Magick ammo damage/time is too low. Even with a full magic build the damage is insignificant largely. Magick ammo seems to be primarily useful only for overcoming resistances regardless of whether the player uses a full magick or full range build, or for adding the debuff from ice ammo.
For slingbow ammunition, the damage is even worse, again making it only seem useful for overcoming resistances.
An option to make poison/fire ammo more useful without making them too powerful would be to trade off physical for magical damage, giving their DoT close to what would normally be done with magic (maybe ~90%) while reducing their physical damage (~-75%). That would also mean increasing either the magick multiplier for firearms and slingbows or increasing their base magic attribute.
Without a serious boost to their DoT, fire/poison ammo is little more than a gimmick that can sometimes be useful for overcoming resistance (though I don't know what is vulnerable to poison). They should be more useful than that, especially for people who use magic builds instead of ranged builds. And especially given the cost to make the ammo (by the time they can be made the materials are trivial, but it's still far greater than regular ammo for not much of an improvement).
Category Tags | Combat |
Mode | Online |
Sentiment | Critical |
Re-verified 2/23/25.
Fire and poison magick ammo still do not scale very well with magick. Even stacking Charm of Ferocity and Charm of Brutality with about 700 magick does not give them enough of a boost to matter; Darkness does not apply to magick ammo's DoT, only to the initial blast, but it applies properly to other magic DoT like Summon Swarm.
The most damage/time I can get with fire ammo is around 800/tick when they are knocked prone.
The most damage/time I can get with poison ammo is around 1200/tick when they are knocked prone.
My gear is full Britomarts, Fabled Sun Giant, Star Ruby and Fabled Carnute. Magick ammo should be, well, magical with that gear, but it's still a huge let-down.
Please consider increasing the damage scaling for fire/poison magick ammo to make them actually useful beyond merely overcoming resistances; lightning and ice ammo do it better, so fire/poison need something to justify their existence. Presently and since their scaling was changed they are nothing more than dead weight and a wasted inventory slot unless there's no other ammo choice, or in one or two very unique situations (boss fights).
True, did a mage build with sun giant rifles last version and found a pure range gun, normal ammo doing more dmg than the magic one with magic bullets
For their cost they are absolutely worthless when you can make regular ammo for a penny and a breadcrumb.