Wizard Bootcamp: Magical Math
Blade me up, Scotty!
With the release of the super high health bosses in Darkmoor, I've heard a lot of wizards say something to the effect, "Oh my gosh, they have so much health we all need to hit." My reaction is almost always the opposite: with that much health I want a single strong hitter, supported by blades and traps from the team. Why? Every blade you put on ramps damage exponentially. It's easy to underestimate the effect one lowly blade can have at these levels.
Now, I realize not every team comes armed to the teeth with every stacking blade known to man. But for the sake of illustration, here's what you can do turn by turn:Turn 1 Hit: 3 blades + Hit
Turn 2 Hit: 7 blades (4 from turn 1, 3 from turn 2, + hit)
Turn 3 Hit: 11 blades
Here's what it looks like if you plot it out (this assumes 100% gear damage and average 35% blade):
Turn 2 Hit = 15,800 points of damage
Turn 3 Hit = 52,400!! points of damage
Nothing in the spiral currently can survive that kind of Turn 3 hit! Just one more turn from a turn 2 hit with 3 more blades and the damage is more than tripled.
The Alternative: Multiple Hitters! Let's take the next best case scenario: 2 hitters, each supported by one blader:
Turn 1 Hit: 1 blade + Hit
Turn 2 Hit: 3 blades (2 from turn 1, 1 from turn 2, + hit)
Turn 3 Hit: 5 blades + Hit
The maximum cumulative damage on turn 3 from this scenario is 8,700 from each wizard, for a total of 17,400 damage. And, that's assuming all blades, with no one hitter using traps. That will kill the mobs, but the Darkmoor bosses will barely be half dead. And then you’ve got 2 wizards out of pips and another 3-4 rounds to survive. Oddly, the damage stays right around that level with 3 or 4 hitters as well (4 hitters with 2 blades each is 14,000 damage).
Did you Rob an Armory?
Where in the heck do you get that many blades? Well this isn't math, but just a quick note to support the feasibility of that much of a boost. Mobs will, for the most part, be eliminated with 6 or less blades. The rest can go towards traps: school traps, tri-traps, hex, curse & feint.
- Blades: Sharpened blades "stack" with trained blades (both will be used on hit). In addition, any unique source of blades or sharpen enchants will stack: Pet enchanted armament will stack with an item/gear sharpen from Jewel of the Apiary. Item/gear/pet blades will all stack with each other. Dark pacts are now being used regularly and can be used by any hitter since it's a universal blade (go do that quest if you're death and don't have it!). And of course Treasure cards stack with all. Elemental and spirit blades are available in the library.
- Traps: Feint counts as 2 blades (roughly) in the above chart. If a wizard has potent and feint trained, that stacks with regular trained feint – meaning they'll both be used and count as 4 "buffs." Potent versions of school and tri-traps will also stack with each other. In addition, item/gear potent also stacks. Some crowns gear gives a potent card, but you can also buy Black Light Medallion in KH which gives you a bonus balance blade! Jewel of the Feint can be purchased in the Bazaar. And of course treasure cards!
- Other boosts: Don't forget you can also put up a universal damage spell such as Darkwind or Wyldfire. With one hitter, the rest of the team often has plenty of pips available to cast a Treasure Card version on the hit round. There are also the school auras such as Galvanic or Furnace. Finally, prisms can often count as a buff (not always) as the opposite-school boost is usually quite good.
Avoiding Math – My Cheat Sheet
I know this was perhaps a bad flashback to 9th grade math (whether decades ago, or yesterday), so I thought, I’d share a cheat sheet I use a lot to quickly do my blade counts for my hits. When I hit, I like to know that it will kill. The penalty for hitting and not killing include (i) building aggro and this being targeted for damage by the enemy while (ii) you try to re-pip and dig for blades for a second hit. It can make the remainder of the battle definitively not fun, especially if the worst of the boss cheats start. Therefore I don’t rely on critical, guesswork, or luck. In addition, it’s helpful to inform your team of the number as well: everyone likes a goal.
I plugged in roughly v2.0 Shane's health and I’ll need to get to the green to "go" to clear the enemy. You'd need 9 buffs for glowbugs, sirens, or Mystic Colossus (all colossal). Twelve for frog, scarecrow, or dragon (calculated based on first hit, not the full damage). But you can see approximate damage for any number of blades for the strongest hitting AoE spells for each school. So, e.g., if the mobs are sitting at 8,000 health, you’ll need 4-7 blades plus traps on the boss (of course you can always do 9 blades!).
Assumes 100% gear damage and 35% blades. Damage in thousands:![]()
Good Luck and Good Hunting!
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