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Mage/Dark Wizard 81 > 93

Discussion in 'Class Builds' started by YYGAYMER, Aug 30, 2018.

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  1. YYGAYMER

    YYGAYMER reeeee FW FW Media HIC Master Featured Wynncraftian

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  2. Ceciliya

    Ceciliya Fallen Factory Addict CHAMPION

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    more like why is wynndata so slow :/

    but yes why is a great question, the higher level the worse you get i guess
     
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  3. Spinel

    Spinel Pronounced Spin-nell, not Spine-el VIP+

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    I’m no expert on damage calculation, but if I think this is because of two things:

    1. Ylem has spell damage, Purgatory doesn’t
    2. Not sure if this is true, but I heard faster attack speeds benefit more from powders than slower ones. Ylem is normal attack speed with one more powder slot than Purgatory, and Purgatory is very slow with only two slots.

    You are right though, Purgatory is worse, but then again, nobody uses unique endgame weapons anyway, so
     
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  4. H0Y

    H0Y H0Y HERO

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    Is this foreshadowing another li thread?!?!?
     
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  5. YYGAYMER

    YYGAYMER reeeee FW FW Media HIC Master Featured Wynncraftian

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    I expected that, too. So I did that.
    But.. I didn't expected that can be worse than the 10 level lower weapon



    btw
    no u
     
  6. Shots

    Shots Legendary Adventurer HERO

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    Ture men just use cer oh shit if I say it I have to repost
     
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  7. NicBOMB

    NicBOMB Maker of Builds | Lurks on Forums | 1 Mythic Found CHAMPION

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    Yes to both of those are possible reasons, but the real culprit is Raw Spell.
    Ylem adds a *significant* amount of raw spell for its level, which translates into high damage very well, and even remains consistent later in the game. Putting this into perspective: Ylem has almost as much raw spell damage as Judas. If you know judas, you know what raw spell damage can mean in the right builder's hands.

    Ylem.PNG Purgatory.PNG
    Without doing any math, it is obvious that there's only an approximate 150-160 dps difference from ylem to purg. As @YYGAYMER pointed out, that's ridiculous for a 10 level lower wand, but in the case of ylem, I think it definitely has raw spell damage to blame. For starters, raw spell damage is consistent between critical hits and normal hits, ie: there's no difference between a crit with 0 base damage and 150 spell damage and non-crit with 0 base damage and 150 spell damage. This means we can push aside crits until the final meteor AVG dmg calculation. From looking at the two weapon's base stats, it's obvious that one has the advantage, coming in with a far higher min roll on fire and massively inflated high rolls on both thunder and fire. So, one has the advantage in base damage, and one in raw damage. Why is raw damage king then? Well as it turns out, testing the two wands with identical raw spell stats (586 on both) ylem actually loses! ylem with less raw spell.PNG This indicates that raw spell damage is the culprit, but why. This goes back to how damage is calculated and what that big number at the top really is. For starters, that big number is found like this:
    (Normal DPS * Chance %) + (Critical DPS * Chance %)
    In our case, that is ~7335 and ~8905 (in first ylem image). Since the crit and non-crit chances are the same, we only need to find the differences between the Norma DPS and Critical DPS between the two calculations, ie; First Image and Third Image.
    It should be obvious again, but it's raw spell. You see, raw spell affects both the min and max roll since it just adds a flat amount of damage to any attack. Essentially think of your damage like a number line. You have a range [0,135] for thunder and [0,135] for fire when using ylem before any modifiers. With all modifiers excluding raw spell we get [802,8140]. What happens when we add raw spell is far more powerful than any spell % or element % boost. Raw spell literally shifts the entire range up by the given amount. For instance, if we add 200 raw spell, then multiply that raw spell by the spell multiplier for meteor (4), we now have [1602,8940]. If we double our raw spell to 400, we now have [2402,9740]. If we double our raw spell a second time to 800 raw spell damage, which is only 84 more than the first build link, we now have [4002,11340]. Raw spell looks like a small number, but the relatively unseen spell multiplier amplifies that number greatly; in the meteor's case 4 times larger. To put that boost into perspective, the damage increase from 716 raw spell in this build is roughly equivalent to ~185% more Spell Damage % instead of raw. ie; if you were to swap 716 raw spell for +185% Spell they'd be very similar in terms of average meteor damage, but the mechanics would be very different.
    ________________________________
    I'd say my above post details exactly why we all saw the raw spell damage nerfs previously. Though at level 81, I still think that much raw spell is overkill. Maybe a base value of 58? I don't think +75 raw spell or less at level 81 would be OP, but +130 is just pushing the limit of raw spell IMO. I also understand that the item isn't really intended to be used in the setting that @YYGAYMER alluding to, but it already has life steal and ele dmg% boosters too.
     
    Last edited: Aug 30, 2018
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  8. NicBOMB

    NicBOMB Maker of Builds | Lurks on Forums | 1 Mythic Found CHAMPION

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  9. YYGAYMER

    YYGAYMER reeeee FW FW Media HIC Master Featured Wynncraftian

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  10. NicBOMB

    NicBOMB Maker of Builds | Lurks on Forums | 1 Mythic Found CHAMPION

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    If the lead of the IM agrees, then we know why the sweeping changes were made. Yes there are direct statements on each of the items, but there was a general theme. Just a question. I should have rephrased it, but I know I did the math and logic correctly ;). Just a question about the analysis.
     
  11. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    You got it just about correct, I would say? It was a bit of a wall and I'm not super in-depth on that kind of thing, but it seems right.

    The long and short of it is that raw spell is multiplied by whatever spell multiplier the spell you're casting has, then is added on, so it's a force to be reckoned with. It's worth noting we have a baseline for these kinda of values, and Ylem, even at max roll, is -under- that baseline. The powders are definitely a contributing factor here as well.
     
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  12. Glenncrafter

    Glenncrafter A Collector & Proud Veteran CHAMPION

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    Is the necklace actually worth it in the build ?
     
  13. Robbee

    Robbee Well-Known Adventurer

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    If you compare these two weapons without a build around them (1,2), Purgatory actually has higher damage. The thing is: Purgatory by itself has higher percental damage boosts, so it doesn't profit as much from damage boosts through other equipment as Ylem.
    In numbers: Ylem has a 13% damage boost for spells, Purgatory 34% and the other equipment adds 132.5% (average between fire and thunder).
    Ylem's "base damage" (without raw) is being boosted by the factor (1.13 + 1.325) / 1.13 = 2.1726
    For Purgatory its the factor (1.34 + 1.325) / 1.34 = 1.9888
    So Ylem profits 9.24% more from this equipment.

    To sum it up: The more offensive the build, the better Ylem becomes compared to Purgatory, in a tankier build Purgatory would be better. But because "full tank" isn't a viable playstyle (you won't come far with 3.4k meteors and strategies like tanking damage for your teammates don't really work in this game), Ylem's practical usage is still better in this case.
    And to add another factor: Purgatory seems to be more of a melee wand and can easily reach more than 6k dps (which isn't that viable, but I would say for an unique quite good), so if you compare it in a spell build it is already in disadvantage.
     
    Last edited: Aug 31, 2018
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  14. YYGAYMER

    YYGAYMER reeeee FW FW Media HIC Master Featured Wynncraftian

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    Since thunder/fire damages are higher than that negative

    (or I could've use something like Kernel)
     
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  15. Thega

    Thega ```Interesting flavour text``` CHAMPION

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    No one said purgatory was a good thing....
     
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