QoL request: Option to have spell tooltip to show final actual damage

There’s a lot of buffs, debuffs, super-effectiveness/resistance and damage modifiers that would be a multiplier not reflected on the current spell damage tooltip. I have a very unclear idea of how much damage a spell will do. I would like the spell tooltip to capture that in the presented damage number.

As we get tougher monsters (been fun btw!), it is more critical to know the expected damage to most effectively use our spells strategically. I could have used a stronger spell to finish off an enemy for sure, but instead I picked a lower power spell that didn’t and then had to use another spell.

I feel unstrategic just slinging spells willy nilly sometimes.

10 Likes

I’ve been thinking about this too and just hadn’t suggested it yet. I would love this addition as well.

Agreed.

Twentycharacters.

Disagreeing.
First, the magicians are already in advantage in this game as the mobs are not blocking any magic attacks, with some exceptions.
In this respect playing with skull damage you are never sure of any attack power, block, etc. Which makes this game a lot of fun.
Making the tooltip showing your actual damage will just be unfair towards skull damage players.
Second, some spells depend on the board, should it be dynamically calculating the damage to be dealt, and showing possible critical damage?

Maybe what I would ask, of real added value, is a tooltip showing how many gems you need to fill the spell in your current setup. That would benefit all the players, I believe.

Extraordinarily disagreeing with this statement.

Skull damage currently has such a gigantic advantage over spells that it easily overcomes the highest levels of block in the game.

A meta skull crit build generates at least 2000% crit damage bonus. Even if you factor in the maximum block reduction of 80%, a player will still land a 400% crit damage bonus on any opponent that blocks. This can be achieved with a single set of gear for one character.

Conversely, spell crit damage maxes currently at just over 200%. To achieve this requires thousands of hours farming spell pages, thousands of Xione crystals consumed, and millions of spell dust all spent on raising spells on classes that a player will likely never use.

And then there’s crit chance.

Meta skull builds crit 80% of the time.
Meta spell builds crit 5% of the time.

Therefore, a skull build is 16x more likely to crit on any attack.

And then, finally, skull builds have the absolute advantage over spell builds in that skull builds leverage their weapon directly for skull damage generation, while spell builds cannot directly leverage their weapon for spell damage. At best, spell users can use the weapon effect bonus to augment spell damage (which is minor to immaterial for all weapons that can boost the spell damage formula, with the sole exception of the Dragonking Axe).

This is huge when fighting very high level opponents, because a spell build must devote at least one spell slot for damage purposes, while a skull build can devote all four spell slots for support or skull generation. As a result, skull builds have much more flexibility than spell builds by the fact that a weapon counts as a functional equivalent to fifth DPS “spell slot” that spell builds do not have access to currently.

So, no, spell builds need a LOT of love currently compared to skull builds.

5 Likes

I also disagree with this. Skull critical builds can easily do over 5 times the damage spells do, so even when the attacks are blocked they can still do more damage than spells. If we are exclusively talking about damage output, skull builds are the ones with a clear advantage as Lyrian has explained. I also agree with Lyrian that skull builds have much more flexibility since they have a huge range of great different loadouts available, while spell damage builds are much more restricted in terms of “best” loadout.

However, I believe that this doesn’t mean that skull builds are better than spell damage ones. I have both a critical skull damage and a spell damage build and I love both. Each has its own strong points and weaknesses, so depending on the game mode I use one or the other. Personally, I like the spell damage build a bit more since I find it really smooth and satisfying to play, particularly since after the critical chance cap was implemented I still cannot completely avoid being frustrated over missing crits.

About the tooltip asked in this topic, it would be nice but I am not so sure how practical it would be implementing it, since the final spell damage often depends on too many factors including buffs, debuffs, and board state. But for sure it would help us optimizing casting spells.

3 Likes

It should say in the actual spell window during a battle. In Terraria, you see the damage of a weapon change whenever you switch to a new armour piece/accessory.