I'm a big believer in first strike kills. If your wizard can get his first spell off at the beginning of battle, and it's a massive AoE disable like confusion, Arkemyrs HEx, it will trivialize most battles. I like dex13-15 on wizards, and always put the best dex boosting gear on my wizards. My favorite wizard stat spread is M15, D15, C9, P15, I15 and R15. It easy to say wizards should not get hit, but on PoTD you will still get hammered by AoE attacks. Crappy Resolve hurts early game when you get hit a lot, crappy con hurts all through the game. I am really, really not a fan of min maxed builds. Anyways, Path of the Damned will probably encourage you to spend several more Talents on +Accuracy and +defenses, just to counteract the monsters' difficulty bonuses. So they're approximately balanced, which makes your choices very interesting. +6 Accuracy will give at most +0.090 expectation, which could be as much as a +15% relative increase in expected damage. You can use similar analysis to compare Talents that add +5/+6 Accuracy vs. For a primary DPS character, or a Healing spellcaster, the same math might favor Might instead, or a split of Might and Perception. Then a Wizard (and Priest, Druid, Chanter, etc.) surely benefits more from +spell duration% than from a little more +damage%. Other intervals can be computed similarly, but we can already see that +9 Accuracy will always(?) gain back about half of the +27% damage bonus you could get from 19 Might, and in some edge cases it gains back far more than that. At the high end of -9, the expectation goes from 0.585 to 0.675, which is a relative gain of +15.4%. +9 Accuracy converts 9 points of miss into 9 points of hit, for +0.090 expectation, which is a relative gain of +51.4% damage(!!). At the low extreme of -50, your window is 65% miss, 35% graze = 0.175 expectation. So +20% spell duration is surely more valuable than an extra +7% of your Wizard's damage.įor Path of the Damned, consider the bad interval of (Accuracy - defense). Your party probably doesn't rely on your Wizard's relatively low damage, but it does gain disproportionate benefit from your Wizard's crowd-control spell durations. When you're L7 and casting L4 Confusion to flip (on average) 2 of 7 monsters in the AoE to your side for (5.0 + 40%) = 7.0s, a relative gain of +20% spell duration (from more crits and fewer misses) is enormous. That's a relative gain of +20%, and it applies to both damage and spell durations. The greatest absolute gain occurs when you lose 9 points of miss at the low end, and gain 9 points of crit at the high end, in which case your expectation increases by +0.135 = 0.810. The effect of +9 Accuracy depends on where you already are. For Accuracy = defense, you get 0.675 expectation per attack, which applies to your damage, and also your spell durations. You roll d100 and add (Accuracy - defense), so Accuracy slides the window rightward (or leftward), resulting in different distributions of the 4 possible results. In PoE1, every attack has a fixed 100-point wide window of hit result, which is 15- miss, 16-50 graze, 51-100 hit, 101+ crit. How does that compare to +27% damage? I'll sketch a solution. That's equivalent to giving all of your characters -15 Accuracy.ġ9 Might gives you +27% damage and healing, but a Wizard won't be casting many Healing spells.ġ9 Perception gives you +9 Accuracy. Path of the Damned gives all monsters +15 to all defenses (Deflection, Fortitude, Reflex, Will). You could play a melee Wizard gimmick with 2 defensive spells + a weapon spell, but that costs 3 spells per fight, and it requires a fight big enough to last about 8 full attack cycles to make it worthwhile. are also strong, but a back-rank Wizard rarely gets targeted anyways. Fan of Flames is a very nice AoE damage spell, and it's good fun to give your front-line fighters Lore 2 for Scroll of Fan of Flames as a gimmick, but your Wizard usually has other priorities.Ĭoncelhaut's Parasitic Staff is strong, but your Wizard with low Deflection and Endurance is a fragile target in melee. Then you'll almost never use any touch-range spell, no matter how good it is. Do you plan to solo the game? If you play with a full party of 6, your Wizard should be non-melee and stay back. Fan of Flames and Jolting Touch are risky, because you must be in melee range to use them well.
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