#Ars elemental comparisons
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spark discharge
cost: 55 mana
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
discharge also does 4 dmg to the first target as well
visualization
(note how the discharge cant reach higher than 2 blocks normaly)
poison
cost: 50 mana
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
all other targets get normal poison
visualization
first app
second
third
as for verticality the spores can only hit directly adjacent targets going up But can penatrate a block going down
vertical jumps also reduce the range by one
visualization
cold snap
cost: 45
a single cold snap has 8 shards going in all directions (N NE E etc) 3 times
due to i frames they can only hit twice however
the first target is hit for 7 (11 w focus) then two 3s (5.5 w focus)
then a 9x9 area is hit for 3 twice (5.5 w focus)
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
visualization
as for verticality
Flare
cost: 55
something strange is that the target dummy mod doesn't calculate fire dps right so this might be a little inaccurate
anyways proccing flare does 7 (13 w focus) dmg to the target
and then 2 dot total (1 dmg 2 ticks)
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)
3 flares base
mage fire lasts for about 25 sec
1 tick a second
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
visualization
20x20 square range
verticality and practical visualization
last one
Conflagarate
cost: 95
this causes nearby enemies to explode and gives a chance (about 10%) to apply blasting
the target takes 9 (15 w focus) dmg and 2 flame via ignite
and those within the square (7x7) take 6.8 (11.2 w focus)
with both armor and focus
no difference
visualization
as for the blasting effect that is subject to dmg falloff
the max is 19.4 and the min is 2
the blasting appears to follow the same chain logic as discharge
finally it seems that the more targets there are the more likely blasting will be applied
and with that, thats a rap
Questions comments or additions?
👏👏👏
ig now I have to do it with focuses
well threads just let me take out the first one
well then
after alot of testing
with nothing else envenom + poison spores is actually the best one
conflagerate doesnt change much
Actually 27, some 67ish with 
Prolly just base java explosion calculations. Damage depends on distance and exposure
I have the formula for those
Just lack the rest
interesting
the formula would be nice actually
though in my testing the spores with the dot makes it deal the most dmg for small groups
Yeah
I lack the aoe dmg
Btw. The delay damage is just a bug that happens when you spam the spell
delay like putting a delay after the spores?
Nope. Just that instant damage tends to appear on the first cast, and delay damage on repeated casts
The name is kinda dumb ngl
lol
Ye
Doing the lord's work
Gman has a formula for that i think
Gman needs to dm me right now lol
I've been trying to do that for a while
(I had no idea what I'm doing)
Welp
Back on topic
wall is 3x5, fires up to 4 times and gets increased by a block in every direction for every 
Every direction except thickness ofc
linger is a 3x3 that becomes a 5x5 with
and so on
Chaining propagates to 16 blocks/entities by default but doubles for every aoe
i think that's all i know by heart
It also can reach 8 blocks + 4 for every pierce
Ok
In Yesn't it was 3*3. Might have been updated as I doubt Cat would change that
Sadly nonexistant. I mean, I have one, but it is shit
btw. damn those devs and their need to balance shit.
I had an equation to calculate the props from 
*n but they limited it to 1 aoe
Isn’t it better to do discharge spark?
Not anymore,
Extensive testing has shown that poison spores does a bit more DPS than dispark
Actually for large groups of enemies conflagrate is better but luck based
The more enemies the higher chance of blasting
No I meant is spark discharge better than discharge spark
Oh
I don't think so (I'll check tomorrow) as it needs the charged status In the first place
Yea I thought discharge applies charged
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
Plz do I'll add it to the log thing idk
I did use 121 for this
Small chance it could be diff in 120
Thanks
Ok, spark discharge does 10 damage
Discharge spark does 3
spark discharge lightning does 24
12 when wet
oh wait lemme update
Same stuff when updating to latest version
I think lightning discharge will do more but I’ll test later
I think the priority for air spells should be to get to max level of charged and spam discharge
Because with charged 5, it does around like 30 damage
What is that first glyph? Can't find it
Nvm I'm assuuiming its projectile just looks diff
It’s ray
Its ray from not enough glyphs
It doesn't actually matter what form I just used it bc its instantaneous
spark under air focus applies static, yes
otherwise shocked
Ah
shocked only empower lightning
That's why there's a larger jump in dmg
discharge consumes the static and tend to apply a stronger shocked in just one go
so tecnically the whole combo if one wants to play over shocking is (
or 
)



maybe bubble better than 
can't remember if the other spells get the buff if the target is wet
bubble would break but boost the damage that breaks it so should be fine too
Imma d. Variation testing today and focuses/armor as well
Eventually I wanna make optimized spells for every elemental school
For those who don't believe in air supremacy etc etc
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
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)
Yea with a focus and armor only the spell itself does higher dmg
The blasting effect does not
ok here we go again
actually let me get jei
ok now
wait still no
there techically 2 others
there is not
Spell focus changes
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)
for poison spores the dmg...
the dmg decreases by one for all applications
visualization
Knew I wasn't tweaking when I tried it earlier
oh you tried it too? cool
ice
cold snap is unchanged exept for the og target dmg which reduces by one
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
and # blasting
blasting
9 and 6.8
imma just add this to the top
OH SHOOT
elemancy focus fricks it up
apperently elemancy makes everything worse
yup
welp time to redo
looks like someone made the elemancy a lesser focus
its the only thing that makes sense
@modest knoll
everything else is fine
after checking yea none of the elemancy works
tempast doesnt amp
silt doesnt amp but gives static charge to electro
yea none of these amp correctly
or they do but they count as lesser focuses and they cancel out
⚡ > ✨⚡ > ⚡✨. This is due to ✨ and
inflicting the target with different levels of Shocked, which boosts damage done by ⚡.
yup im checking those next
also the order techincally doenst matter but it causes a wasted cast
A wa
wasted cast as discharge needa shocked or static charge to work
the elemancer armor also works as intented
and thats another rap
back again
I’ll take a look at it. I probably have them set as lesser foci.
Their secondary perks should all be working though.
they do
Yeah the most dps has been with Spark,Delay,Discharge and just reapeating that
I need T3 spell book to get lightning ;-;
⚡ with the Shocking thread is how I like to roll.
but anyway from a check
at base
poison spores is better
out of context but whats the mod that show ur mana/dmg?
Mmmmmm (insert m until you find it, it's the dummy mod)
Mana numbers either toggled by Ars debug command for ops or ArsNumericHud
Yes
MmmMmmMmmMmm
aka dummmmy
Looked at the Foci. Definitely coded as greater foci. Not sure why they aren’t amping as intended though.
I did find some differences between the Elemental and Elemancy code, and tinkered a bit - but still not amping
My latest tinkering is uploaded to GitHub, if someone wants to look and see what I’m overlooking
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
they do do that
lmao
where the meal?? am hungry :/
my friends called me to hel divers I MUST DIVE
BUT NOW
NOW I COOK
SO
augments
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
so first is
DISCHARGE
first we add a
to spark
increases dmg by 1.5 an amp for a max of 3 extra dmg and a
reduces it by 1.5 (meaning that yes you can make it deal no dmg)
interestingly if we add a discharge the dmg of it will be decrease so it does the same amount that it does to other targets (in this case with
discharge deals 1 dmg + 6 to the main target and 7 to chaining targets)
also for some reason im doing one less dmg now
what the heck
well anyways
its still the same
adding an
to discharge increases its dmg by a flat 3
a dampen decreases it by 3
adding an
increases its range from 7x7 to 10x10 and another makes it 13x13
so +3x+3
an
increases the duration by 5 seconds
-5sec
and a
can increase or decrease the dmg by one
and thats about it
on to
POISON SPORES
(imma go list view)
envenom dpt +.4 / Spore +2.5
Spore -2.5 (envenom cant be dampened)
/
; envenom +/- 5 sec (base 4) ; Spores +/= 2 sec (hunger base 10)
+2/+2 Spore
COLD SNAP
Freeze
increases the lvl
/
: +/- 5 sec
all other available augments don't work for combat purposes
as for cold snap
does well (it increases the shard count to 67 from 27
this
/
procc dmg +/- 2.5 shard dmg +/-1.25
/
increases proc snare by one second
from 5 sec
FLARE
ignite
/
augments burn time by +/- 2 sec
all other augments not combat based (arson only)
Flare
adds one "cinder"
/
on proc +/- 3 dmg
and lastly
CONFLAGARATE
MAJOR NOTE: as of 7/18/25 the formula was updated to have higher
scaling. however the previous config file used still exists and must be taken out manually
im not doing ignite again
adds +2x+2
/
procc: +/- 3 chained targets: +/- 2.2
post update:
/
procc:
+4 then +5
is a flat -5 per, chained targets: 3.7 with one 4.2 on the second
and thats it
here's your food
Thank Dad~
lol
Wow
Good work
I have nothing better to do, so I might test how armor, bangles and focci affect the damage
i already did (and put it in the og)
forgot about this
this is the approx area per 
… I’ve seen these numbers before. Here, on this server.
lol
Well, it's the exact volume. But they're just points. I have no formula to describe them
Yup
Hey rq how many ice shards (
) are created from the addition of one
?
27 > 67
Just one?
As I said before, devs capped it to 1 aoe
This is before the update
Doing Missle

Would then create about 34371 shards
Therefore creating the ultimate freeze
Of your game
I can understand why they capped it
It's still enough to overload my game instantly
These things reset when you rejoin right?
Like if I had to alt f4
Just a hypothetical
The spell I always played with when bored was 









With
I presume
Definitely. When lagging, the game is unable to save any changes
Good
Another good one might be
prop arc
something fun

This should launch them
Like a mini wrath of god
Anyways
Future me it's time to find optimal spell setups for these (this will take a while
Sadly doesn't work with projectiles cuz the icicles are entities with hitboxes
There is no coldsnap there tho
Oh
I believe you don't need reset to have an explosion to propel the projectiles
Just do 


🏹...
That works to
Oooooh wait I put
on the projectiles
This is a good idea I swear
while im in minecraft again let me see some augments
outside of glyphs
OTHER AUGMENTS
for glyphs that help increase the effect indirectly
DISCHARGE
will increase spark
's dmg by 2
however it doesnt seem like this dmg carries over to discharge
next is 
and now
visualization
so basically after normal dmg it seems like the lighting causes a delayed 12 dmg, then 14 then 15
as well as 7 ticks of fire
for a total of 30 dmg
should not be used here
I would actually like to open suggestions right now
Also imma include mana costs
its time
182 blocks
OTHER RANDOM DMG CHECKS
SPIKE
cost: 30
DMG: 2 ticks of 9
thats when on the ground however
the real dmg comes from when you place it in the sky and it is forceed to fall
in this case, unaugmented, you can do anywhere from 24 to 40 dmg
based on hight
visualization

on the ground it increases it by 2.5 per amp
in the sky the dmg increases by 5 but is still capped at 40
(ground only) increases the size by exactly 2 pixels
if you put in 8 aoes the range becomes a 3x3
increases the lenth by about 6 pixels
increses the duration by another half a second (one i frame)
now i wanna do
FANGS
cost: 35
40 is the config cap
at base fang reaches 20 blocks (or a 5x5 [kinda] area if you do
)
it takes about 2 seconds to finish its animation
and it does 6 armor pierceing dmg (goes through unenchanted armor)
increases dmg by 3 up to 12 max with 2
just makes them come up faster in a way that im just going to make a video for
Visualization
seems to do the exact thing as
visually
ok im done again
now imma make a toc
alex if you see this now can you pin the below message?
TABLE OF CONTENTS
ORIGINAL POSTS
DISCHARGE
POISON SPORES
COLD SNAP
FLARE
CONFLAGARATE
AUGMENT TESTING
DISCHARGE
POISON SPORES
COLD SNAP
FLARE
CONFLAGARATE
GRAPH OF BURST VOLUME
#1390767767153807530 message
OTHER AUGMENTS (wip, contributions appreciated)
DISCHARGE
POISON SPORES
COLD SNAP
FLARE
CONFLAGARATE
OTHER RANDOM GLYPH TESTS
SPIKE
FANG
HEX
SPELL POWER COMPARISONS
EFFECT OF THREADS
DISCHARGE
POISON SPORES
COLD SNAP
FLARE
CONFLAGARATE
toc extention
TOC EXTENTION
ok that should be good
🔥🔥
imma need to get a admin to pin that
yeah
thank you!
will this get updated for the new amp change on conflagarate
theres an amp change?
#addon-announcements message
ic it
ye
yea ill do that
this just in
adds one dmg to everything when equipped
so i have to redo a bunch of tests
Oh forgot to mention
yea
Since it's the amp scaling, it needs the config to be regenerated
I basically increased the defaults
But existing worlds are stuck with the previous value
called it
Delete the conflagrate.toml under ars_elemental config folder
I suggest keeping both benchmarks for this reason
thats what im doing
also it appears that the scribes table got shadowfixed
also also how does one access the config? its under the mods folder in files right?
The usual config folder
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
oh
got it
oh yea thats a bit of extra dmg
just a one tap a human person kind of dmg
Well yeah, you get the rest from focus and armor
fair enough
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
that should be 21 dmg
with 2 amps that was displayed on the first target
with fire dmg counted as well
base dmg is unaffected yea?
yep
also what is the base chance of applying blasted?
wat
.
Pretty low, iirc it's 10%
thanks!
all good
it WHAT
it seems like it
ill have to do more tests
but it looks like just one flat dmg unaffected by anything exept for 
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
i said that like i 5 yr old😭
lava on his way to abuse this by making 1.21 harm cannon:
u cant i think so not very useful
When the effect resolves
i c
hello
i would like to see how much the spell power thread increases my dmg by
so
SPELL POWER COMPARISONS
i will be using both
and 
Spell power increase is flat and added at the end iirc
yeah
ik that
1 dmg per resolve per spell power point
Might only be affecting wind shear on levitating entities and the cold snap on fully frozen
I don't remember where the % buff is applied
Thread is 1/3/5 spell power iirc
But quicker to check in-game probably
o
also while we are doing threads
EFFECT OF THREADS
DISCHARGE
you can use a thread of shocking to be able to take out spark
there is no dmg difference until t3
where the dmg increases from 8 to 10.1
SPORES
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
t3 does the same
however taking out envenom decreases the dmg by 2
poison 3 does a total of 25 dmg over 15 seconds
COLD SNAP
T1: now adds the freezing effected on the procced target. does 6 dmg dot
freezing also adds snared for 5 sec
T2: now does 10 dot (one tick over about 2 sec)
T3 now 14 dot
no known effect on the chained targets
FLARE
there are 2 threads applicable to fire
i will do one then the other
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
the last tier however applies magic burn (replacing helfire)
now the thread of immolation
the thread of immolation activates when you cast a fire spell in fire
each level works like spell power- + 2 dmg a level
the length of burning however does not appear to be affected
also this only applies to the proccing target
CONFLAGARATE
i agree
starting with immolation because I alread have those threads
there is no change
its still +2 every level
with kindling its also the same down to it only affecting the proccing target
and scene
now i update the TOC
ok if anyone has anymore recommendations im open
SUPRISE
i did some testing for 
so
HEX
very simple its an effect that adds +.5 dmg/level to fire or physical (like punching) for each effect on the target
these effects include
burning
wither
Shocked
Poison
yup
new issue with source librarian jus dropped 🔥🔥🔥
Lol
H
Thanks
But I'm not sure if it's correct
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
.
But now I believe that the Rage Glove doesn't ignore IFrames.
Rather it just increases the multiplier on each subsequent damage instance
interesting
.
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
so it totals it with the mult?
Due to IFrames the total or actual damage is the highest damage, which with the Rage Glove tends to be the last damage instance
The multiplier, tho, I dunno how it grows. If linearly or exponentially
correct
here is how you prove it: projectile cut * 9
on a target dummy you will see 8 tiny numbers
and one increasingly huge one
why was this post closed?
If you can talk in it, it's not closed
But if nobody talks in it for several days, it goes into the shadows
I had the option to reopen it
I did
Confused that with locked
This is what makes it close
Ah
Le bump
H
Wat
Wat
maybe

Ill check those out
though Im not going to have an exess of free time until may
Hello in all you research have you found one element better than another/one more effctive or are they all prestty much the eame you , just have to pick on also I am playing atm10 and it seems like element are a hold over til atmodium gear wich is a beggining endgame. Anyway just curious of your thought and if you had a favorite4
I always go earth as not only does it win out over air but it deals magic (armor peircing) damage as well
ok thanks I was thinking of doing fire (like a gandalf the grey wizard) but I might swich to radagast the brown also I dont like the mages fire.
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
really I didnt know you coulld mix thoes mods that is intreaging
aye
the real powerful things in ars come from abusing every mod mechanic you can find