Mind Spell Damage Comparison |
Spell |
Range |
Damage |
Avg |
Avg/Pwr |
|
PsiShock
| 400
| 4-10
| 7
| 3.5
|
Psionic Pain I
| 450
| 4-16
| 10
| 2.5
|
PsiShock II
| 400
| 7-21
| 14
| 2.8
|
Psionic Pain II
| 450
| 8-29
| 18.5
| 2.3125
|
PsiShock III
| 400
| 12-39
| 25.5
| 2.55
|
PsiShock IV
| 400
| 15-60
| 37.5
| 2.679
|
Electrocute I
| 500
| 18-78
| 48
| 2 2/3
|
Electrocute II
| 500
| 20-80
| 50
| 2.083
|
|
Avg = average damage inflicted
Avg/Pwr = average damage inflicted per point of power used to cast
All values expressed exactly if possible, or to 3 decimal places
NB - Testing with these values suggests that mind is NOT bugged as many (myself previously
included) believe. Both the damage range and average damage inflicted appear to correlate to the intended values for the
spells.
Notes
- All Mind spells have a 50% minimum fatigue requirement in the same way as bolts, and have a similar arc of "auto-aim",
though accuracy plays a role in resisting as noted in the [Mind Calculations] section.
- Electrocute II corresponds exactly to the Damage:Power ratio of Lightning V
- Both Shock IV and Electrocute I outperform any comparable spell at their respective level,
doing damage akin to the (harder to aim) ball/storm spells.
- The popular Shock III is outdamaged on average by Ice Bolt III or Shock Bolt II
- Psionic Pain II is outdamaged by Fire Bolt II and Stone Bolt II,
- Shock II falls between the damage ranges of Fire Bolt I and Ice Bolt I, but is greatly outdamaged by Shock Dart III
- Minor Pain is outdamaged by Ice Bolt I and Manastrike II, and matches Shock Dart II.
- Shock I has no bolt equivalent, but is outdamaged by Ice Dart II.
- Whilst the damage done per cast of the spell does not appear to be bugged, Shock I and Psionic Pain I require only 70%
of the fatigue usually associated with a spell of their level, making them become rapid more quickly and increasing their
effectiveness. Again, this appears to be a design choice and not a bug.