Kakost
Well-known member
- Joined
- 06/12/2022
- Messages
- 417
Yes, early game wands are actually better damage than staves are.If we're talking about low levels, then INT and Staff Mastery probably aren't high enough to weld any wizard to the staves. This could be a great option:
Branch of the Holy Tree - Exiled Kingdoms Wiki
www.exiledkingdoms.com
Assuming the same amount of skill points you'd spend on Staff Mastery is what you would spend on Wand Mastery, than at max lvl (4), you get +8 damage from wands, plus whatever AGI you have (and AWA/2)
Now, with Staff Mastery max (4), you get INT x2 damage, which means that you'll only ever get the same bonus from up to INT 4+, plus whatever AGI you have.
What's more, if you're actively building a Wand mage, you'll obviously place more into AGI, while you instead place more into INT while building a Staff mage.
For instance, if you're playing Wand mage with AGI 5, INT 3 and AWA 2 with Wand Mastery 4, your total bonus is 5 (agi) + 1 (awa/2) + 8 (WM 4) = +14 damage.
(Int 3 is for extra mana, xp, perception and some skill checks)
Now, reversing Int and Agi for a Staff mage: AGI 3, INT 5, AWA 2, Staff Mastery 4
That gives: 3 (agi) + 10 (int x2) + 1 (awa/2) = the same +14 extra damage.
That's the math I did on my first play. Staff will only start to outdamage Wand after INT 5+. At Int 5, despite having the same bonus, it's important to remember that Staves have higher unmodified damage than Wands, so this is the mark where they shift, and the edge only gets bigger from that point on.
There are several other benefits to trade high INT for high AGI, besides just having bigger damage output above Int 5. Yes, not having the higher AGI means a little bit less defence, but for mage that's not really that important (I hope you'll learn how to bravely hide yourself behind your companions). And the Disarm Traps is absolutely dispensable for mages with at least Mage Armor 1 (and every single mage ever will have more than that).
Higher INT however will have SEVERAL benefits, and for Mages those benefits are even more than to other classes.
First, higher XP: that's a tiny bonus, and it's both negletable and not essential in any build, but it's there nonetheless.
Second: extra mana. Yes yes, you dont exactly need an endless supply of mana, you can just use mana potions, however if a single golem drains your entire mana, or if 1 fireball and 1 zap leaves you drained, than you'll see the benefits of having that little extra juice. Or, in case you cant even summon your big and mean Iron Golem because it's more mana than your tiny pathetic amateurish mage pool.
And not having to drink a mana potion every 2 spells may be the difference between life and death, when you dont need to wait a few seconds to buy that life saving HP mana because you had to keep adding juice to your machine instead.
Again, not essential but super, super helpful
Third: Perception. This may seem highly secondary but trust me, even thou Int just gives +5% Perception every 2 lvls, because you'll push Int high, you'll actually notice a massive difference.
In my experience, this has been the best benefit of high Int. With my Mage I played with a meager 2 in AWA (+2 from the Amulet of Dark Whispers), but with my 8 INT, no doors are secret to me. And no traps catch me by surprise (not that I fear traps with Mage Armor, but it's nice to not waste mana re-summoning it by detecting and avoiding the traps).
This bonus alone saves you a lot of time and completely ditched my need for scrolls throughout the entire game (save for some very very few doors, like the SPOILER bellow the Cursed Abbey)
Forth: Disabling Traps. That bonus, just like for AGI, is totally dispensable and unnecessary.
Fifith: skill checks. That's a good bonus, but if memory serves, you only need INT 4 to fulfill all needs for skill checks throughout the entire game (or is it 5? Im not sure).
Playing as a Wand mage, you dont really have all too much incentive to push Int above 3, so there's also this benefit for Staff Mages.
And I believe that AGI also topples at 4 as far as skill checks go (I think there's just 1 case with Agi 6 but it's an absolutely non needed situation), and Agi 4 is also good for Staff Mages (besides, there are far more items that grant bonus Agi than bonus Int, including the +3 Agi gloves).
The Staff Mage is the best rounded character in the game, capable of achieving ALL skill checks in the game (except for 1 or 2 that calls for strenght who are absolutely dispensable).
Now, as to the idea of starting as Wand Mage and switching to Staff Mage after AGI 4+, the only problem with that is "char reset inflation" lets call it. Yes, it can be done, but just remember that if you want to re-reset your char in the future for whatever reason, it gets incresingly more expensive.
So I recommend starting as Staff Mage from the get go, despite some modicum amount of less min-max at the very early game, and the reason is that the early game with Mage is super super easy (I'd say that it's the easiest early game class there is, particularly if you build Elementalist Mage), thus that tiny amount of disadvantage at the very beginning is negletable, while your Mage will already being prepared properly for the Mid and Late game without needing the reset.