Spell damage

How is spell damage determined?  I have a maximum spell damage with Fireball of 60 when cast by Dear Hubby (~180 turns in).  I come up against some of the early-game bandits wandering around and decide to roast the buttocks off their archer.  I cast 4 fireballs--they did 1, 4, 4, and 1 damage.  When I used Infernal to try to mop up the rest, it did 9, 8, 1, and missed.  Now, I know this is possible by chance, but this isn't the only time I've run into things like this.  Bear in mind, these are level 5 heroes with three shards backing them up opening fire (pun unintended) on bandits with 0 or 1 DEF.  It seems highly likely that at least one of those suckers would take, say, around 30 damage, or 50...is the spell damage formula bugged?

7,589 views 6 replies
Reply #1 Top

I've been experiencing the same thing.  Tons of misses with spells, and my sovereign is level 10.  She does more damage with her bow than with any of her spells, which is disappointing.  And I've got 10 shards total, 4 of them fire, and my fire spells have never done more than 10 damage. 

 

Maybe the Day 0 patch will address this?

Reply #2 Top

Although... I just had an interesting experience.  I auto-battled with my sovereign, and the post-battle report said I hit the enemy with Melting Touch for 106 damage.  But I have *never* seen it do more than like 20 damage in a manual battle.

 

So maybe there's a bug with manual battle spell damage?

Reply #3 Top

I think there is.  My chain lightning spell is the only one that seems to be working properly.

Reply #4 Top

I have noticed the same thing exo experienced. While my spells only hit for 10-13 in a tactical battle, if I auto complete the battle all my caster champ's (and Sov) are hitting for what they should (40-60).

 

Reply #5 Top

Hmm, im  not quire as far in but my lightning spell seems to work ok, and MAX damage might be misleading. 

Reply #6 Top

the problem in all kind of dmg, like i said many times, is its high randomness

a full roll from 0 to max and another roll for defense makes it fluctuating a lot

 

also it scales not so much with int (well there are shards too so its correct imo)

 

it would be enough to have spells min damage set at a good % of max instead of 0