Magicka: Wizard Wars

Magicka: Wizard Wars

183 ratings
[Outdated] Magicka in Numbers
By [Lemons] Maelstrom
There comes a time in every Magickians life when he asks... Just how powerful am I?
With this guide, you may just be able to work it out, but keep your friendly wizard numerologist to hand to deal with all the addition.


The damage numbers and healing numbers of the Alpha of Magicka: Wizard Wars.
   
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Introduction
There comes a time in every Magickians life when he asks... Just how powerful am I?

These damage calculations were all done when I had disconnected from a session, and found a stationary player with no staff or robe or status effects.

Calculations done with normal wizard with defaulté staff + weapon against normal wizard with defaulté staff + weapon with no wet / cold / burning / frozen status.

They are all standard right click attacks, and not surrounds (except the 2 AOE sections, which are purely middle click attacks).
Basic Elements
= 52 * 3 = 156

= 74 * 3 = 222

= 90 * 3 = 270

= 32 to 118

= 47 to 186

= 58 to 248

= 50 (no charge) 122 (charge) 135 (full overcharge)

= 78 (no charge) 290 (charge) 300 (full overcharge)

= 104 (no charge) 600 (charge) 650 (full overcharge)

= 90 (initial tick at max range only) + 30 (focus ticks) + 20 (burn damage ticks)

= 107 (initial tick at max range only) + 35 (focus ticks) + 20 (burn damage ticks)

= 118 (initial tick at max range only) + 35 (focus ticks) + 20 (burn damage ticks)

= 0 + pushback

= 0 + pushback

= 0 + pushback

= 26 (initial tick at max range only) + 8 (ticks)

= 31 (initial tick at max range only) + 10 (ticks)

= 34 (initial tick at max range only) + 11 (ticks)

Steam
Handling the hot stuff?

= 94 + 31 (damage ticks)

= 219 + 73 (damage ticks)

= 95 + 31 (damage ticks)

= 39 to 143 (beam)

= 52 + 4 (no charge) 120 + 97 (charge) 135 + 100 (full overcharge)
Ice
Ooh! That's cold!

= 4 to 20 (no charge) 400 (full overcharge)

= 95 (no charge) 435 (full overcharge) (Classic iceballing)

= 6 to 39 but quite a bit of variation (no charge) 490 (full overcharge)

= 7 to 38 (no charge) 471 (full overcharge)

= 4 to 25 (no charge) 401 (full overcharge)

= 3 to 25, 16 to 82 life (no charge) 399, 570 life (full overcharge)
Rock
No! YOU ROCK!


= 52 + 3 + 20 (burn ticks) (no charge) 135 + 100 + 20 (burn ticks) (full overcharge)

= 54 + 6 + 20 (burn ticks) (no charge) 135 + 212 + 20 (burn ticks) (full overcharge)

= 78 + 7+ 20 (burn ticks) (no charge) 300 + 100 + 20 (burn ticks) (full overcharge)


= 51 + 2 (no charge) 135 + 100 (full overcharge)

= 53 + 35 (no charge) 135 + 212 (full overcharge)

= 83 + 3 (no charge) 300 + 100 (full overcharge)


= 52 + 2 (no charge) 135 + 40 (full overcharge)

= 51+ 4 (no charge) 135 + 141 (full overcharge)

= 78 + 1 (no charge) 300 + 40 (full overcharge)


= 50 + 1 (no charge) 135 + 1 (full overcharge)

= 50 + 1 (no charge) 135 + 1 (full overcharge)

= 77 + 1 (no charge) 300 + 1 (full overcharge)


= 54 + 3 + 20 (burn ticks) (no charge) 200 + 135 + 20 (burn ticks) (full overcharge)

= 53 + 7 (no charge) 140 + 135 (full overcharge)

= 50 + 6 (no charge) 101 + 135 (full overcharge)
Lightning
Ride it.


= 92 * 3 = 276

= 109 * 3 = 327

= 114 * 3 = 342


= 82 * 3 = 246

= 94 * 3 = 282

= 104 * 3 = 312


= 62 * 3 = 186

= 66 * 3 = 198

= 84 * 3 = 252


= 122 * 3 = 366

= 102 * 3 = 304
Death (arcane) beams
Beam me up...far too obvious... FEAR MY DEATH RAY!

= 33 to 114

= 33 to 114

= 47 to 180


= 40 to 136

= 42 to 146

= 53 to 205


= 36 to 125

= 38 to 130

= 50 to 193


(steam beam)
= 40 to 143 (beam)
Elemental Walls
Elemental my dear Watson!
all based on single ticks

= 65

= 65


= 1 + pushback

= 1 + pushback


= 25

= 25


= 50

= 50


= 50


= 57


= 90


= 115
Mines
I heard they were abandoned...


= 125

= 176


= 63

= 112

= 117


= +75 Life

= +106 Life


= 0 + 37 life

= -50 + 37 life

= -37 + 55 life


= -65 + 65 life (no effect with no auras on - heals with eaa aura)
Walls
Road Block!

= 115

= 100

= 130

= 2 + pushback


= +20 life


= 0 (stone wall)

= 0 (stone wall)

= 0 (ice wall), 125 if you cast it where they stand
Life
Live it up, you only have one-... err... how many spawn tokens do we have left?

this is all used to a wizard and not self-cast

= 50 to 178

= 70 to 279

= 87 to 362


unless you are changing someone's status (from wet/frozen etc.) adding other elements to healing spells doesn't really affect the health, except adding rock, which actually hurts more than it heals at low charges, but as the charge increases, you get more heals
e.g.
= 50 damage + 2 life no charge 133 damage + 200 life full charge

= 50 damage + 6 life no charge 133 damage + 353 life full charge

I don't know whether the engine calculates life before damage, so if you have a low hp player it may heal them, or may kill them depending on calculation order - if anyone knows please let me know and i'll add it in :)
- On further testing it appears that the explosion happens after the rock hit, so use with care with low health
Area Of Effect (AOE)
AOE

= 1 + pushback

= 1 + pushback

= 1 + pushback


= 30

= 42

= 51


= 61 * 3 = 183

= 86 * 3 = 258

= 106 * 3 = 318


= 125

= 176

= 216


= 0 + knockdown

= 0 + knockdown

= 0 + knockdown


= 115

= 162

= 199


= 1 + 100 life + pushback

= 1 + 141 life + pushback

= 1 + 100 life + pushback


= 1 + 100 life + knockdown + pushback



- note Death (Arcane) is the dominant element here, so that is what gives area
= 126 + pushback

= 177 + pushback

= 126 + pushback


- Earth is the dominant element here
= 1 + knockdown + pushback

= 1 + knockdown + pushback

= 1 + knockdown + pushback


= 126 + knockdown


- Lightning is the dominant element
= 86 * 3 = 258

= 111 * 3 = 333

= 96 * 3 = 288


- Death (Arcane) is the dominant element
= 155

= 206

= 167


- Earth is the dominant element
= 30 + knockdown

= 30 + knockdown

= 42 + knockdown


= 155
More AOE
- Lightning is the dominant element
= 61 + 78 life * 3

= 61 + 111 life * 3

= 86 + 78 life * 3


= 101 * 3 = 303

= 117 * 3 = 351

= 126 * 3 = 378


= 91 * 3 = 273

= 103 * 3 = 309

= 116 * 3 = 348


= 131 * 3 = 393

= 126 * 3 = 378


- Earth is the dominant element
= 125 + knockdown

= 125 + knockdown

= 176 + knockdown


- Death (Arcane) is the dominant element
= 240

= 287

= 291


= 240 + knockdown


- Earth is the dominant element
= 115 + knockdown

= 162 + knockdown

= 115 + knockdown


= 200

= 200 + 100 life

= 230

= 201

= 325

= 200 + knockdown


= 150

= 150 + 100 life

= 275

= 150 + knockdown

= 265

= 151


= 240

= 155

= 126
And finally... Don't play with lightning when wet
SHOCKING!

XX (any cast) when wet = 600 self damage.
very nice if you want them to suicide... it wasn't like you wanted to improve your KDR at all right? XD
52 Comments
[Lemons] Maelstrom  [author] 21 May, 2015 @ 1:38pm 
Marked as outdated, as this is quite a few updates old now.
when I eventually get time I will redo.
Indieº 25 Jul, 2014 @ 9:00am 
this is awesome. +10
[Lemons] Maelstrom  [author] 9 Jun, 2014 @ 10:59am 
FredZed: someone else has worked out the calculation for that within the Lemons Guild, I'm sure they were making a guide of it at some point...
Rafał Ambroży Kustosz 31 May, 2014 @ 4:45am 
We need you to make the bonus stats guide...
[Lemons] Maelstrom  [author] 4 Apr, 2014 @ 5:08pm 
Note: I haven't recalculated since the lightning update, but basically replace the *3 in each lightning spell with a *(number of lightning elements) - i.e. the only *3 is AAA and !AAA, XAA is now *2 and XXA is *1
[Lemons] Maelstrom  [author] 4 Apr, 2014 @ 5:04pm 
Hippo Crit: the training dummy doesn't seem to be a reliable source of figures, the imps seem to be damaged much more like wizards.
frostcrackle 24 Mar, 2014 @ 1:44pm 
WOW
I'm not sure if you will include this or meant to include this, but....
Go to the training grounds and freese the dummy, so that he's immune to all damage types except for Magick and Earth. Then charge three rock elements at him. It'll be something like this:

No charge: 0 damage
Half charge: 0 damage
3/4 charge: Anywhere from 400-3000 damage (Being slightly generous with the range here, don't exactly know how much)
Full Charge: ~3K-12K
Overcharge 15000 damage

ANYONE KNOW WHY IT DOES 15K DAMAGE PLEASE TELL ME LOL
[Lemons] Maelstrom  [author] 21 Feb, 2014 @ 3:33pm 
*UPDATE*
Updated the initial ticks of fire and cold and general ticks for damage as they have changed in the last updates... will eventually get a chance to retest all these with Timmy's help
THANKS TIMMY FOR YOUR SACRIFICE, you will not have died (several hundred times) in vain!
[Lemons] Maelstrom  [author] 16 Feb, 2014 @ 9:54am 
OverPower actually increases the damage from full Charge (so the red bar more full does more damage rather than just capped the full yellow bar)
Wendek 12 Feb, 2014 @ 3:15am 
Nice to know, thanks :) . Can you explain quickly the difference between Charge and OverPower ? I thought it only meant that you would get knocked yourself if you overcharge, but there is actually a reason to do it ?