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Guide The Powder Guide

Discussion in 'Wynncraft' started by orange0401, Mar 12, 2017.

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  1. orange0401

    orange0401 Fortified with Vitamin C HERO

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    Due to the surplus of questions surrounding powders, I decided to make this full, in depth guide, to everything about powders.


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    All powders give a raw, elemental effect on armor and weapons. These effects increase in strength per tier of powder.
    @Salkasm, I will be using your powder guide here: https://forums.wynncraft.com/threads/powder-stats-for-damage-and-defense.152981/
    (Don’t post, it will be a necro.)
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    To determine which powder has the greatest raw effect, I have made two graphs:
    [​IMG]
    There is only really one conclusion to draw from this graph:
    Earth powders give the highest raw increase by FAR.
    Therefore, without counting specials, Earth powders are the most effective in terms of raw damage on any item that has decent amounts of neutral damage.
    [​IMG]
    There are several conclusions to draw from this graph:
    Thunder powders give the best raw increase without neutral or with very little neutral damage
    Tier 4 5&6 fire & air powders are equal in raw damage
    The problem with these graphs is that when making a build, most players select elements to use with the build, and while thunder and earth may be the best damage output options, in some cases, air may be better if your gear gives % air damage. It all comes down to, in the end, the build that you use.

    These graphs are purely informational, and may help out the occasional rainbow build, where the type of damage you want to output doesn’t matter. ;)

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    When you put 2 t4+ powders on an item, this will activate its special.
    NEVER NEVER NEVER NEVER PUT T4+T6 on an item, you get the EXACT same effect with 2t5s, which are CHEAPER.
    Powder specials are all unique, each with their own methods of use, and unique applications. This section is meant to help you decide which special you want to use with your build, and clear up some commonly asked questions about powder specials.

    To charge up a special, you must melee an aggressive or neutral mob (red / yellow names). The time it takes to charge and the dps factor will be calculated in the next section.

    I will be skipping the graffs on these things, as the conclusion is the most important. Ratio wise, 2t4s are ALWAYS the most cost effective option when calculating the ratio between the effect and cost.

    Earth Powders:
    “Will deal great damage around you and very slightly stun your enemies.” (Wiki)
    Quake, based on the tier of the powder you add, charges up like any other special. When activated, it creates a “quake” within a radius of x blocks around the player, where x is specified when you put the t4+ powders on the weapon.

    2t4s : 155% Damage, 5b Radius

    1t4 1t5 : 220% Damage, 5.5b Radius

    1t4 1t6 : 285% Damage, 6b Radius

    2t5s : 285% Damage, 6b Radius

    1t5 1t6 : 350% Damage, 6.5b Radius

    2t6 : 415% Damage, 7b radius
    "Gives additional damage per percent of health missing." (Wiki)
    Rather self explanatory. For every % of your hp that you are missing, it buffs EARTH DAMAGE (only earth damage) by x %.
    (currentHP / maxHP) * x

    x is a given value when adding the powder, and represents % damage buff.

    As of now, this special is widely regarded as 'overpowered', due to the massive possible buffs. (396% damage buff max, quite a lot).

    2t4s : .3% Damage

    1t4 1t5 : .4 % Damage

    1t4 1t6 : .5% Damage

    2t5s : .5% Damage

    1t5 1t6 : .7% Damage

    2t6 : 1% damage

    Thunder Powders:
    “Will damage all nearby enemies one after the other.” (Wiki)
    Chain Lightning , based on the tier of the powder you add, charges up like any other special. When activated, it creates chains of lightning that target enemies near the player in rapid succession, creating x chains and dealing y damage. Both are specified upon adding powders.

    2t4s : 80% Damage, 5 Chains

    1t4 1t5 : 120% Damage, 6 Chains

    1t4 1t6 : 160% Damage, 7 Chains

    2t5s : 160% Damage, 7 Chains

    1t5 1t6 : 200% Damage, 8 Chains

    2t6 : 240% Damage, 9 Chains


    On a side note, fight him, I dare you.
    @Selvut283
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    “Gives additional damage per kill streak. As soon as you are too slow, the bonus goes away.” (Wiki)

    Thunder powders on armor is generally not recommended, but does have its heavily circumstantial use. Upon killing a mob, the kill streak damage % will be activated. Within the given duration, if you do not kill another mob, the kill streak effect will fade. The effect stacks without a hard cap, meaning that it should theoretically possible to reach however high dps you want.


    2t4s : 3% Damage Boost, 5s Duration

    1t4 1t5 : 4.5% Damage Boost, 5s Duration

    1t4 1t6 : 6% Damage Boost, 5s Duration

    2t5s : 6% Damage Boost, 5s Duration

    1t5 1t6 : 7.5% Damage Boost, 5s Duration

    2t6 : 9% Damage Boost, 5s Duration

    Water Powders:
    “Will create rain over an enemy's head, reducing its defense by a lot for a few seconds.” (Wiki)

    Curse, based on the tier of the powder you add, charges up like any other special. When activated, it creates a cosmetic rain cloud above enemies that you melee hit, drastically increasing the water damage received for the duration of the “curse”, which can be visually determined by the cloud effect.


    2t4s : 90% Damage Boost, 7s Duration

    1t4 1t5 : 120% Damage Boost, 7.5s Duration

    1t4 1t6 : 150% Damage Boost, 8s Duration

    2t5s : 150% Damage Boost, 8s Duration

    1t5 1t6 : 180% Damage Boost, 8.5s Duration

    2t6 : 210% Damage Boost, 9s Duration
    “Gives additional damage per mana used.” (Wiki)

    Concentration is a unique powder special that should only be used with spell spam builds. It is practically useless otherwise.
    The ability itself is rather self explanatory, per mana used, water damage dealt is buffed by x% for 1 second.

    All buffs last for 1 second/mana used

    2t4s : 1% Water Damage Boost

    1t4 1t5 : 2% Water Damage Boost

    1t4 1t6 : 3% Water Damage Boost

    2t5s : 3% Water Damage Boost

    1t5 1t6 : 4% Water Damage Boost

    2t6 : 5% Water Damage Boost

    Fire Powders:
    “Will highly buff the damage of everyone nearby for a few seconds.” (Wiki)
    Courage is widely regarded as the most effective powder special, boosting the raw damage of every element and every spell and melee hit in x radius around the player upon activation. This boost also affects the player who activated courage. This mechanic not only makes courage the best special by FAR for raw dps (Why you see fatals with t6 fires on them), but also makes it great for full melee builds, and is very helpful in parties.

    Upon activation, it also does a little damage to all enemies within the radius. Neat!

    The radius is 3.5 blocks around the player (I may be wrong, I visually tested. If a GM could confirm the actual number, that would be nice)

    2t4s : 75% Damage, 70% Damage Boost, 6s Duration

    1t4 1t5 : 87.5% Damage, 90% Damage Boost, 6.5s Duration

    1t4 1t6 : 100% Damage, 110% Damage Boost, 7s Duration

    2t5s : 100% Damage, 110% Damage Boost, 7s Duration

    1t5 1t6 : 112.5% Damage, 130% Damage Boost, 7.5s Duration

    2t6 : 125% Damage, 150% Damage Boost, 8s Duration
    “Gives additional damage per hit received, for a few seconds” (Wiki)

    Endurance is a rather self explanatory special as well. Per hit (not amount of damage) taken, all fire damage is buffed by x% for 8 seconds.

    All buffs last for 8 seconds per hit taken

    2t4s : 2% Fire Damage Boost

    1t4 1t5 : 3% Fire Damage Boost

    1t4 1t6 : 4% Fire Damage Boost

    2t5s : 4% Fire Damage Boost

    1t5 1t6 : 5% Fire Damage Boost

    2t6 : 6% Fire Damage Boost

    Air Powders:
    “Will hold the enemy hostage for a few seconds. If attacked, the enemy will get knocked back far and receive additional damages” (Wiki)
    Wind Prison is by far the most unique powder special, and has a very unique utility use (or you can just use it to fuck with others).
    Upon activation, Wind prison will hover the enemies within the activation range into the air. The next hit the enemy takes within the given timespan will launch them back in the opposite direction. This knockback is much larger than what is shown in the special, because being in the air (off the ground) actually greatly increases knockback taken.


    2t4s : 60% Damage Boost, 8b Knockback, 3s Duration

    1t4 1t5 : 90% Damage Boost, 12b Knockback, 3.5s Duration

    1t4 1t6 : 120% Damage Boost, 16b Knockback, 4s Duration

    2t5s : 120% Damage Boost, 16b Knockback, 4s Duration

    1t5 1t6 : 150% Damage Boost, 20b Knockback, 4.5s Duration

    2t6 : 180% Damage Boost, 24b Knockback, 5s Duration
    “Gives additional damage per time spent close to a mob.” (Wiki)

    Dodge is very unique, and has its circumstantial use. When spending time close to an aggressive mob (within x blocks of at least ONE aggressive mob), the effect will stay active, and should (not sure) stack. When you get hit or stay too far for the duration of the effect, it will fade away.

    2t4s : 2% Damage Boost, 2s Duration

    1t4 1t5 : 3% Damage Boost, 3s Duration

    1t4 1t6 : 4% Damage Boost, 4s Duration

    2t5s : 4% Damage Boost, 4s Duration

    1t5 1t6 : 5% Damage Boost, 5s Duration

    2t6 : 6% Damage Boost, 6s Duration

    [​IMG]

    All powder specials are charged up in the same way, by melee hitting any mob with a yellow or red name. It does not activate when hitting friendly (blue and green name) mobs.

    All specials have a varying time to charge up, based on the number of hits it takes and the time it takes to land those hits. Therefore, here we will calculate the most efficient attack tier speed for charging powders.

    Thanks to @motoki1 ‘s thread for making this possible
    Thanks to @Nyam for helping me get some data
    This entire section delves further into the idea attack speed, and assumes that you land all melee hits.
    22 hits to charge up

    22 hits divided by 4.3 hits/s = 5.11627907 (5.12) seconds.

    16 hits to charge

    16 hits divided by 3.1 hits/s = 5.161290323 (5.16) seconds.

    13 hits to charge

    13 hits divided by 2.5 hits/s = 5.2s

    11 hits to charge

    11 hits divided by 2.05 hits/s = 5.365853659 (5.37) seconds

    8 hits to charge

    8 hits divided by 1.5 hits/s = 5.333333 (you get the idea) seconds

    5 hits to charge

    5 hits divided by .83 hits/s = 6.024096386 (6.02) seconds

    3 hits to charge

    3 hits divided by .51 hits/s = 5.882352941 (5.88) seconds
    Here is the data graphed:

    [​IMG]

    Overall, it is clear that Very slow has the slowest charge time. This graph itself explains the balance, because with super fast, very fast, and fast, you have to land more hits in order to charge the special. Overall, super slow is the recommended tier (if possible) to charge specials with, as it requires less hits to land, and does it in 3 hits over a span of ~5.7 seconds.

    Of course, this data is purely for the science, and has little to no realistic application when making a build. :D


    [​IMG]

    Now to close up this guide. PLEASE CHECK HERE BEFORE POSTING A THREAD.​
    Does adding 2 different type powders (t4 + t5, etc) also activate the powder special?
    Yes, it does, however, doing so is not recommended due to the abysmally low cost:effect ratio. It is much better to powder with 2t4, 2t5, or 2t6s.

    Does reidentifying an item remove the powders on it?
    no

    Can I combine more than 1 type of powder?
    Yes, you can, and the possible results of said combination are always shown. It is not recommended to combine higher tier powders with lower tier powders, as you will always net negative. However, combining different element powders of the same tier is perfectly fine.

    That’s all, thanks!
    3/25/17 - Added Rage, earth armor special.
    4/8/17 - Courage and Curse were nerfed
    2t4s : 75% Damage, 90% Damage Boost, 6s Duration

    1t4 1t5 : 87.5% Damage, 108.8% Damage Boost, 6.5s Duration

    1t4 1t6 : 100% Damage, 135% Damage Boost, 7s Duration

    2t5s : 100% Damage, 135% Damage Boost, 7s Duration

    1t5 1t6 : 112.5% Damage, 168.8% Damage Boost, 7.5s Duration

    2t6 : 125% Damage, 210% Damage Boost, 8s Duration
    2t4s : 75% Damage, 70% Damage Boost, 6s Duration

    1t4 1t5 : 87.5% Damage, 90% Damage Boost, 6.5s Duration

    1t4 1t6 : 100% Damage, 110% Damage Boost, 7s Duration

    2t5s : 100% Damage, 110% Damage Boost, 7s Duration

    1t5 1t6 : 112.5% Damage, 130% Damage Boost, 7.5s Duration

    2t6 : 125% Damage, 150% Damage Boost, 8s Duration
    2t4s : 100% Damage Boost, 7s Duration

    1t4 1t5 : 140% Damage Boost, 7.5s Duration

    1t4 1t6 : 180% Damage Boost, 8s Duration

    2t5s : 180% Damage Boost, 8s Duration

    1t5 1t6 : 220% Damage Boost, 8.5s Duration

    2t6 : 260% Damage Boost, 9s Duration
    2t4s : 90% Damage Boost, 7s Duration

    1t4 1t5 : 120% Damage Boost, 7.5s Duration

    1t4 1t6 : 150% Damage Boost, 8s Duration

    2t5s : 150% Damage Boost, 8s Duration

    1t5 1t6 : 180% Damage Boost, 8.5s Duration

    2t6 : 210% Damage Boost, 9s Duration
    4/8/17 Added Concentration, Endurance, Dodge, and Kill Streak specials

    Should you have anything you think I should add to this thread, do let me know. Any FAQs, etc.​
     
    Last edited: May 13, 2017
  2. Miles_

    Miles_ hi CHAMPION

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    Well done. I'll probably turn to this in the future for builds.
     
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  3. orange0402

    orange0402 I got exposed by pyro VIP

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    Why :/ I really like "graffs"
     
  4. C2HWarrior

    C2HWarrior Well-Known Adventurer VIP

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  5. orange0404

    orange0404 corkus is actually here HERO

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  6. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    chainlightning.png
    Using Magnus+T6 powders. He has as much thunder defense as Qira.

    If you can't read it, that's 5280 thunder damage, 190 neutral, and 59XX fire damage(I'll just say 5900), so a total of 11370 damage in a single hit spread across up to 10 enemies. I wasn't even using ridiculous thunder damage boosters like Shaggy Boots or whatever. I had Darksteel Full Helm(6% thunder damage), Nether's Reach(6% thunder damage), Cinderchain(25% thunder damage), Nether's Scar(13% thunder damage), Black Ring(6% thunder damage), Fireball, Binding Brace(14% thunder damage), and Sowilo, and the Magnus had only 9% thunder damage. So all told, that's 79% thunder damage. Getting more wouldn't be difficult.
     
  7. C2HWarrior

    C2HWarrior Well-Known Adventurer VIP

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    Excluding the 1% of thunder weps with high base damage due to slower attack speeds, its shit. Most thunder oriented weapons have high attack speed with low base damage and on those weps it barely does more damage than a melee attack
     
  8. orange0401

    orange0401 Fortified with Vitamin C HERO

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  9. C2HWarrior

    C2HWarrior Well-Known Adventurer VIP

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    1 melee hit of a superfast wep on 9 enemies! useful af
     
  10. orange0401

    orange0401 Fortified with Vitamin C HERO

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  11. C2HWarrior

    C2HWarrior Well-Known Adventurer VIP

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    test it yourself with any thunder wep in the fast+ range. it barely does over a melee hit worth of damage
     
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  12. captainganon

    captainganon God of k | Derpalope VIP+

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    yay finally something for lazy old me to read so i can learn about powders and not be clueless


    oh and builds too but who cares about those, right?
    /s
     
  13. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    It is somewhat less useful on quicker weapons, but mind that each hit can activate stealing effects and that thunder powders give the most raw damage, which means you get a bigger straight-up boost using them on your weapon than any other powder. Plus, there's beasts of weapons like Earth/Thunder builds that are all very slow-hitting and benefit heavily from spreading all that poison around and healing back up a fifth of your health bar...
     
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  14. C2HWarrior

    C2HWarrior Well-Known Adventurer VIP

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    most people would put earth powders on an earth/thunder weapon because rage is so broken
     
  15. Khaps

    Khaps Ex-moderator and leader of the Mythic Emporium HERO

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    Nice job right there!
     
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  16. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Earth powders on weapons give Quake.
     
  17. C2HWarrior

    C2HWarrior Well-Known Adventurer VIP

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    ik that. I meant what i said. Take an earth/thunder wep like u said such as petrified horror. Most people would choose earth powders over thunder powders because the increased earth damage would make rage very effective. As for quake, id also consider this better than chain lightning
     
  18. orange0401

    orange0401 Fortified with Vitamin C HERO

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    Wrong, most would prefer thunder powders. After the full 100% neutral damage taken, thunders give the MOST raw damage, which is overall great. As an archer, overall, rage is a horrible idea.
    Quake can be objectively better than chain lightning, but chain lightning does up to 5.2x damage, and on a single target, provides more raw damage and dkes ~59% damage.
     
  19. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Quake and Rage is best for single-target. Chain Lightning spreads the damage out way farther as well as throwing your poison everywhere and activating life/mana steal tons of times. Plus, what if you don't want to be constantly on death's door to take advantage of Rage?
     
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  20. C2HWarrior

    C2HWarrior Well-Known Adventurer VIP

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    Sorry to say it but this doesnt really make sense. This would be a valid point if a weapon had 4 powder slots. Most dont, 2-3 max. Earth powders are much better on weps like petrified horror as 100% of the neutral is converted compared to only 84% with full thunders. Also id have to disagree with rage being a bad idea on archer, its just as valid as any other class
    ________________________________
    bomb arrow, meteor, smoke bomb. These spells all have a very large aoe thus making chain lightning less useful than u make it out to be
     
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