Spell Balancing System in Wizard101


As everyone reading should know, the Wizard101 developers are in the middle of a full spell audit. (Otherwise known as a spell re-balancing – check out this article to see the spell changes). This re-balancing has been necessary for quite some time for several reasons. However, the main reason is that spells need to be balanced to a standard, and that standard needs to be set in a way such that power growth is controlled. The previous standard did not sufficiently control the growth of spells’ power. This made it difficult to create new content, since the previous spell balancing standard was likely created without the intention of continuing the game beyond arc 1. Since talking about these reasons could be an entire article itself, I’m going to gloss over them.

Instead, I’ll get right to talking about what I DO want to talk about in this article: the balancing system used to evaluate spells during this audit. The two main points that I’ll cover will be the concepts of damage per pip (DPP) and secondary effect evaluation. Some portions of this article will be math-based, since the system itself is math-based, but I will attempt to put everything in easy to understand terms. If you have any comments / questions / concerns, first look at the FAQ section of this article (at the bottom) before commenting.

EDIT: Before we begin, note that the bulk of this article was written before the devs released their Spell Balance Audit developer diary post on 7/16/2020, so specifically my definition of DPP differs slightly from theirs; their definition of DPP corresponds to what I would call the Curve Initialization for each school’s DPP Curve. I find my definition to be more intuitive in terms of understanding how to create balanced spells, as it accounts for the increase in spell damage per pip that happens as Rank increases. Check out their post here.

 

I suggest you look over the below terminology and reference it whenever necessary, since these concepts are integral to the system and will be referenced throughout the article (in particular, I use the term “DPP” in a slightly different way than the devs have in their statements, to account for the acceleration of DPP as spell rank increases):

DPP: This literally stands for “Damage Per Pip,” but it does NOT mean taking the damage number on a card and dividing by the pip cost. What it means is the damage per pip that a spell would do if it were not affected by alterations due to being an AoE, DoT, or having utilities.  Note that the devs have used the term DPP in a slightly different way. I think that way is less intuitive; therefore, in this article I will use it as defined here. Unlike how the devs use this term, which defines DPP as a constant for spells of a certain school (that are on the same track), the way I define DPP accounts for DPP acceleration (i.e., my definition of DPP has DPP being different for spells of the same school, namely increasing towards a limit as spell Rank increases).

Spell Damage: Similarly to DPP, this doesn’t mean the literal number on the card. It means the amount of damage a spell would do if it were a flat single target hit. It could also be thought of as the DPP of a spell multiplied by its Rank. I will capitalize the term Spell Damage when using it in this context.

Rank: “Rank” and “pip cost” are often used interchangeably, but there’s an important distinction here: rank is a more abstract concept, and is a unit that describes the value that a spell, utility, tempo swing, or damage amount has. Most of the time, this is equivalent to pip cost, and pip cost is an easy way to think about it. However, Rank is more flexible as a concept. Valuing a 65% Tower Shield would be difficult to do in terms of pip cost, but using some math (to be explained later), we can Rank value a 65% Tower Shield at roughly 0.5 ranks. An important example is the shadow-enhanced spells: take, for example, the 4-pip shadow-enhanced spells. Their pip cost is 4, but because shadow pips value at 3.6 Ranks based on how the devs pace shadow pip generation, they have a total Rank value of 7.6. I will try to capitalize the word Rank whenever used in this context.

DPP Curve: A function specific to a school of magic that calculates the DPP of a spell of said school based on spell rank. At this point, there are two DPP curves for each school: a “Standard DPP Curve” used for normally trained spells, and an “Enhanced DPP Curve” used for shadow-enhanced spells, and presumably to be used when lore and dropped spells are audited. Typically, the drawback for a spell being on the Enhanced DPP Curve is taking away 5% accuracy.

Next, take a look at the below tab to learn about DPP and the DPP/Spell Damage function:

DPP Function

Once you understand (roughly) how DPP is calculated (or, at least that DPP is calculated at all), take a look at how the devs deal with valuing secondary effects on spells:

Tempo/Utility Cost

After understanding how secondary effects are taken into consideration when balancing spells, you might wonder how utilities that have no precedent (i.e., a utility to which there is no equivalent spell in the game) can be rank valued. More on that here:

Valuing Unprecedented Utilities

Now that we know how to Rank value the damage and tempo/utility portions of a spell, I return to a concept I referenced in the section on the DPP function: damage modifiers. This is a fairly simple but important concept. See below:

Damage Modifiers

Now, let’s talk about shadow-enhanced spells. They follow the same format as everything else, but the numbers are slightly more complex, so take a look at this section if it would help your understanding to see some calculation examples:

Shadow and Shadow-Enhanced Spells

If some specific spells still don’t make sense to you, they’re probably in this next section. This one’s for the spells that are on the “edge” of the system, so to speak:

Edge Cases

So, from here, what are the next steps? Is everything figured out? Well, there are a few more issues to be addressed. Auditing lore/dropped spells still needs to happen, though that should be straightforward (enough so that I could do all the calcs and write up an article on what a lore audit would look like). Tweaking some of the old spells below Rank 7 is still to come, as well. Low pip utility spells are especially interesting, because they set (or confirm) a precedent for tempo/utility valuation within damage spells that have a secondary effect. Then there’s the issue with not having enough information about how heals will be treated, which I talked about in the “edge cases” section.

Even beyond all of the spell balancing standards, there’s more to consider. First, a stat audit, which we know is coming. This should help put the relative valuations of utilities in context (for example, a stat audit could make an Infection seem more valuable by making healing more effective in PvP, which would be important considering how little the player base seems to value an Infection under the current stat system compared to other Rank 0 utilities such as a Tower Shield, Weakness, single target stun, or Disarm).

Additionally, there’s the issue of potentially balancing the need for an enhanced DPP track and significant differences between the schools’ DPP curves. One example of an issue that falls under this umbrella could be how to balance “enhanced” spells by giving them a drawback that feels bigger than 5% accuracy.

Another, and one that as of the time of writing is a relatively new concept that the devs have started to experiment with in test realm, is varying the damage radius of spells by school. Damage radius is exactly what it sounds like: the amount of damage a spell can stray from its average (example: since Fire Cat does 80-120 damage, its average damage is 100, and its damage radius is 20). A large damage radius is a drawback to a spell because it reduces consistency; therefore, it is an alternative way to give a spell a drawback. Whether this is healthy for different parts of the game is debatable, and the debate seems incoming in the near future.

Personally, coming from a competitive (PvP) perspective, I am against varying damage radius too much between schools; however, done to a reasonable degree, I feel it could add an interesting element to school balancing. The current position the devs seem to have is that damage radii are an element that help create school distinctiveness rather than contribute to the Rank value of a spell; their thought process is that a large damage radius could be a benefit or a drawback, and so it balances out as neutral. Forgive the lack of in-depth explanation of these topics, but each could likely get an entire article on its own.

UPDATE: The most recent information I have regarding damage radii is that the devs don’t intend to price them in as adding or subtracting from a spell’s rank value. They don’t consider it as altering a spell’s mathematical value, similarly to how they consider double hits such as Minotaur, since the radius makes a spell sometimes better than if it had no radius, and sometimes worse. It seems that they intend to use the concept more to amplify school uniqueness than anything else. This is pretty much what I expected, but now I have confirmation.

That’s about all I have regarding the spell balancing system – if you have any questions/comments/concerns, I suggest you take a look at the below FAQ section, and feel free to post a comment if necessary:

FAQs

Hopefully this article helped you understand the spell balancing system!

Any question, comments or concerns?
Let me know in the comments!

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Charlie

Former Duelist101 editor who at times contributes to Final Bastion with his mathematical mind, and impeccable eye for the little details we all may overlook at some point.

9 COMMENTS

  • The “great nerfing” of bosses is really sad. Epic boss battles like Medulla, Storm Titan, etc. required lots of game knowledge, teamwork, and strategic deck building. Now, any boss can be defeated with a full team of noobs. And frequently, I find WAAAY under-powered wizards who have somehow found their way to Karamelle. The only motivation for this has to be game expansion. I believe I heard a KI rep acknowledging as much. As an OG from 2008, I relish the tough fights and the cooperation and strategy required to finish them. But KI wants more bodies, and must have some data that says younger wiz quit the game if it gets too hard. Honestly, Karamelle is a weak world conceptually, and is finished too quickly and easily. The big boss battles just aren’t that fun anymore.

  • As a Diviner main – I can read this article, fully understand the mathematics involved… and still be angry at KI for the way they compute “damage multipliers”:
    -I understand why KI gives DOTs a bonus but still think it should be the other way around because DOTs are so hard to defend against compared to other spells. (And the boost to Fire Elf a few years back, giving it 155 DPP – or 124 before the DOT boost – moved it well off-curve for a 2 pip Fire spell.)
    -I understand that X pip spells come with more versatility… but at the same time they are much harder to use in combos (so, for example, Storm has no true low-pip AoEs, for example). And Tempest seems to be the only X pip spell that gets even close to a 25% devaluation from its “maximum” value (multiplying the base Rank 1 damage by 1.13 to get the asymptotic limit of the corresponding DPP curve) here:
    -Judgement does 100 per pip compared to 85 * 1.13 = 96.05, or about a 4% bonus
    -Heckhound does 130 per pip compared to 100 * 1.13 * 1.25 (DOT) = 141.25, or about an 8% drop
    -Snowball Barrage does “about” 75 per pip (depending on Shadow pip weighting) compared to 100 * 1.13 * .75 = 84.75, or about an 11.5% drop (comparing 95 per pip to 84.75 would be a 12% boost – but the shadow pip isn’t free!)
    -Dryad heals 200 per pip compared to 215 for Satyr, or a 7% drop
    but…
    -Tempest does 80 per pip compared to 125 * 1.13 * .75 = 105.9375 or a 24.5% drop!

    Or maybe I’m just a bitter Diviner thinking that it feels so unfair that Fire and Myth both get Rank 7 AoEs that do at least 100 DPP while Storm needs a Shadow enhanced spell to break the triple digit barrier! (It does strike me as a bit odd that Storm Lord and Frost Giant both get 2 pips deducted from their damage due to being an AOE stun – especially since Earthquake, also an AoE, does 370 damage which is appropriate for a Myth AoE with 5 pips devoted to damage despite being a 6 pip spell with an AoE effect to all!)

    And if the X pip spells allowed us to choose how many pips we used instead of requiring us to use all? I’ve been waiting for that for more than a decade!

  • The sad fact is that the Devs nerfed and adjusted the majority of Wizards spells BUT, barely touch any Boss spells. Those are still just as they were before the Audit. The bosses are still starting with a full bank of Power Pips and being able to spam spells. Cheats were not touched. There are still just as m any cheats and cheating bosses as before.

    The changes did nothing to make playing easier for casual player but makes the entire update look more like it was for PvP and weakening PvE players even more.

    If the intent is to balance the PvE side of the game, then that should include all spells across the board.

    • The audit is not yet concluded and it is still something that is being worked on. Putting everything out in one update is just logistically impossible.

      I don’t see why cheats needed to be touched. The spell’s damage numbers were decreased, but so was the health of every creature from Celestia and above. The aim is not meant to make things easier, but to properly scale down everything together so it still feels the same. I highly recommend checking out this article for more info on this, as this article is not directly related.

      https://finalbastion.com/wizard101-guides/w101-analysis/explaining-the-shadow-spell-nerfs/

      • In Empyrea alone there are 30+ Cheating bosses. At least 5 are SIDE QUEST BOSSES with no XP earned just gold. Several are Instance Bosses and for the most part not a major issue. Still too many.

        There are some that can do 9,999 or 10x that in damage just from one hit? I would say some of the cheats are a bit extreme.

        Then we have an Instance “Beastman Fight Club” that is ALL BOSSES that cheat with ALL 3 of them in the final battle of the instance. With all 3 bosses cheating in the last battle, that is a bit OVERKILL. If all 3 have to be fought in one battle, then some of the cheats should be removed for that last stand. As a side quest, this one is pretty extreme. Or, is this one of those designed for “Hardcore” players? I do think this will be one that I skip.

        • I fail to see the relevance of this discussion in here at all. As a note, the Beastman Fight Club was designed for hardcore players and was put as side content on purpose. Purpose being to not discourage players from advancing forward in the main line quests.

          With the 20% health reduction, it should still be easier even though spells were scaled down.

          • I’m sure you don’t see the relevance but the fact is, it is very relevant. The fact that “Ratbeard” stated they would take a LOOK at cheating bosses should have meant they would modify them as well. If you nerf spells and reduce HP, that is only a fraction of what needs to be done.

            A 20% HP reduction is virtually non-existent when you have bosses that can take out an entire team with one hit due to the cheats. Having to count rounds to make sure you can hit on the right one doesn’t always work for some players.

            The Trend of Cheating bosses got worse in Mirage and has gone from a good thing to a bad one in Empyrea. Many of the story line bosses are manageable but then you have some that are so overbearing with cheats, it is becoming frustrating and no longer fun……

            It doesn’t matter how long it would have taken to adjust and modify ALL while Test Realm was up. The truth is it would have been a much smarter move to stay in test until it was all fixed. A lot of players suggested keeping Test up until this was done, but as usual, KI Devs chose not to listen….. Spell balancing doesn’t work if you don’t fix it all before going live.

            You might want to take a look at this Thread. Players are not happy that all those cheats are still in place. You can pass that on to the Devs too.

            http://www.wizard101central.com/forums/showthread.php?512664-Cheating-Bosses

  • Yes! I would enjoy seeing you show what the lore spells would look like in the audit. This is something i had been wondering about since they first posted the article

  • One of the most in-depth articles I have seen about this topic. Huge props!

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