Myth was supposed to gain shield bypassing in exchange for less damage. I believe the percentage matters more. The timing isn’t great – it feels like a nerf of the most powerful spell and the buff of a weaker spell as a replacement. Everything will be scaled accordingly. This damage seems well placed though. Click on spells to train and untrain different combinations. Chimerageist is immune to four of five elements (Fire/Thunder/Water/Ice). This is a video of the level 68 balance spell, I added a tough to this card. You can see how many iterations each spell’s going through to find that sweet spot and get a good picture of where KI’s planning to take the game. So it probably makes sense to knock off around 20% and put it at 80ish dpp. Just to add – the issue with balancing Snowball Barrage is that it’s an X-pip spell with an added flat 3.6 pip cost (in the newest notes devs made clear that they value shadow pips at 3.6 pips rather than 3 pips). There have been some changes to pip values in this patch. Explore different ways to spend your training points with the Final Bastion W101 Training Point Calculator. A shadow pip is currently equal to 3.6 regular pips. Chimera pet wizard101. I do not. Rusalka: remove negative effect, no other school has such a poor utility added to ther shadow spells. The Fire and Storm Damage Provide a nice amount of damage. Removing one shield and then hitting still seems underwhelming to me for a shadow spell. You overlook that in the case of Orthrus they have lost a great double hit spell, part of the method of Myth, to beat a shield. Wizard101 is an MMO made by Kingsisle Entertainment that was started in 2005, and was released in 2008! 47.4k Tempest at 7 pips does 560 Hi guys!! ICE: SO STRONG and we signed up to be a tank but with the dps changes we can start to finally not be a good dps and the best tank in the game. Thoughts: The spell needed a buff, but I think it needs more damage. Thoughts: Minor as it was, I’m not really sure why this change was made. is wrong. In this video we are training it to young, and it gets a really good talent!! With Snowball barrage sitting below tempest with a shadow pip makes no sense to me. Thoughts: Being able to do about a thousand damage for 4 pips is too strong in my opinion. The enfeeble/disarm wasn’t something I relied on, and I would much rather have raw damage. (-204 Damage), Damage Reduction from 1120 to 940 (-180 Damage), Damage raised from 1165 to 1350 (+185 damage), Damage Lowered from 1445 to 1350 (-95 Damage). Removing 2-3 shields before hitting, or removing one blade as well would give Mystic Colossus the utility it deserves, imo. When did Balance get a real damage aura to replace Power Play was it? Last night was when I go to look into it. Then just use the same damage per pip as it is currently in Test Realm, which would make it 710 – 770 damage. Thoughts: This spell is still struggling to find the right equilibrium between damage and utility. WickedFlame Chimera (death&fire)per pip it would attack 750-989 gives 450-678 over three rounds( you know like a fire elf would do except more powerful). How so? After all, test realm is for testing, so make sure to jump on, test these new spell adjustments and submit your constructive feedback. -40% Attack Debuff now Added to all enemies after attack, Now does 95 Ice Damage per pip to all opponents, Now does 665 to all Opponents (pip cost is a bug), Increase in Infection debuff from 30% to 50%, Negative Damage rebuff Reduced to -45% instead of -90%, Damage lowered by 5 from 1120 to 1115 (Pip Change is a bug), No longer Removes two Charms from everyone, Damage reduced from (1525-1625) to (1330-1470), Damage is now dealt as 75 +375 over 3 turns as opposed to 525 over 3 turns, Healing is now dealt as 75+ 780 over 3 turns as opposed to 525 over 3 turns, Damage increased by 125 from 1275 to 1400, Each head now does 230 Damage each, as opposed to 190 Damage Each (+40 damage each;120 total), Each head now does 345 Damage Each , as opposed to 340 Damage Each (+5 damage each;15 total), Spell now does 325 Balance Damage and 345 Random School Damage instead of 550 Balance Damage and 550 Random School Damage. It’s still balanced. Ice didn’t gain much from the update, because it was already where it belonged. Yikes. When do you suppose from your experience, we get those update on Mainserver? There’s gonna be no point using this spell if a regular 7 pip spell is gonna do 65 more damage (Orthrus). That was a LONG time ago. Might help bring balance up to date. Thoughts: This is a substantial nerf, but the spell did a disproportionate amount of damage before. Yet Myth has a 700 aoe for 7 pips that has higher damage than storm… Buff storm lord to 760 or 790 at least. Keeping in mind that the divide spells are not really intended as AOEs, the nerf was well done. Nice to see these side by side like this, thank you! Life is perfect right now Thoughts: This spell does a lot less damage, but is much more balanced. Benefis employee email 3 . Storm needs a damage buff, making ice do more than storm is just stupid. Frost giant does 460. They should count them at last 6-10 times as high as otherwise used (Heal/Damage). People don’t like to go past 11 pips. This is a typo because it should be 675, not 625. What purpose should storm serve? ... CHIMERA: 9 pips 270 myth, 255 death, 249 life, = 774 +90 This spell should be swapped back with Rebirth, which would fix Rebirth and make Forest Lord an 8 pip spell like it used to be. Thoughts: With the spell still keeping its unique 2 turn stun, the damage had to be lowered a little to be fair. Snowball barrage at 4 pips does 300. Thoughts: Finding the equilibrium for this spell’s damage is going to be tricky. My balance got some benefits, like the change to PowerNova, but Ra and Saber were ruined. Thoughts: This spell didn’t really get too much of a change; the damage might be a little concerning at first, but Death’s full damage enchanted drains should make up for that. Required fields are marked *, Removing RNG? The switch is well worth it. Watch the video and you will know!! From Wizard101 Wiki. The problem is that we see the nerfs as players, which means we can only compare the spells to what they did in the past. Using the same damage per pip, Mystic Colossus should deal 800 damage, and then have a secondary effect for the remaining 0.6 pip value left: removes all shields after it hits, like it used to. KI has graphs and such that project where damage should be, and it’s all about balancing relative to that line – not about buffs or nerfs. Please remember that by changing Orthrus Myth lost its great 7 pip double hit spell, which is a utility of its own. This is a nerf, not a buff. First of all, it is important to remark that these changes are still on test realm where anything can change. I had noticed that something did not match my memories about Snow Angel’s damage. Thoughts: This spell now became much more useful in PvP. Hmm, if Mystic Colossus is going to be used as a utility spell, I’d recommend more than just one shield being removed. Imagine being us Myth wizards and not having a new AoE in like 4 years.. Yea, I agree on Myth. Conclusion: I feel like 80 damage per pip with shadow is fair. A nerf was welcome for this spell. They didn’t remove the 25% damage that is applied when a spell is an AoE. Even with 85 it doesn’t match the differences from 7-pip —93/pip would with the shadow as three pips included. Damage lowered from (850-1030) to (940-1120), Reduction of damage from 1092 to 876 (-216 damage), Reduction in damage from (1100-1300) to (960-1080) (-140 damage), Reduction in damage from (775-900) to (705-825) (-70 damage), Accuracy Debuff Increased from -25% to -40%, Reduction of damage from 475 to 460 (-15 damage), Damage reduced from 984 to 732 damage (-252), Damage Reduced from (950-1150) to (790-910) (-160 Damage), Damage Increased from (540-620) to (620-680), Reduction of damage from 984 to 732 (-252), Damage Reduced from (950-1150) to (790-910), Damage increased from 310 to 370 (+60 Damage), Spell has now been made an AOE (Same total amount of damage with 700), Increase in damage from (992-1132) to (1035-1175) (+43 damage), Reduction of damage from 1056 to 840. All AoE’s take a 25% dpp reduction (except the rank 7’s, which are intentionally overpowered in this way). As long, as we cant choose their card uses and targets, they are sadly still quite useless. Thoughts: Giving Myth a more powerful aoe is a great idea. Thoughts: A miniscule nerf in exchange for keeping the double disarm is fine. But KI (I think rightly) greatly values the utility of having an x-pip AoE, as seen with Tempest being theoretically underpowered by 20% (I won’t go into that analysis for TLDR’s sake). I know the majority of the community loves ice so I doubt wiz will keep the nerf to snow barrage and let them hit over the 140 even though they are the best tank school lol. The largest and most comprehensive Wizard101 Wiki for all your Wizard101 needs! Now cast Orthrus. Now high level bosses that shield are as much a problem for Myth as Storm. Rebirth: increase the absorb or the heal slightly since the pip was increased. Hoped for a rebalance of them for years but no one seem to care. Scarecrow gives so much utility with its drain, and now it also does a good amount of damage too! He's seen a lot change in the game, and loves checking everything out on his trusty storm and death. Myth now has a very good high damage aoe, a tool it severely lacked before level 100. Sirens is ruined not only in terms of damage, but strategy. All schools are bring rebalanced equally. Also, Myth did not need a 7 pip AoE. jQuery(document).ready(function($) { Thoughts: I never really used this spell on my death, so it doesn’t impact me as much. With his main focus in Wizard101 PvE, you will find Cody knee deep fighting one of the Spiral's major bosses with an army of wizards at his disposal. The fact that it barely does more than the Rank 4 Storm Spell is concerning. If storm lord wasn’t nerfed, why nerf frost giant? HUGE. Wizard101 is moving to a 64-bit platform! The spell was fairly balanced. I understand it might be on a better damage per pip scale, but this may require a nerf. They really like them some fire wizards. Gaze hits twice, making it awful for feints. Infection wasn’t a good method, and a double dispel was terrifying at best. Guides, Pets, Spells, Quests, Bosses, Creatures, NPCs, Crafting, Gardening and more! Additional damage is going to be a little questionable. It would certainly feel better if every spell did more damage than its predecessor – it gives us a feeling of growth. However, Storm doesn’t have many utility options associated with it. Below 5 pips makes no sense to use SB since it costs a shadow and 4 pip AOE are used for farming mostly. I vent, sorry about that. A small nerf means nothing. Spell now has fixed values for each school damage. This will take some time to find the perfect numbers though. Your email address will not be published. So far the only schools that can’t deal at least 700 damage to all enemies are Life and Death. Good nerf! It would have made more sense if they had reversed the pips, then the single hit spell would have had a higher DPP. Click here to make a free account to edit this wiki and the related forums at Wizard101 Central. Death: Good changes overall the drain improvement was needed hope for no more changes to death they are perfect. As part of the largest Wizard101 Community and Wizard101 Forums online, this is … Other spells – Efreet, for example, or one of the Shadow hits – were farther out of line, and needed greater correction. By adding effects, you can tone down the damage to a level that won’t break the game with a few stacked blades. Therefore, Snowball Barrage should be doing 82.5 damage per pip value. Once again fire dragon? Thoughts: This spell was due for rebalancing. Is. Ah yes, thx! Chimera hits three times, making it awful for feints. If every spell does more damage, it must be more expensive. 44.8k This is a guide on how to defeat every cheating boss in Empyrea. It comes down to the damage curves in the end. Death gets the full damage from enchantments now, so Frost giant is gonna be dealing 130 less damage, and have a much worse secondary effect (there is no way a stun is as valuable as life-steal damage). I have no clue what to do. That was a LONG time ago. It’s worth noting that the boss can pull you in from a pretty insane distance, so make sure your entire team is ready! Type: Hybrid Pet School: Life Pedigree: varies based on what abilities they inherit from their parents.