Calculating Spell Damage
There are several factors which go into calculating spell damage:
- The base damage range of the spell
- Your Mysticality
- Absolute Bonus Spell Damage, both generic and elemental specific
- Percentage Bonus Spell Damage
Formulas
Spell | Base | Myst Boost | Damage Cap | |
---|---|---|---|---|
Sauceror spells | ||||
Salsaball | 2-3 | 0% | 8 | |
Stream of Sauce | 9-11 | 20% | 24 | |
Surge of Icing* | 14-18 | 20% | 40 | |
Saucestorm | 20-24 (x2) |
20% | 50 (x2) | |
Käsesoßesturm | 35-40 | 30% | 100 | |
Wave of Sauce | 45-50 | 30% | 100 | |
Saucecicle | 45-50 | 30% | 150 | |
Saucegeyser | 60-70 | 40% | ∞ | |
Saucemageddon | 80-90 | 50% | ||
Soul Blaze | 300-400 | 100% | ||
*Surge of Icing deals 1.5x damage if you have Sugar Rush | ||||
Pastamancer spells | ||||
Spell | Base | Myst Boost | Damage Cap | (w/BUtR) |
Spaghetti Spear | 2-3 | 0% | 8 | |
Ravioli Shurikens | 2-4 (x3) |
0% | 10 (x3) |
20 (x3) |
Candyblast | 8-16 | 25% | 50 | |
Cannelloni Cannon | 16-32 | 25% | 50 | 100 |
Stringozzi Serpent | 16-32 | 25% | 75 | 150 |
Stuffed Mortar Shell | 32-64 | 50% | ∞ | |
Weapon of the Pastalord | ||||
Fearful Fettucini | ||||
Avatar of Jarlsberg spells | ||||
Curdle | 3-4 | 50% | 15 | |
Chop | 10-15 | 40% | 50* | |
Boil | ||||
Freeze | ||||
Slice | 40-50 | 40% | 200* | |
Fry | ||||
Grill | 40-50 (x2) |
30% | 150 (300*) | |
*Actual damage cap is 10 * MP Spent | ||||
Hobopolis spells | ||||
Spell | Base | Myst Boost | Damage Cap | |
Conjure Relaxing Campfire | 10-20 | 10% | ∞ | |
Maximum Chill | ||||
Mudbath | ||||
Creepy Lullaby | ||||
Inappropriate Backrub | ||||
Wassail | ||||
Awesome Balls of Fire | 35-45 per hit | 35% per hit | ∞ | |
Snowclone | ||||
Eggsplosion | ||||
Raise Backup Dancer | ||||
Grease Lightning | ||||
Toynado |
Spell Damage Explained
Without any items or effects, the damage done by a spell depends only on that spell's base range and your buffed Mysticality. Each spell adds a percentage of your Mysticality to the damage it deals, but for most spells there is a limit on how much.
Bonus Absolute Spell Damage
Some items or effects add a set amount of bonus damage to spells. Sometimes this is a generic bonus, but other times it will apply only to spells of a certain element. Note that elemental forms (Coldform, Hotform, Sleazeform, Spookyform, and Stenchform) do not truly change the element of a spell for this purpose, only the damage dealt by it.
Damage Cap
Most spells have a cap on how much damage it can deal. If this cap is surpassed from a combination of Mysticality bonuses and absolute Bonus Spell Damage (generic and elemental), no surplus damage is dealt.
Spell Critical Hit
If a spell triggers a critical hit, its base damage and Mysticality damage bonus is doubled, and the damage cap is doubled as well. It does not double absolute Bonus Spell Damage.
Bonus Percentage Spell Damage
Some items and effects grant a percentage boost to spell damage. This is applied after any cap on spell damage has been applied.
Group Monster Multipliers
Certain monsters in the kingdom are considered group monsters, which causes some spells to deal multiplied damage against those monsters. Spells have a limit on how many monsters in a group it can hit. In other words, it has a maximum group monster multiplier. This behavior applies to non-spell combat skills as well.
Lanterns
Certain pieces of equipment increase spell damage by adding the highest spell damage among all elements to one or more additional elements. If you cast a hot saucegeyser with a stench lantern, it will deal an additional amount of stench damage to the hot damage of the saucegeyser. If the element of the lantern matches damage already dealt by the spell, it will increase the associated elemental damage of the spell. If you cast a hot saucegeyser with a hot lantern, the spell will deal twice as much damage as it otherwise would have. If more than one lantern is worn at the same time, they are evaluated one after the other, in reverse order that their combat messages show up in combat. The damage increase from an earlier lantern can lead to a later lantern seeing a higher spell damage, increasing the amount of damage that they add. As such, chaining a bunch of lanterns together can drastically increase the amount of damage that spells deal. Lanterns are evaluated in the order shown in the table below.
Item | Slot | Element(s) | Notes |
---|---|---|---|
meteorb | Off-Hand | hot | |
big hot pepper | Off-Hand | hot | |
snow mobile | Off-Hand | cold | |
Rain-Doh green lantern | Off-Hand | stench | |
petrified wood wizard's pouch | Accessory | hot and physical | |
petrified wood water purifier | Off-Hand | cold and sleaze | |
Congressional Medal of Insanity | Accessory | 3 randomly chosen between hot, cold, stench, spooky, and sleaze | This item will set all 3 elements it chooses to the highest spell damage element upon activation, instead of adding to that element. This doesn't restrict later-acting lanterns. |
unwrapped knock-off retro superhero cape | Back | spooky | When set to "Heck General"/"Kill Me" |
porcelain porkpie | Hat | sleaze | Only for Pastamancer Spells |
Note: If elemental lantern damage is added to a physical spell, that elemental damage will be subject to monster damage resistance an additional time. If physical lantern damage is added to an elemental spell, that physical damage will ignore monster damage resistance entirely, even allowing you to deal physical damage to ghosts.
Examples
A Sauceror and Pastamancer with the following equipment and stats:
- Staff of the Walk-In Freezer
- Kickback cookbook
- Buffed Mysticality of 160
They both have a total of +20 generic spell damage, +20 Cold spell damage and +150% spell damage.
Casting cold Cannelloni Cannon, Saucecicle and a critical cold Stuffed Mortar Shell respectively, so that the elemental bonus damage applies:
Cannelloni Cannon Damage = 2.5 × cap50([16 to 32] + (0.25 × 160) + 20 + 20) = 2.5 × cap50([16 to 32] + 40 + 40) = 2.5 × 50 = 125
Saucecicle Damage = 2.5 × cap150([45 to 50] + (0.3 × 160) + 20 + 20) = 2.5 × cap150([45 to 50] + 48 + 40) = 2.5 × [133 to 138] = 332 to 345 (332, 335, 338, 340, 343, 345)
(Critical) Stuffed Mortar Shell Damage = 2.5 × (2 × ([32 to 64] + (0.5 × 160)) + 20 + 20) = 2.5 × (2 × ([32 to 64] + 80) + 40) = 2.5 × (2 × ([112 to 144]) + 40) = 2.5 × ([224 to 288] + 40) = 2.5 × [264 to 328] = 660 to 820 (660, 663, 665, ... , 815, 818, 820)
See Also
History
- In addition to changes to many spell damage formulas, the way spell damage was calculated was changed after the Pastamancer/Sauceror revamp on 2013, the main difference being that spells had two different caps on Mysticality bonuses and absolute Bonus Spell Damage boosters (elemental Spell Damage bonuses were capped for Sauceror spells only, and Pastamancer had higher caps for pasta spells) instead of a hard damage cap. The old damage formula can be summed up as this: