

First solo Dragonlord kill !!!
i wish i had a better screenshot but it was 2am and i accidentally background removed it and saved it... lolll


i wish i had a better screenshot but it was 2am and i accidentally background removed it and saved it... lolll
One of my endgame goals is to get a full set of gilded lost envoy. I'm looking at the odds for this. It's so so incredibly cooked lolllll.
Amount of completed mythic charts needed for a full set:
50% chance ~852 charts
75% chance ~1,291 charts
90% chance ~1,817 charts
95% chance ~2,200 charts
I kind of don't want to buy it as then I actually have nothing to do in this game but spending like 3k hours on charting... that don't seem right
Some ideas I have for potential second awakenings. I tried to avoid making them fundamentally broken or really degenerate play style wise. It's kinda just a popcorn of potential ideas. I'm interested to see what you guys think.
Mage: Something along lost spells, magics, 3rd magic. Multiple spells in 1 cast, each spell weaker individually but stronger combined. Better spells, such as a stronger, faster, bigger blast. Higher tiers of status effects.
Warrior: Weapon class specialization. For example all bladed weapons deal bleed2 and have more speed. Maybe warrior exclusive skills and weapons that aren't only limited by level. Utilizing different skills in a short time gives a buff. So like a bladed -> blunt -> musket would give a range and damage buff.
Berserker: Something along lost techniques, styles and third style. Fused styles. Deeper style mastery. So enhanced speed for boxing. Size for sailor. Full invisibility for vanishing. etc etc. Echo mechanic. When you land a hit with one style, it get's echoed with a delay from the other fighting style at significantly reduced damage
Oracle: God soul imbuements grant the statuses. Multiple gods in one relic. The relic itself grants statuses. So you get an ember staff that burns instead of just have 1/2 fire damage multipliers. Enter into a Divinie avatar state. Choose a god to be the avatar and get buffs from that god.
For the hybrids, they're weird, it's hard to give them an identity without having them shift more into 1 side or the other. Having the user choose to be more 1 sided or balanced would mean 3 different paths for awakenings, and that doesn't seem possible.
An idea for all hybrids can be: Utilizing stat will nerf itself over time but buff the other stat or landing a hit buffs the other stat for the next hit. This encourages utilizing both more equally instead of focusing on one or the other.
Conjurer: Have spells from arcanium weapons fuse into the weapon skills of the arcanium. So a blast snare gives bonus damage + displacement for the arcanium weapon. explosion and beam can give size and speed. Higher tiers of status effects from imbued weapons. Be able to modify spells and give them shapes according to the weapons. So you could make a heavy sword blast and have it be slower but more damage and size.
Warlock: Simular idea with cestus as the arcanium. imbue fighting styles into magics. instead of a smaller stat modifier and status. have it significantly impact the magic depending on the style. thermo would make it significantly faster but very short ranged (so change how long the blast lasts)
Paladin: An overheal mechanic with regen. (idk man i main paladin and can't really think of any class identity, right now it is literally just imbue and multiply)
Warlord: After the endlag of casting, have a short dash to where the mouse is facing allowing for slightly better chase. Buff to strength weapons all around, similar to warriors aura.
Knight: "Oath bound weapon" select a weapon that gets enhanced more by spirit. Imbue weapons into relics.
Juggernaut: taking damage during blocking, parrying, endlag and startup builds resolve. that buffs and gets consumed with the next attack.
Savant: Multiple imbuements into 1 thing. Generic aura buffing stats. Choosing 1 specialization and having access to the others. +stats in all classes giving a few more options for each class. Using different damage systems grants a temporary buff.
I'd love to see what you guys are thinking about second awakenings too.
1.21.33 Part 1!!!!
1.21.34 Part 2!!!
I MIGHT BE ABLE TO FINISH THIS GAME BEFORE MY KIDS START PLAYING IT
Why not lol?
From WoM we know that the average person npc is 100hp. In Arcane Odyssey our characters starts out at 100hp too when we are level 1 with no skills. Basic combat m1s do 14 damage at level 1 and that power scaling makes relatively enough sense because a strong trained person landing 7-8 blows on someone could actually kill them depending on where the punches make contact.
To vaporize someone, you need to be able to deal more damage than their total hp. For a normal NPC that is 100 damage.
Blasts deal the same amount of damage no matter if it is hit directly or if it is in the blast zone, same applies for other spells. With this we can conclude that when casting spells, the spell doesn't disperse its force throughout the area. This is insane hypothetical upscale.
I'm going with this value to make my life easy
I'm going to go with the above value as an average. The strongest bones in the human body (femur) can withstand more but majority of the bones can withstand significantly less. It is also enough to completely destroy any soft tissue.
With water magic, the user needs to be level 92 to be able to deal 100damage. 100 = 0.9(19+x)
Blasts have a spherical explosion radius which makes it easy to model. I'm gonna guestimate the NPC height to be 165cm and thats what I'll use to estimate the blast radiuses. I'm going to have radius at level 1 explosion radius to be at 75cm, max level to be 400cm and level 92 to be 200cm.
But as this breaks many laws this makes the force really cursed to calculate as it doesn't actually make much sense in the physical world (well to me at least, I'm not good enough at physics to explain this). So I'm going to treat it as a 2d circle instead of 3d sphere.
If 3000N pressure is hypothetically enough to vaporize, at level 92, a water mage without any gear can deal 3.77×10^8N
The base blast release time is 0.4s. I had chatgpt analyze some footage of blast speeds of water magic and it came out to be approx 150studs/second -> 50m/s which is 180km/h or 111.8 mph. With this we can calculate our acceleration which is 125m/s^2
Now we have force and acceleration. We need to find out our mass. F=ma which is 3.02 million KG. I'm going to take this and shove it into the density of the blast itself which ill treat as 1/3 explosion radius. 2.43x10^6 kg/m^3. Which makes it 2430x denser than normal water.
Meaning the level 92 water mage has to be able to compress water to make it 2430x denser than it normally is.
I took the example to be water as water is not really something that is compressible. Yes it is but at really small scale.
A level 92 Water Mage is not just creating water. They are compressing roughly 3.02 million kg of water into a 0.667 m radius core, producing water-origin matter at 2.43 × 10⁶ kg/m³, or 2,430× normal water density.
In real physics, maintaining that state would require pressures on the order of 10^17 Pa (roughly 50-75 megatons of TNT), and releasing it would behave less like a splash and more like the failure of an extreme-pressure plasma containment field.
How does this apply to Arcane Odyssey??? Not really sure. Make a conclusion statement for this. I really don't know how to conclude this LOLL
Screw chess.com
Hop on solidworks chess
Why is this seemingly the golden standard when people are making builds. This hasn't made much sense to me as I've been playing this game and making builds.
I can understand it more for specific builds that are already fast and can really utilize blocks well. Other than that? Not really. But it feels like whenever someone asks for build help all the comments go 200power 800 defense.
This this a PvE thing, a PvP thing?? Ion get it
Edit: Like does anyone have proper reasoning behind it
This is my completely OBJECTIVE and UNBIAS magics tier list based on how much I like them :)
My tier list would largely stay the same no matter the meta as I rate them based on how versatile the builds are as well as how cool I think they are to use.
I've played through majority of the magics at this point including my WoM days. Which include
Shadow Plasma Glass Lightning Wind Wood Magma Acid Fire Poison Explosion and Metal.
Next Hecate I see I'll probably be swap one of my current files into light to play around with it.
I'm curious to see what magics you guys personally really really like
Also if 10+ people comment their own tierlists for their personal favorite magics. I'll give away 1mil to the one with the most upvotes by the end of the next 48 hours. Don't just spam downvote people to try to get yours higher we well ❤️🩹
as a followup to my previous post
i did some more investigation to try to find the optimal splits utilizing blood disease and painites.
its really only worth at BD 1 and 2, and BD 1 generally better than bd2. its basically impossible to run actual fight simulations so you need to make a bunch of assumptions and run theoretical tests. 3 and 4, you 1 lose too much base hp, 2 status damage multipliers only work on the highest status multiplier (so dimishing returns), 3 you randomly start coughing and dying. so i wont really look into that further
in the game as far as statuses go. there are appliers and triggers (idk the official terminology for it). appliers apply the status without doing a multiplier and triggers, triggers it without applying the status. its kinda weird.
if you wanna have fun. do whatever. if you want to optimize you need to understand that blood disease is an applier. it applies the status as you make contact. so if you have a soaked blood disease with lightning magic, every hit paralyzes and has the damage amp. switch it and you dont get anything :/
if you are generic strength and/or weapons without elements. the only thing i can really recommend is slowness or insanity. for insanity you need quite a few DP skills for it to be relevant. slowness is very niche as well. for thermo and ileg specifically. bleed and corroding/melting are considerable among some others
for magic users/ relic users. magics you get a lot of creative freedom but ideally look for DoT that also gives you a damage multiplier. for relics generically it is bleed. if youre a hybrid and already get bleed then you can consider soaked or some other bd that makes sense.
about the use of drawback. if you can end the fight in 11 attacks. painite(s) are worth it at no blood disease. at blood disease 1 it goes to 13 attacks and at bd 2 it goes to 16 attacks. 1-4 is considerable but anything more than that is way too overkill and the dropoff past those marks are too big.
with the use of regen and drawback. regen makes the argument that the longer the fight goes, you get more effective hp. and drawback makes the argument that the fight needs to end early and i will utlize the extra stats i have to do so. you can lean into 1 depending on your playstyle or a mix of both in an attempt to find a middle ground. generally speaking tho since drawback is per attack and regen is per hit. if you try to balance the values 1 to 1, drawback damage to regened health. youll be losing more hp than gained since you cant hit 100% of your attacks. so to keep up with it your regen needs to be significantly higher than your drawback. and if thats the case you might as well invest it into defense without drawback instead. its more value in this scenario.
optimal drawback to regen to defense is really really hard to model since there are so many ingame factors and different multipliers and variables.
i do think hybrids is where blood diseases really shine tho and that is really unexplored. if anyone wants to look into it further and add onto it, that would be awesome. i may get more bored at work and pump out more findings with more accurate models to back it up but WHO KNOWS!!! if you have some criticisms for the modeling thats fine too, but be civil about it. i hope some of this info helps with deciding to include painites and blood diseases into your build.
and yes i did give 2 of my characters severe illnesses without it being particularly strong. rip xd
leukemia ✅
heart disease ✅
schizophrenia ✅
ill bring them to the hospital someday :)
here are some of the resources that ive created to make some of these judgements:
https://docs.google.com/spreadsheets/d/1zaLeZRTTcBaU2ymwRH28RMz2AUtEKIlK1UX5q1Tkmyo/edit?usp=sharing
https://docs.google.com/document/d/1mTOwRWvsKyUvg5jGsU1IfQPOtkZGgsEq9w96eEPdhlk/edit?usp=sharing
i was experimenting a bit and i came across blood disease and painites. the idea is that blood disease decrease base hp while drawback deals damage based on base hp. so the lower your base hp, the less relevant drawback becomes..
If you are going to include drawback in your build, do it through painites as it is the most efficient
So how this actually looks like in game is that painite is better than agate (as far as defense goes, not accounting for size) until x hit. Then after x hit, it would've been better to have the agate over painite. At 0 blood disease, it is 10-11 and at blood disease 4 it is at 20-21.
Since drawback matters per hit, I think size builds with drawback are significantly better than speed builds with drawback. Since when you build size, you argument for building size is that each hit is easier to hit while when you're building speed your argument is that you get more hits.
Since blood diseases are an offensive/glass cannonish by nature. You tend to end fights faster with blood diseases as you get more damage through DoTs, you are able to land hits more consistently through slows, or amp up your damage more through statuses. So this actually works together well with the idea of drawback. Better in shorter fights. Worse in extended fights.
If you could theoretically get a near 0 base hp you could have infinite drawback but that will never happen lol..
SOOO with this information I decided to test it out a bit in 2 builds. I can't say they're particularly meta but they're really interesting and silly. So meet my Magma Knight Savant a well as my Ironleg Juggernaut.
For the Magma Knight, It has 6 DoTs with the Dense BBC. corroding, poisoned, scorched, burning, melting, bleeding. With the Sunken Sword, it has the blood disease ones as well as paralyze with patrimony imbue.
For the Ileg Jugg, I have a bunch of darkness purging on the relics, so the insanity is actually a damage buff in that sense. Then it's all slowing/ CC so I can land the hits easier to regen more. I get approx 65-75 regen per hit depending on what attack I'm using. I'd probably change the blood diseases a bit to have it as water, slow, insanity or water, insanity. BUT, I don't feel like dumping more resources into this.
Since blood disease and drawback are kinda taboo in the arcane odyssey community, i thought it would be fun to shine some light onto it. so hopefully more builds can look to include it in the future. I think it does have potential but needs some experimenting with
edit: made a follow up post looking further into it: https://www.reddit.com/r/ArcaneOdyssey/comments/1ufto1a/more_blood_disease_investigation/
I posted this in r/advice and im gonna throw it in here as well. if you have any advice for how i can do better and prevent this in the future, I'd be really greatful to know
I 20M received a text from a girl I used to like asking to end the friendship. We've known each other for about a year at this point and got quite close, close enough for me to ask her out to valentines. Which she accepted. Valentines did go well and she thanked me afterwards. I thought things were going well at this point. After that maybe a couple days later, us and a couple of friends got online to play monopoly. I said some things that were disrespectful and rude (i knew i said something wrong but i dont actually know what i said wrong, the others didn't really know either) then during the game and I knew some things were wrong so I apologized over text and tried to talk with her afterwards and she wasn't really responsive. Tried again a couple days later. So I thought to myself "if we couldn't set up a conversation about this, it probably won't hold up in the long run" So I let it go and made peace with it then. Afterwards from February til now we would send each other occasional reels and reply to each others stories so I thought things were peaceful. So it was really a shock to me when I received this text earlier today.
It was along the lines of: Hey ____ , I've been trying to distance myself from you since February and I don't appreciate the disrespect and rudeness I get from you. I wish to no longer be friends with you." I responded with " I respect your decision and I wish you well" That was the end of that.
That affected me a lot more than I'd like to admit to be honest, it was really confusing to me, as I thought we'd always still be friends (if not friends then at least peaceful), and it really got me thinking about the other friends I've made in HS. To try to process some of this, I wrote down all the friends I had in HS to see where we are now. The majority are people I was friends with in HS but don't see each other very much so we've grown apart.
Out of the people I'd still more or less frequently talk to vs the people I've ended things off poorly with tho. There are 5 people I'm good with and 5 individual people I've ended things poorly with and by extension, their friend groups/my old friend groups that they were part of. So the final number is maybe like 5:20. I would count the girl above as someone I've known since HS but we didn't really interact until a year ago. She'd fit more into the circle of my HS friends than uni friends.
I went on a trip with 3 of my other HS friends about 1.5 months ago. I didn't really like one of them, the other I was good with, and really close with the third. I had my doubts on the trip but I figured what's the worst than can happen. We agreed on splitting off and doing individual things as well. So I thought I'd just go do my own thing if I had any major problems with the group.
It started during the trip planning phase. We would try to schedule times were we would all get together and plan but those times never really worked out for everyone. I generally have a very packed schedule, and if I need to be somewhere it is planned a week or two in advance. On the contrary, they wouldn't really know their schedules until the week of. So we never really planned anything as a group as I couldn't make it. So I let them do the majority of the flights and hotels and paid everything afterwards.
As far as what was happening on the day, we all had rough ideas on what we wanted to do and it was a "figure it out when we get there" type of situation.
We also have very different ideas of fun. I don't drink (much if at all) and when I do travel I like to enjoy the local scenery, foods, hiking. I'll drink occasionally if it's paired with a really nice meal, maybe totalling to 1-2 times in a year. They're a bit different to where they still enjoy those things but also really much like the night life aspect. They like going out staying late. Enjoying other parts of the trip yk. I knew this going into the trip but I wasn't sure how much that would be happening. Then during the trip it was almost every night. To me it was mostly fine. I just wouldn't really go to it. I would wake up really early to head to a destination and be back by night.
The problems arose for me when we were all hanging out together in a group. I don't know why but the jokes weren't hitting, I was getting weirdly irritated from just existing. I normally would've marked it off as a one time thing but it kept on happening every single time we did anything as a group. So I thought back to before the trip. Even with the person I was good with. Thinking back on it, I don't think I actually enjoyed his company all too much.
I didn't really say anything and just distanced myself for the majority of the rest of that trip. They tried to talk to me to see if something was wrong. I spoke to them individually. I opened up to the one I was really close with, was willing to talk to the one I was fine with, they didn't want to talk about it but I really could not bring myself to talk to the one I didn't like. I know I should've said something to them but at that point I just really didn't care and I was fine with cutting things off with the one I didn't like. The trip ended. I left the gcs, was unfollowed/removed as follower, got kicked out of other gcs. I was fine with how that ended and made peace with that. I didn't intend to cut things off fully with the one I was good with but that was collateral. I still have the contact with the one I was really close with but I don't know how things are now since that trip. I haven't made contact or been contacted by any of them since then. After all that, I was still fine with how things ended. It bothered me at the time but hasn't bothered me at all since then.
The other two out of the six I haven't yet talked about were good gaming friends I had in HS. We all played league of legends together among with some other games at the time. That ended mostly due to the fact I was way too competitive at the games and I cared more about rating/elo and winning rather than the people I was playing with. That I know the issue to, I've stopped playing competitive games since then and more so games in general apart from like toilet chess and clash royale. Those I not longer care if I win or lose. I just open it up to kill some time. The girl i first mentioned was actually caused me to stop playing competitive games as a whole in December.
I've had some hiccups with friendships in uni but we've talked it out and are fine now. I wouldn't really consider myself to have a particularly bad relationship with anyone in uni apart from one girlfriend turned ex I've had during uni. But as far as friendships have been, they've all been fine and we have been able to work things out. No friendship breakups as you will.
Each individual story probably deserves it's own post with how lengthy they are if I were to go fully in detail but they're compiled up here.
I feel like the advice I am seeking here is on how to process this as well as what I can do to be a better person and friend. I feel like I should've cared more about the ones I went on the trip with but I really couldn't bring myself to care about. All of these were really good friends that now ended poorly too. I feel like this normally shouldn't be happening. 6/11 good friendships ending poorly just 2 years out of high school seems like quite a high number. I don't know though.
Thank you for taking time out of your day to read this. I really appreciate it as well as any comments you guys are willing to leave below. I feel like I'm an asshole (probably true) but I'm curious what other people think. i tried to be as objective on the topics as possible. Let me know if I need to move on or work on myself more. Whatever it may be. I'm open to criticism and advice. If move on, how I can move on better. This is really affecting me.
As a lot of you probably know. In Arcane Odyssey, all stats and builds can be converted into efficiency points, giving a rough estimate of how good the overall stat or build is. There are some problems with this when it comes to power though.
1 power is valued at 3 EP and 3 defense is valued at 1 EP. Giving it a 1:9 ratio. Which is how the players grow in stats works.
Base HP calculated by 100 + 9((level)-1)
Base power calculated by 20 + level-1
But when you actually look at the gear, there are inconsistencies with how much power enchants, amulets etc should give. This all used to give the same amount of EP, then the balancing team realized that giving so much power was too overpowered so they slowly started gutting the growth for all these items.
So T2 enchants, normally standardized to 44EP. Gives 13.3 power which actually is only 40.2EP. While it gives 136 defence, 45.3EP which shows it is closer to a 1:10 ratio. 1:10.23 to be more exact.
Something interesting to note is that T2 enchants that give 2 stats give more EP. Tracking gives 23 each. Charged gibes 8.7 power and 23 haste. Totalling to 49.1 EP
Amulets. Power gives 38.7 power -> 116.1 EP while defence gives 382 defense -> 127.3 EP. Everything else is standardized to 127.0 EP. Again closer to a 1:10 ratio. 1:9.87
Or look at gems. Agates and malachites give the same amount of size but agates give 48 defense while malachites give 4.8 power. A perfect 1:10 ratio
Modifiers, normally standardized to 25EP. Gives 8 power which is 24EP. While it gives 77 defense which is 25.7EP. 1 : 9.625 ratio
Then there is gilded/ imbued modifiers. As you know gilded sacrifices a stat modifier for an extra gem slot. So generally not really worth it as you could be investing more into power/defense with the exception of musgravites or lost envoy/diplomat.
Imbued is where it gets interesting though. How imbued works is, it gives more EP total per additional stat there is on the piece. So for 1 stat, it's a normal modifier (same as blasted, archaic, frozen...) for 2 stats, it 30EP /2 for both stats (yes that means a proper 1:3 power to EP ratio as it gives 5 power). 3 stats, it gives 33/3 per. 4 stats it gives 40/4 per.
Atlantean gives 12 power (36EP) , 116 defense (38.6EP) 1:9.66 ratio. Everything else standarized to 38.
Why does this matter/ What can you do to optimize.
Since when people are making builds, they're looking for certain breakpoints in their stats. For example 150power, 1200 defense, 150 size etc etc. Any bonus stats while making all their breakpoints is obviously welcomed.
When you are trying to get to that power breakpoint. Try to get to that power breakpoint via your gear and your modifiers. Then fill in your gems/ enchants to give you your defense. When calculating your power for your gear (apart from amulets), you should treat it more like a 1:3.2 ratio for power to EP instead of a 1:3. If it yield higher overall EP, while doing that, it's a good piece.
If you do it for lost chiefs, it's only very slightly worse than sunken iron, compared to when you look at EP, and it's like 10 lower.
This makes Omen genuinely terrible (sorry). It already isnt highest EP when defense has the most growth while subtracting power, when power has the least growth.
Sopharos is quite better than what it seems on paper but still not great and glassmancer is a direct upgrade
The power/defense pieces. Black dragon and Apex, are actually quite up there. Black dragon has an argument for best set. (we knew this already but the math backs it up a lot more now)
The power/defense set better than black dragon is imbued woodmancer. It's a strict upgrade. IMO the strongest normally obtainable set.
If you need both haste and range in your build. Kraken is a strict upgrade over Amelia's. As Kraken has more EP shifted towards power.
People don't respect regen much as a stat, which is true depending on the context and build (I'll probably dive into regen more in a future post). But since Lost Envoy is a high EP set while investing majority of it's power budget into power. It is a very strong set. ESPECIALLY when it is gilded. This is the best set in the game more mathematically stat checking people.
All the fighting/ magic gear. As long as it gives relevant stats. If it is imbued it is really strong and definitely worth considering. Notable ones are Magma, shadow, wood, glass. There are more depending on the build context.
Black Grand Dragoneye Amulet is basically a must grab as far as amulets go. It's a direct upgrade to any power or defense amulet.
When dealing with atlantean, you should always try to push the atlantean into power. If you're doing sunken, then it is easy. If you're doing something that already has power. Try to use your gems to push it into power. If that's not an option, use atlantean on a different piece. If that's still not an option. Just take the defense or the next substat on the list. If you try to make it go full circle back into power. You're often wasting power budget on haste which is not relevant especially at lower values unless there is a specific build.
After collecting the pieces you want. You should adjust your modifiers for more power first, then adjust the other things. As modifiers give the most power per power budget. PPPB.
Before any of you come at me for "This _____ value is wrong because I looked at the gear builder and it says something else" Those are not updated very frequently especially for minor stat tweaks. I have game open on the side referencing all the numbers in this post.
All of these numbers are accurate as of V1.21.25.2
Update to the warlock post I made a while back...
SHES FINISHED. MEET YURIKO NIGHT the shadow vanishing warlock!!
I've been seeing quite a few people complain about not having max jewelcrafting for the best stats.
If anyone wants free jewel crafting. I can do it for you if you have the materials for it. If you're scared about being scammed I can give you a sum of drachma for the jewels as a placeholder before I trade them back. Ideally its jewels + the reagents you want, if you don't have reagents I'm putting scrap metal as the reagent.
I'll also throw in whatever enchantment scrolls (I have no use for them) + anything else that you want that I don't need
PM me if you're interested and then I'll send you my discord
Hope this helps for anyone who is looking for maxed jewels.
Edit: To anyone who is looking to grind out their jewel crafting. Please do not use your high end reagents + gems for leveling it up. It gets wasted on unusable gems in the long run
Idk what to really call it apart from attack sources. There is magic, weapon, fighting style, relic stats along with how they interact with different statuses. Saves a lot of time jumping from 1 wiki page to another. The fighting style multipliers are weird sometimes because they change over time. so take those with a grain of salt.
You can see what synergies with eachother, how good imbues are compared to eachother etc etc. everything is heatmapped as well, so you can see items with standout stats.
I create 2 new stats called overall and average. overall is the 3 basic stats: damage, speed, size multiplied together and average is those 3 averaged out.
I'm currently on the path to making a file for each class, currently working on a shadow warlock. What do you guys think about this build. I'm new to strength as a build, so I'm very open to suggestions.
Edit: I have it revised to this
https://arcane-odyssey-armor-builder.hexas.online/?build=AGlVFVRK8AMZMACfVEDlOoxoxlCz6E6kpkpQGJ1JTJSvop1GNGMrlEnA
S tier in the worst magic tier list
What is the worst magic in the game and why is it poison.
By doing this, I'm assuming this is your first magic not your second magic for mages. Since you get more options in your first magic, its better to have your second magic buff the first magic than it switched. So usually its better to have something like Crystal -> Sand compared to Sand > Crystal.
For this I'd only be considering a couple of their strongest builds, so I won't consider water fire a possible build or class crystal.
When magics are created, they're created with 4 things in mind, their effect, power, speed and size. Speed and size are balanced close to equally. Power is weighed more than the other two when creating magics, and if the magic applies a DoT, the power budget comes from somewhere. Compared to if its an enabling status effect, the other stats are higher.
Generally to be a decent paladin, your magic needs to be able to bleed. For a decent conjurer, your magic needs to have bonus damage against bleeding targets. There are more niche magics that are also good with them.
A couple magics initially came into mind: water, wind, poison, snow, and earth but immediately my mind focused in on poison.
Poison's main strength is that it has high total damage if you count the full status effect. The problem is that this sounds a lot better on paper than it actually is. In actual fights, you'll never hit that 20s DoT timer before you hit someone with poison again. Realistically its every 3-7 seconds per spell. The damage takes too long and that's just wasting power budget. You don't get synergizes with other magics as well. Poison only benefits from bleed and it's not particularly a strong multiplier.
The other magics have their synergies and pros. Poison on the other hand? Not really. It's imbuement multipliers are so weak so that immediately crosses out warlock, paladin, and conjurer. Water has soaked. Snow has freeze routes. Wind has speed and size. Earth has raw damage.
Poison mostly just has more damage later. It doesn't have the same strong mage synergy, it sort of helps conjurer warlock due to bleeding but with that .75 damage it's really not impressing anyone. There is absolutely zero synergy with paladin as well.
Sorry to the two poison mains out there, but I think your magic sucks.
Alsoooo for any paladin players, they buffed the class quite a bit with fixing the arcane weapons. the weapon is basically your magic but you can enchant the weapon too. so when you pair that up with relic imbuements, you can get some crazy multipliers ie, double tempered, 1.26x damage is kinda crazy
Shadow paladin 150m 200s. burning, scorched, melting, corroding blood disease. does anyone see the vision lollll
Why shadow? Very high base multipliers, allows for more regen while keeping speed + size
Relics: tidestone, staff of night, crystal orb
Imbue crystal orb or staff of night into shadow
Orb, blast based skills. SoN, size based skills. Tidestone, mobility based skills