#Ars elemental comparisons

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mighty agate
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reference material for the damage of things like freeze cold snap
flare, poison spores and discharge
among others
(all tests done through the MmmmMmmmMmmmMmmm mod [test dummy mod])
table of contents in pinned messages

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NOTE: for easier navigation look for the Table of Contents in pinned messages

spark discharge

cost: 55 mana

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spark discharge does 3 + 4 dmg to the first target and 7 dmg to up to 48 other targets (with a spell focus its 10.9 + 6 (og target) 16.9 (chaining targets)) (actually any target within a 7x7x[can go higher with ajacent targets] radius)
with armor is
og target: 7+6
chained targets: 13
and with both
og: 15.7 + 9
chained: 24.7

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discharge also does 4 dmg to the first target as well

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visualization

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(note how the discharge cant reach higher than 2 blocks normaly)

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poison

cost: 50 mana

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envenom poison spores does about 6 (11 w focus) on the main target, 7 (21 w focus) dmg the second application (first application gives poison to all other targets) and 9 (22 w focus) dmg the third with 3 dmg (normal poison) 8dmg (envenom [only on og target]) (2.8*8 total w focus) dot total;
however thats only to the first target
armor has no diff (its reasonable to assume its the same for all)
with both
16 first (applyies poison 5 to all)
35 second app with 3.5 dmg a sec

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all other targets get normal poison

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visualization

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first app

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second

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as for verticality the spores can only hit directly adjacent targets going up But can penatrate a block going down

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vertical jumps also reduce the range by one

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cold snap

cost: 45

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a single cold snap has 8 shards going in all directions (N NE E etc) 3 times

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due to i frames they can only hit twice however

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the first target is hit for 7 (11 w focus) then two 3s (5.5 w focus)

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then a 9x9 area is hit for 3 twice (5.5 w focus)

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finally 4 5x2 areas at the cardinal directions are hit for 3 (5.5 w focus)
with armor
same
with both
proccing: 15
shards: 8

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visualization

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as for verticality

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Flare

cost: 55

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something strange is that the target dummy mod doesn't calculate fire dps right so this might be a little inaccurate

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anyways proccing flare does 7 (13 w focus) dmg to the target

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and then 2 dot total (1 dmg 2 ticks)

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the flares can actually hit targets for 2 dmg midair (the focus lets that dmg go to 3 and makes the flares hit more often) (cant burn tho)

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3 flares base

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mage fire lasts for about 25 sec

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1 tick a second

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so someone in the fire should take about 27 dmg total (2.4 dps with focus HYPOTHETICALLY)
with armor
no diff
with both
proccing: 12
projectile: 3
no diff in dps

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visualization

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20x20 square range

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last one

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Conflagarate

cost: 95

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this causes nearby enemies to explode and gives a chance (about 10%) to apply blasting

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the target takes 9 (15 w focus) dmg and 2 flame via ignite

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and those within the square (7x7) take 6.8 (11.2 w focus)
with both armor and focus
no difference

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visualization

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as for the blasting effect that is subject to dmg falloff

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the max is 19.4 and the min is 2

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finally it seems that the more targets there are the more likely blasting will be applied

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and with that, thats a rap

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Questions comments or additions?

hot tiger
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👏👏👏

mighty agate
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ig now I have to do it with focuses

hot tiger
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and threads

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lol

mighty agate
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well threads just let me take out the first one

mighty agate
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well then

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after alot of testing

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with nothing else envenom + poison spores is actually the best one

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conflagerate doesnt change much

twin field
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Prolly just base java explosion calculations. Damage depends on distance and exposure

twin field
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Just lack the rest

mighty agate
mighty agate
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though in my testing the spores with the dot makes it deal the most dmg for small groups

twin field
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Yeah

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I lack the aoe dmg

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Btw. The delay damage is just a bug that happens when you spam the spell

mighty agate
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delay like putting a delay after the spores?

twin field
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Nope. Just that instant damage tends to appear on the first cast, and delay damage on repeated casts
The name is kinda dumb ngl

mighty agate
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oh

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yea repeated casts stop the dot for targets as well

hot tiger
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this is so graphbuncle esque lol

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this thread

mighty agate
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lol

twin field
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Ye

balmy furnace
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Doing the lord's work

mighty agate
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Indeed

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I also have the volume of burst by layer somewhere

balmy furnace
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Gman has a formula for that i think

mighty agate
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Gman needs to dm me right now lol
I've been trying to do that for a while

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(I had no idea what I'm doing)

balmy furnace
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The formula is nonexistent

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There is none

mighty agate
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Welp

balmy furnace
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Back on topic

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wall is 3x5, fires up to 4 times and gets increased by a block in every direction for every aoe

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Every direction except thickness ofc

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linger is a 3x3 that becomes a 5x5 with aoe and so on

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Chaining propagates to 16 blocks/entities by default but doubles for every aoe

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i think that's all i know by heart

mighty agate
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It also can reach 8 blocks + 4 for every pierce

balmy furnace
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Didn't know that, nice

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I'm going to bed

mighty agate
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Ok

twin field
twin field
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btw. damn those devs and their need to balance shit.
I had an equation to calculate the props from cold_snapaoe*n but they limited it to 1 aoe

acoustic nest
mighty agate
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Not anymore,
Extensive testing has shown that poison spores does a bit more DPS than dispark

mighty agate
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The more enemies the higher chance of blasting

acoustic nest
mighty agate
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Oh

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I don't think so (I'll check tomorrow) as it needs the charged status In the first place

acoustic nest
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Yea I thought discharge applies charged

mighty agate
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Actually spark doesn't seem to apply charged at all it applies static charge which the des says it "empowers the discharge"
Idk if it means extra dmg but that's a question for future me to iron out

acoustic nest
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Huh

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I’ll also see if I can check it

mighty agate
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Plz do I'll add it to the log thing idk

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I did use 121 for this

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Small chance it could be diff in 120

acoustic nest
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Oh ok

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I’ll be sure to do in 1.21

mighty agate
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Thanks

acoustic nest
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Ok, spark discharge does 10 damage

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Discharge spark does 3

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spark discharge lightning does 24

acoustic nest
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oh wait lemme update

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Same stuff when updating to latest version

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I think lightning discharge will do more but I’ll test later

acoustic nest
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I think the priority for air spells should be to get to max level of charged and spam discharge

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Because with charged 5, it does around like 30 damage

wheat arch
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Nvm I'm assuuiming its projectile just looks diff

acoustic nest
mighty agate
solid quiver
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otherwise shocked

mighty agate
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Ah

solid quiver
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shocked only empower lightning

mighty agate
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That's why there's a larger jump in dmg

solid quiver
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discharge consumes the static and tend to apply a stronger shocked in just one go

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so tecnically the whole combo if one wants to play over shocking is ( bubble or conjure_waterextend_time)sparkdelay dischargedelaylightning

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maybe bubble better than conjure_water

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can't remember if the other spells get the buff if the target is wet

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bubble would break but boost the damage that breaks it so should be fine too

mighty agate
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Imma d. Variation testing today and focuses/armor as well

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Eventually I wanna make optimized spells for every elemental school

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For those who don't believe in air supremacy etc etc

solid quiver
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ah confl on double check doesn't have higher scaling, only higher base damage. will have to bump a little the amp scaling since it's a tier 3

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flare has the bonus against mobs under the blasting potion but confl special thing is only the chance to apply it in the aoe damage (which has reduced dmg)

mighty agate
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Yea with a focus and armor only the spell itself does higher dmg
The blasting effect does not

mighty agate
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ok here we go again

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actually let me get jei

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ok now

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wait still no

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there techically 2 others

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there is not

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Spell focus changes

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discharge now gets empowered from static charge bringing up the dmg from
4 to 6.1 + 3 (og target)
8 to 9.1 (chaining targets)

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for poison spores the dmg...
the dmg decreases by one for all applications

wheat arch
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Knew I wasn't tweaking when I tried it earlier

mighty agate
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ice

cold snap is unchanged exept for the og target dmg which reduces by one

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flare

proc dmg reduces by one however the in air projectile dmg is better at targeting and can do up to 3 dmg a hit

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and # blasting

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blasting

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9 and 6.8

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imma just add this to the top

mighty agate
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OH SHOOT

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elemancy focus fricks it up

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apperently elemancy makes everything worse

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yup

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welp time to redo

solid quiver
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uh, that shouldn't happen

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should be a straight up upgrade

mighty agate
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looks like someone made the elemancy a lesser focus
its the only thing that makes sense

solid quiver
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@modest knoll

mighty agate
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everything else is fine

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after checking yea none of the elemancy works

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tempast doesnt amp

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silt doesnt amp but gives static charge to electro

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yea none of these amp correctly

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or they do but they count as lesser focuses and they cancel out

pulsar stirrup
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lightning⚡ > ✨⚡ > ⚡✨. This is due to ✨ and lightning inflicting the target with different levels of Shocked, which boosts damage done by ⚡.

mighty agate
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yup im checking those next
also the order techincally doenst matter but it causes a wasted cast

pulsar stirrup
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A wa

mighty agate
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wasted cast as discharge needa shocked or static charge to work

mighty agate
mighty agate
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and thats another rap

pulsar stirrup
mighty agate
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back again

modest knoll
mighty agate
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they do

wheat arch
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I need T3 spell book to get lightning ;-;

pulsar stirrup
mighty agate
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but anyway from a check
at base
poison spores is better

dire wing
solid quiver
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Mmmmmm (insert m until you find it, it's the dummy mod)

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Mana numbers either toggled by Ars debug command for ops or ArsNumericHud

mighty agate
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Yes

balmy furnace
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aka dummmmy

hot tiger
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3x4 = 12

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12 Ms

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😊

modest knoll
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Looked at the Foci. Definitely coded as greater foci. Not sure why they aren’t amping as intended though.

mighty agate
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huh

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weird

modest knoll
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I did find some differences between the Elemental and Elemancy code, and tinkered a bit - but still not amping

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My latest tinkering is uploaded to GitHub, if someone wants to look and see what I’m overlooking

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Otherwise, I’ll probably leave it as is for now. The foci still should be giving the discount, as well as the glyph modifiers even if they aren’t providing the amp effect

mighty agate
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they do do that

mighty agate
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also FUTURE ME ITS TIME TO START amplify ts

mighty agate
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alright clear the area im cooking again

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augments

ivory breach
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where the meal?? am hungry :/

mighty agate
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BUT NOW

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NOW I COOK

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SO

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augments

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this will be separate from the first part and will show the exact numbers of what each posible augment does
I will test both adding augments to the first and second glyph

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so first is

DISCHARGE

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first we add a amplify to spark

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amplify increases dmg by 1.5 an amp for a max of 3 extra dmg and a dampen reduces it by 1.5 (meaning that yes you can make it deal no dmg)

mighty agate
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also for some reason im doing one less dmg now

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what the heck

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well anyways

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its still the same

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adding an amplify to discharge increases its dmg by a flat 3
a dampen decreases it by 3

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adding an aoe increases its range from 7x7 to 10x10 and another makes it 13x13

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so +3x+3

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an extend_time increases the duration by 5 seconds duration_down -5sec

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and a randomize can increase or decrease the dmg by one

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and thats about it

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on to

mighty agate
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(imma go list view)

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amplify envenom dpt +.4 / Spore +2.5
dampen Spore -2.5 (envenom cant be dampened)

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extend_time / duration_down; envenom +/- 5 sec (base 4) ; Spores +/= 2 sec (hunger base 10)

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aoe +2/+2 Spore

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COLD SNAP

mighty agate
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Freeze
amplify increases the lvl
extend_time/ duration_down : +/- 5 sec
all other available augments don't work for combat purposes

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as for cold snap
aoe does well (it increases the shard count to 67 from 27

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this

mighty agate
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amplify / dampen procc dmg +/- 2.5 shard dmg +/-1.25

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extend_time / duration_down increases proc snare by one second

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from 5 sec

mighty agate
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ignite
extend_time / duration_down augments burn time by +/- 2 sec
all other augments not combat based (arson only)

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Flare
aoe adds one "cinder"
amplify / dampen on proc +/- 3 dmg

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and lastly

mighty agate
# mighty agate # Conflagarate cost: 95

CONFLAGARATE

MAJOR NOTE: as of 7/18/25 the formula was updated to have higher amplify scaling. however the previous config file used still exists and must be taken out manually

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im not doing ignite again

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aoe adds +2x+2
amplify / dampen procc: +/- 3 chained targets: +/- 2.2
post update: amplify / dampen procc: amplify +4 then +5 dampen is a flat -5 per, chained targets: 3.7 with one 4.2 on the second

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and thats it

mighty agate
ivory breach
mighty agate
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lol

twin field
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Wow

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Good work

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I have nothing better to do, so I might test how armor, bangles and focci affect the damage

mighty agate
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i already did (and put it in the og)

mighty agate
pulsar stirrup
mighty agate
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lol

twin field
mighty agate
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Yup

mighty agate
twin field
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27 > 67

mighty agate
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Just one?

twin field
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As I said before, devs capped it to 1 aoe

mighty agate
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Ic

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So uh

twin field
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This is before the update

mighty agate
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Doing Missle conjure_water freeze cold_snap aoe burst sensitive conjure_water freeze cold_snap
Would then create about 34371 shards

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Therefore creating the ultimate freeze

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Of your game

mighty agate
twin field
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Yeah

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So not exactly, cuz the burst would overlap considerably. But still

mighty agate
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It's still enough to overload my game instantly
These things reset when you rejoin right?

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Like if I had to alt f4

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Just a hypothetical

twin field
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The spell I always played with when bored was projectileburstsensitiveaoeconjure_waterfreezecold_snapaoeexplosionaoe

mighty agate
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With shapers_focus I presume

twin field
mighty agate
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Good

mighty agate
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This should launch them

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Like a mini wrath of god

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Anyways
Future me it's time to find optimal spell setups for these (this will take a while

twin field
mighty agate
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There is no coldsnap there tho

twin field
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Oh

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I believe you don't need reset to have an explosion to propel the projectiles

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Just do burstsensitiveexplosionaoe🏹...

mighty agate
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That works to

mighty agate
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Oooooh wait I put blink on the projectiles
This is a good idea I swear

mighty agate
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while im in minecraft again let me see some augments

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outside of glyphs

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OTHER AUGMENTS

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for glyphs that help increase the effect indirectly

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DISCHARGE

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conjure_water will increase spark

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's dmg by 2

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however it doesnt seem like this dmg carries over to discharge

mighty agate
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next is lightning

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and now

visualization

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as well as 7 ticks of fire

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for a total of 30 dmg

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conjure_water should not be used here

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I would actually like to open suggestions right now

mighty agate
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so YAY ITS DONE

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for now

mighty agate
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Today I shall check the dmg of a couple misc things

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Be back in abt 9 hrs

mighty agate
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Also imma include mana costs

mighty agate
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its time

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182 blocks

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OTHER RANDOM DMG CHECKS

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SPIKE

cost: 30

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DMG: 2 ticks of 9

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thats when on the ground however

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the real dmg comes from when you place it in the sky and it is forceed to fall

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in this case, unaugmented, you can do anywhere from 24 to 40 dmg

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based on hight

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visualization

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on the ground it increases it by 2.5 per amp

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in the sky the dmg increases by 5 but is still capped at 40

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aoe (ground only) increases the size by exactly 2 pixels
if you put in 8 aoes the range becomes a 3x3

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pierce increases the lenth by about 6 pixels

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extend_time increses the duration by another half a second (one i frame)

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now i wanna do

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FANGS

cost: 35

solid quiver
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40 is the config cap

mighty agate
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at base fang reaches 20 blocks (or a 5x5 [kinda] area if you do self )
it takes about 2 seconds to finish its animation

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and it does 6 armor pierceing dmg (goes through unenchanted armor)

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amplify increases dmg by 3 up to 12 max with 2

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accelerate just makes them come up faster in a way that im just going to make a video for

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Visualization

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duration_down seems to do the exact thing as accelerate visually

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ok im done again

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now imma make a toc

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alex if you see this now can you pin the below message?

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TABLE OF CONTENTS

ORIGINAL POSTS

DISCHARGE

#1390767767153807530 message

POISON SPORES

#1390767767153807530 message

COLD SNAP

#1390767767153807530 message

FLARE

#1390767767153807530 message

CONFLAGARATE

#1390767767153807530 message

AUGMENT TESTING

#1390767767153807530 message

DISCHARGE

#1390767767153807530 message

POISON SPORES

#1390767767153807530 message

COLD SNAP

#1390767767153807530 message

FLARE

#1390767767153807530 message

CONFLAGARATE

#1390767767153807530 message

GRAPH OF BURST VOLUME
#1390767767153807530 message

OTHER AUGMENTS (wip, contributions appreciated)

#1390767767153807530 message

DISCHARGE

#1390767767153807530 message

POISON SPORES

COLD SNAP

FLARE

CONFLAGARATE

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toc extention

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TOC EXTENTION

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ok that should be good

hot tiger
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🔥🔥

mighty agate
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imma need to get a admin to pin that

hot tiger
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yeah

mighty agate
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thank you!

hot tiger
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will this get updated for the new amp change on conflagarate

mighty agate
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theres an amp change?

hot tiger
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#addon-announcements message

mighty agate
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ic it

hot tiger
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ye

mighty agate
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yea ill do that

mighty agate
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this just in

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shapers_focus adds one dmg to everything when equipped

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so i have to redo a bunch of tests

solid quiver
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Oh forgot to mention

mighty agate
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yea

solid quiver
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Since it's the amp scaling, it needs the config to be regenerated

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I basically increased the defaults

mighty agate
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oh

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what do you mean by regenerated?

solid quiver
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But existing worlds are stuck with the previous value

mighty agate
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called it

solid quiver
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Delete the conflagrate.toml under ars_elemental config folder

mighty agate
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ok

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that it?

solid quiver
mighty agate
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thats what im doing

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also it appears that the scribes table got shadowfixed

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also also how does one access the config? its under the mods folder in files right?

solid quiver
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The usual config folder

mighty agate
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so yes

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ive never actually accessed the config file
like ever

solid quiver
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The folder is in the instance folder (or so they call it most launcher) and contains the general mod configs . The configs for individual glyphs are in a subfolder with the mod name

mighty agate
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oh

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got it

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oh yea thats a bit of extra dmg

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just a one tap a human person kind of dmg

solid quiver
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Should ramp up as amps stack but it's nothing extreme

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Iirc it's a +2 x amp

mighty agate
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so its +4 on the first and +5 on the next

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only 2 amps are still allowed

solid quiver
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Well yeah, you get the rest from focus and armor

mighty agate
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fair enough

solid quiver
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So instead of like, 3 * nAmps it's 5 * nAmps. nAmps is 2 + 2 (focus) + 2 (armor) so it's a +12 compared to before

mighty agate
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that should be 21 dmg

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with 2 amps that was displayed on the first target

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with fire dmg counted as well

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base dmg is unaffected yea?

solid quiver
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yep

mighty agate
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also what is the base chance of applying blasted?

hot tiger
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o

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i

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c

mighty agate
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wat

solid quiver
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Pretty low, iirc it's 10%

mighty agate
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thanks!

mighty agate
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all good

mighty agate
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it seems like it

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ill have to do more tests

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but it looks like just one flat dmg unaffected by anything exept for dampen

hot tiger
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Also mojo

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can u test 1 more thing pretty please 😁😁😁😁😁

solid quiver
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Ah yeah, the base ars focus do that

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Both of them

hot tiger
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if u shoot a spell, and after spell has been shot from the book, if u hold a focus in ur hand after shooting, does it still affect when the spell resolves or is that decided when the spell is shot

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i said that like i 5 yr old😭

hot tiger
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u cant i think so not very useful

solid quiver
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When the effect resolves

hot tiger
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i c

mighty agate
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hello

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i would like to see how much the spell power thread increases my dmg by

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so

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SPELL POWER COMPARISONS

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i will be using both cut and harm

solid quiver
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Spell power increase is flat and added at the end iirc

hot tiger
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yeah

hot tiger
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1 dmg per resolve per spell power point

solid quiver
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Might only be affecting wind shear on levitating entities and the cold snap on fully frozen

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I don't remember where the % buff is applied

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Thread is 1/3/5 spell power iirc

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But quicker to check in-game probably

mighty agate
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its +2 per level

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at t1 cut does 3 dmg

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t2 is 5 and t3 is 7

hot tiger
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o

mighty agate
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also while we are doing threads

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EFFECT OF THREADS

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DISCHARGE

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you can use a thread of shocking to be able to take out spark

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there is no dmg difference until t3

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where the dmg increases from 8 to 10.1

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SPORES

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t1 is basically poison and hunger letting you take out the envenom
t2 increases the poison level by +1 and adds 5 seconds to it

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t3 does the same
however taking out envenom decreases the dmg by 2
poison 3 does a total of 25 dmg over 15 seconds

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COLD SNAP

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T1: now adds the freezing effected on the procced target. does 6 dmg dot
freezing also adds snared for 5 sec

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T2: now does 10 dot (one tick over about 2 sec)

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T3 now 14 dot

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no known effect on the chained targets

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FLARE

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there are 2 threads applicable to fire

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i will do one then the other

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so for the thread of kindling each tier applies burning for 5 seconds (instead of 2) and with one second per tick this means that its 5 dmg a level

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the last tier however applies magic burn (replacing helfire)

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now the thread of immolation

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the thread of immolation activates when you cast a fire spell in fire

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each level works like spell power- + 2 dmg a level

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the length of burning however does not appear to be affected

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also this only applies to the proccing target

mighty agate
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CONFLAGARATE

balmy furnace
mighty agate
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starting with immolation because I alread have those threads
there is no change
its still +2 every level

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with kindling its also the same down to it only affecting the proccing target

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and scene

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now i update the TOC

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ok if anyone has anymore recommendations im open

mighty agate
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SUPRISE

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i did some testing for hex

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so

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HEX

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very simple its an effect that adds +.5 dmg/level to fire or physical (like punching) for each effect on the target

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these effects include
burning
wither
Shocked
Poison

hot tiger
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uhh

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ok

mighty agate
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yup

hot tiger
mighty agate
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h

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its mine now

twin field
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Lol

mighty agate
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H

mighty agate
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This deserves to be saved

twin field
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Thanks

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But I'm not sure if it's correct

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The assumption was that each with each damage instance, the multiplier on them rises, and that the final damage is the sum of all these instances

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.
But now I believe that the Rage Glove doesn't ignore IFrames.
Rather it just increases the multiplier on each subsequent damage instance

mighty agate
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interesting

twin field
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.
Example:
Say we hit the target 5 times, and each instance originally deals 1 dmg. But each instance doubles the multiplier

  • 1
  • 2
  • 4
  • 8
  • 16
    But the actual damage the target receives is 16, due to IFrames
mighty agate
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so it totals it with the mult?

twin field
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Due to IFrames the total or actual damage is the highest damage, which with the Rage Glove tends to be the last damage instance

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The multiplier, tho, I dunno how it grows. If linearly or exponentially

celest palm
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here is how you prove it: projectile cut * 9

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on a target dummy you will see 8 tiny numbers

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and one increasingly huge one

mighty agate
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why was this post closed?

solid quiver
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If you can talk in it, it's not closed

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But if nobody talks in it for several days, it goes into the shadows

mighty agate
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I had the option to reopen it
I did

solid quiver
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Confused that with locked

solid quiver
mighty agate
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Ah

mighty agate
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Le bump

mighty agate
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H

mighty agate
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Wat

fluid helm
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Wat

mighty agate
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bump

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cause yes

fluid helm
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maybe

mighty agate
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yoink

solid quiver
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bump

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you have more glyphs to benchmark, even if most of them are support

mighty agate
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aaaaaaaaaaaaahhh
Ill check those out
though Im not going to have an exess of free time until may

sly hazel
mighty agate
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I always go earth as not only does it win out over air but it deals magic (armor peircing) damage as well

sly hazel
mighty agate
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Ill be honest though
in atm the element itself gets irrevelent after a point due to apotheosis
just make sure you are wearing the best armor availble to you (likely atag gear) and putting the right gems on it

sly hazel
mighty agate
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aye
the real powerful things in ars come from abusing every mod mechanic you can find