A Primer on Damage Output for Magicians
Posted: Sat Feb 04, 2017 2:47 am
This is some analysis for spells resisted by Physical Armor. Spells resisted by Mystic Armor would be slightly different, but it wouldn't be a significantly different picture.
Assumptions:
- Enemy combatants are same Circle & are Adepts who would follow a similar progression to players
- Physical Armor value: There's a Wizard or Elementalist in the party casting Physical Armor enhancing spells
- Physical Armor value: Incremental upgrade of base armor every tier
- Physical Armor value: Physical Armor forge improvements every odd Circle (with even Circle going to Mystic Armor)
- Physical Armor value: Thread somewhere provides more armor every tier
- Close/Range Damage: Fix base weapon damage of 4
- Close/Range Damage: Forge improvement every Circle
- Close/Range Damage: Attribute improvement by 1 Step @ Circle 6
- Close/Range Damage: Thread on weapon provides more damage every tier
- Close/Range Damage: Damage improvement talent available @ Circle 6
- Spell Damage: Base spell damage of WIL+2 for Novice (Circle 1 spell with 0 threads) then WIL+4 afterwards (Thread 1 spell in Enhanced Matrix with extra successes increasing damage)
- Spell Damage: Attribute improvement by 1 Step @ Circle 6
- Spell Damage: Thread for Effect improvement provides more damage every tier
- Spell Damage: Willforce available @ Circle 6
- Damage improvement talent is used every attack (which isn't a good bet for magicians)
Variables:
- Lack of Wizard or Elementalist in the party will reduce Physical Armor by ~3, +1 every tier above Novice
- Close combat Adepts may invest more in Physical Armor forge improvements than Mystic Armor
- Close combat weapons base damage is usually a bit high
- Close/Range damage does not take into account extra successes, but it is ASSUMED this is balanced with a spell where extra successes also provide extra damage
- Spell secondary effects ignored
- Discipline-specific Talents (both Discipline and Talent) and Karma/Discipline abilities (like the Warrior's damage ability) are ignored
Results:
- Physical armor is ESSENTIALLY 6 @ Novice, 12 @ Journeyman, 18 @ Warden, & 24 @ Master
- Close/Range combat generally exceeds Physical Armor by a flat 5 damage before Circle 6 and then, beginning with Circle 6, an amount equal to the attacker's Circle +5 (e.g., a Circle 10 close/range combatant will do 15 damage [10 + 5]) before extra successes.
- Spell combat without extra threads (i.e., magician gets to attack every turn) generally exceeds Physical Armor by a flat 5 damage.
- Spell combat with maximum extra threads generally exceeds Physical Armor by a flat 4 damage before Circle 6 and then a flat 12 damage beginning with Circle 6.
Conclusion:
If you want to be a magician AND cause huge damage, you're in the wrong system, it is not happening. Without extra threads, you're a chisel, not a sludgehammer. With maximum extra threads, which means you're attacking every two or three turns, you're getting close-ish in single-hit damage with close/range combatants, but your per-turn damage output is garbage. So, the best thing a magician really can do in Earthdawn (Rules As Written [RAW]) is focus on how spells can impact the battlefield in ways that close/range combatants cannot: buffs, debuffs, AoE, denial, wounds, etc. Extra threads, when used, should be sent in that direction, too.
Raw Data:
Physical Armor
Circle Total Base Forge Magic Thread
1 6 2 1 3 0
2 6 2 1 3 0
3 7 2 2 3 0
4 7 2 2 3 0
5 12 4 3 4 1
6 12 4 3 4 1
7 13 4 4 4 1
8 13 4 4 4 1
9 18 6 5 5 2
10 18 6 5 5 2
11 19 6 6 5 2
12 19 6 6 5 2
13 24 8 7 6 3
14 24 8 7 6 3
15 25 8 8 6 3
Close/Ranged Damage
Circle Total Damage-Caused Attribute Base Forge Thread Talent
1 12 6 7 4 1 0 0
2 13 7 7 4 2 0 0
3 14 7 7 4 3 0 0
4 15 8 7 4 4 0 0
5 17 5 7 4 5 1 0
6 25 13 8 4 6 1 6
7 27 14 8 4 7 1 7
8 29 16 8 4 8 1 8
9 32 14 8 4 9 2 9
10 34 16 8 4 10 2 10
11 36 17 8 4 11 2 11
12 38 19 8 4 12 2 12
13 41 17 8 4 13 3 13
14 43 19 8 4 14 3 14
15 45 20 8 4 15 3 15
Spell Damage w/ Max Extra Threads
Circle Total Damage-Caused Attribute Base Forge Thread Talent
1 11 5 7 4 0 0 0
2 11 5 7 4 0 0 0
3 11 4 7 4 0 0 0
4 11 4 7 4 0 0 0
5 16 4 7 8 0 1 0
6 23 11 8 8 0 1 6
7 24 11 8 8 0 1 7
8 25 12 8 8 0 1 8
9 29 11 8 10 0 2 9
10 30 12 8 10 0 2 10
11 31 12 8 10 0 2 11
12 32 13 8 10 0 2 12
13 36 12 8 12 0 3 13
14 37 13 8 12 0 3 14
15 38 13 8 12 0 3 15
Circle Total Damage-Caused Attribute Base Forge Thread Talent
1 9 3 7 2 0 0 0
2 9 3 7 2 0 0 0
3 9 2 7 2 0 0 0
4 9 2 7 2 0 0 0
5 12 0 7 4 0 1 0
6 19 7 8 4 0 1 6
7 20 7 8 4 0 1 7
8 21 8 8 4 0 1 8
9 23 5 8 4 0 2 9
10 24 6 8 4 0 2 10
11 25 6 8 4 0 2 11
12 26 7 8 4 0 2 12
13 28 4 8 4 0 3 13
14 29 5 8 4 0 3 14
15 30 5 8 4 0 3 15
Assumptions:
- Enemy combatants are same Circle & are Adepts who would follow a similar progression to players
- Physical Armor value: There's a Wizard or Elementalist in the party casting Physical Armor enhancing spells
- Physical Armor value: Incremental upgrade of base armor every tier
- Physical Armor value: Physical Armor forge improvements every odd Circle (with even Circle going to Mystic Armor)
- Physical Armor value: Thread somewhere provides more armor every tier
- Close/Range Damage: Fix base weapon damage of 4
- Close/Range Damage: Forge improvement every Circle
- Close/Range Damage: Attribute improvement by 1 Step @ Circle 6
- Close/Range Damage: Thread on weapon provides more damage every tier
- Close/Range Damage: Damage improvement talent available @ Circle 6
- Spell Damage: Base spell damage of WIL+2 for Novice (Circle 1 spell with 0 threads) then WIL+4 afterwards (Thread 1 spell in Enhanced Matrix with extra successes increasing damage)
- Spell Damage: Attribute improvement by 1 Step @ Circle 6
- Spell Damage: Thread for Effect improvement provides more damage every tier
- Spell Damage: Willforce available @ Circle 6
- Damage improvement talent is used every attack (which isn't a good bet for magicians)
Variables:
- Lack of Wizard or Elementalist in the party will reduce Physical Armor by ~3, +1 every tier above Novice
- Close combat Adepts may invest more in Physical Armor forge improvements than Mystic Armor
- Close combat weapons base damage is usually a bit high
- Close/Range damage does not take into account extra successes, but it is ASSUMED this is balanced with a spell where extra successes also provide extra damage
- Spell secondary effects ignored
- Discipline-specific Talents (both Discipline and Talent) and Karma/Discipline abilities (like the Warrior's damage ability) are ignored
Results:
- Physical armor is ESSENTIALLY 6 @ Novice, 12 @ Journeyman, 18 @ Warden, & 24 @ Master
- Close/Range combat generally exceeds Physical Armor by a flat 5 damage before Circle 6 and then, beginning with Circle 6, an amount equal to the attacker's Circle +5 (e.g., a Circle 10 close/range combatant will do 15 damage [10 + 5]) before extra successes.
- Spell combat without extra threads (i.e., magician gets to attack every turn) generally exceeds Physical Armor by a flat 5 damage.
- Spell combat with maximum extra threads generally exceeds Physical Armor by a flat 4 damage before Circle 6 and then a flat 12 damage beginning with Circle 6.
Conclusion:
If you want to be a magician AND cause huge damage, you're in the wrong system, it is not happening. Without extra threads, you're a chisel, not a sludgehammer. With maximum extra threads, which means you're attacking every two or three turns, you're getting close-ish in single-hit damage with close/range combatants, but your per-turn damage output is garbage. So, the best thing a magician really can do in Earthdawn (Rules As Written [RAW]) is focus on how spells can impact the battlefield in ways that close/range combatants cannot: buffs, debuffs, AoE, denial, wounds, etc. Extra threads, when used, should be sent in that direction, too.
Raw Data:
Physical Armor
Circle Total Base Forge Magic Thread
1 6 2 1 3 0
2 6 2 1 3 0
3 7 2 2 3 0
4 7 2 2 3 0
5 12 4 3 4 1
6 12 4 3 4 1
7 13 4 4 4 1
8 13 4 4 4 1
9 18 6 5 5 2
10 18 6 5 5 2
11 19 6 6 5 2
12 19 6 6 5 2
13 24 8 7 6 3
14 24 8 7 6 3
15 25 8 8 6 3
Close/Ranged Damage
Circle Total Damage-Caused Attribute Base Forge Thread Talent
1 12 6 7 4 1 0 0
2 13 7 7 4 2 0 0
3 14 7 7 4 3 0 0
4 15 8 7 4 4 0 0
5 17 5 7 4 5 1 0
6 25 13 8 4 6 1 6
7 27 14 8 4 7 1 7
8 29 16 8 4 8 1 8
9 32 14 8 4 9 2 9
10 34 16 8 4 10 2 10
11 36 17 8 4 11 2 11
12 38 19 8 4 12 2 12
13 41 17 8 4 13 3 13
14 43 19 8 4 14 3 14
15 45 20 8 4 15 3 15
Spell Damage w/ Max Extra Threads
Circle Total Damage-Caused Attribute Base Forge Thread Talent
1 11 5 7 4 0 0 0
2 11 5 7 4 0 0 0
3 11 4 7 4 0 0 0
4 11 4 7 4 0 0 0
5 16 4 7 8 0 1 0
6 23 11 8 8 0 1 6
7 24 11 8 8 0 1 7
8 25 12 8 8 0 1 8
9 29 11 8 10 0 2 9
10 30 12 8 10 0 2 10
11 31 12 8 10 0 2 11
12 32 13 8 10 0 2 12
13 36 12 8 12 0 3 13
14 37 13 8 12 0 3 14
15 38 13 8 12 0 3 15
Circle Total Damage-Caused Attribute Base Forge Thread Talent
1 9 3 7 2 0 0 0
2 9 3 7 2 0 0 0
3 9 2 7 2 0 0 0
4 9 2 7 2 0 0 0
5 12 0 7 4 0 1 0
6 19 7 8 4 0 1 6
7 20 7 8 4 0 1 7
8 21 8 8 4 0 1 8
9 23 5 8 4 0 2 9
10 24 6 8 4 0 2 10
11 25 6 8 4 0 2 11
12 26 7 8 4 0 2 12
13 28 4 8 4 0 3 13
14 29 5 8 4 0 3 14
15 30 5 8 4 0 3 15