Here is a guide to what I call “Spell Density.” Basically it attempts to get a better idea of what spells “Pack the Most Punch,” so to speak.
This concept isn’t entirely new, many people talk about this especially in regards to the Loremaster Spell. I thought it would be a fun experiment to complete this with all of the in-game spells that are trainable by wizards. Please note, this means I will not be including any mob or boss spells in this analysis.
The idea is that the higher the damage per pip, the more efficient the use of a given spell. This idea becomes super interesting, however, when you consider how many enemies there are and any additional effects that the spell provides.
I have split these tables up by the school of the spell to make it easier to read.
Fire School Spells
Spell | # of Pips | Pure Damage | Damage per Pip (1 Enemy) | Damage per Pip (2 Enemies) | Damage per Pip (3 Enemies) | Damage per Pip (4 Enemies) | Bonus |
---|---|---|---|---|---|---|---|
Heck Hound | 1-14 | 130 – 1400 | 130 | ||||
Firecat | 1 | 80 – 120 | 80 – 120 | ||||
Fire Elf | 2 | 100 + 210 | 155 | ||||
Link | 2 | 30 + 150 | 90 | 15 + 105 Heal | |||
Sunbird | 3 | 295 – 355 | 147.5 – 177.5 | ||||
Meteor Strike | 4 | 305 – 345 | 76.25 – 86.25 | 152.5 – 172.5 | 228.75 – 258.75 | 305 – 345 | |
Krampus | 4 | 305 – 345 | 76.25 – 86.25 | -45% Accuracy | |||
Brimstone Revenant | 4 | 470 | 117.5 | +25% Fire Spell | |||
Phoenix | 5 | 515 – 595 | 103 – 119 | ||||
Burning Rampage | 5 | 70 + 700 | 154 | Two Round Delay | |||
Hephaestus | 5 | 425 – 475 | 85 – 95 | +25% Fire Global | |||
Helephant | 6 | 625 – 705 | 104 – 117.5 | ||||
Fire Dragon | 7 | 440 + 351 | 113 | 226 | 339 | 452 | |
Efreet | 8 | 895 | 112 | -90% Damage | |||
Rain of Fire | 9 | 300 + 800 | 122 | 244 | 367 | 489 | |
Sun Serpent | 10 | 900 -1000 +300 | 120 – 130 | 150 – 160 | 180 – 190 | 210 – 220 | |
Scion of Fire | 11 | 1200 or 2400 | 109 or 218 | 218 or 436 | 327 or 655 | 436 or 873 | X2 Damage |