Wizard101 level 28 life quest12/18/2022 Also, Fire Elf is the third most efficient spell in the game, while Raging Bull is actually pretty inefficient.īalance has the most efficient spell in the game, by a long shot: Supernova. Queen Calypso and Catch of the Day are really bad compared to their other spells though.įire has the AOEs on lockdown. Storm is of course the strongest school at single hits, no surprise there. Maybe this is because those other spells have extra effects now where they didn't before. Von and Khrulhu are on par with similar spells from other schools. Low pip drains are generally very inefficient. Also, Wings of Fate is exactly as horrible as it's reputation would suggest, and Link actually shares this quality. Storm is the strongest in hit points but completely lacks defense, and Myth is good for stunning and minions. Fire is best at damage over time, Ice is the best at defense. DOT spells are of course generally the most efficient, but Myth's double hit spells and Balance's triple hit spells are fairly average. Answer (1 of 2): There really isnt a best or worst school. But when there are no side effects, higher pip cost spells are almost always more efficient than lower pip cost ones. The more side effects a spell has, the less efficient it is. Crafted/dropped/lore spells are almost always more efficient than their easier to train counterparts. Most of Wizard101 ice spells are known to be an attack and support spells, THERE IS 48 ice SCHOOL SPELLS THAT YOU CAN TRAIN 22 OF THEM WITH TRAINING POINTS, CRAFT 3 OF THEM, GET THE OTHER 22 SPELLS FROM QUESTS AND FARM FOR 4 SPELLs. You'll definitely want to zoom in on this one. Split spells only take the single target damage into account. I excluded the shadow pip requirement on Snowball Barrage to simplify it. I don't know if this is accurate, but it makes the spells seem just about right in power when compared to the non shadow enhanced spells. I'm counting a shadow pip as equal to 5 regular pips. Wild Bolt and Insane Bolt are not included. For spells with a damage range, or multiple possible damage values (Spectral Blast), the average damage is used. Mana Burn is not included since the damage depends entirely on who you're hitting with it. Avenging Fossil and Sun Serpent ignore the AoE portion of the damage, it's just the sum of the total damage done to the main target. DOT and double hits use the total damage of the entire spell. ![]() I didn't factor in secondary effects to the calculations at all. ![]() ![]() I've compiled two graphs, one comparing all the trainable AOE spells, and one comparing all trainable single target spells. But have you ever stopped to really analyze just who gets the most bang for their pips? And more interestingly, which spells get the most out of their pips? That's something I've been incredibly curious about for some time. So we all know the stereotypes, storm and fire are good hitters, life and ice suck at hitting, etc.
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