire), but very high damage. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |