One of the most frequent questions we get in Ask the Experts is 'what gear should I use to play mage?' and the answer is quite complicated and lengthy to keep typing out again.
There are three major components to a mage gear set - a staff, cotton armor, and phase armor. I will first explain what stats are important to mage and why, and then I will talk about different equipment choices you can make.
ProficiencyThe most important part of a mage's stats is proficiency. The proficiency associated with a spell affects three things:
- Reduces enemy resist chance against that spell (counter-resist)
- Reduces the mana cost of the spell
- Reduces the time it takes to cast a spell
Finally, when casting a spell that deals damage, there is also one further effect:
- Reduces enemy damage reduction against that spell (counter-mitigation)
We will explore the formulas used to calculate these stats.
Proficiency factorFirst, you need to know your proficiency factor. Proficiency factor is a number between 0 and 1, where it is capped.
CODE
prof_factor = (effective_proficiency - monster_level) / monster_level
In persistent HV, monster level is always the same as your level, but in isekai, monsters can be higher level than you in the Tower, which is why it is important to be accurate and use the monster level instead of player level for this formula.
For example, if you were a level 500 player and you have 900 proficiency, your proficiency factor is (900-500)/500=0.8.
Counter-resistYour counter-resist is calculated as such:
CODE
counter_resist = prof_factor * 0.5
This produces a multiplier (between 0 and 0.5) which is added to other sources of counter-resist (for example, you might have 0.2 from penetrator 5 on staff), and then multiplied by the monster's resist chance to produce their actual resist chance against your spells. For example, if a monster has 25% resist chance, but you have 50% counter-resist (a 0.5 multiplier), it will only have a 12.5% chance to resist your spells.
Counter-mitigationCounter-mitigation is calculated as:
CODE
counter_mitigation = (prof_factor ^ 1.5) * 50
This number is then subtracted from your target's specific mitigation value against your element. For example, a monster with 75 fire mitigation would only have 25 after counter-mitigation if you have an elemental proficiency factor of 1.
Note that because this formula is exponential, proficiency becomes more and more effective the closer you are to the maximum.
Mana cost reduction & spell cast timeUnlike counter-resist and counter-mitigation, the proficiency factor is calculated a little differently here.
Every spell has a minimum proficiency (which is the proficiency required to cast the spell in the first place), and a maximum proficiency value. These can be viewed on the
wiki spell tables in the 'min/max prof' column.
Your proficiency factor for these spells is calculated as:
CODE
prof_factor = (effective_prof - min_prof) / (max_prof - min_prof)
With a cap of 1, as before.
Both of these stats are simply
prof_factor * 0.25. While the effect of mana cost reduction is fairly straight forward, the effect of cast speed is harder to explain, and beyond the scope of this guide. (I will explain action speed in another one, in time.)
A note on imperilAll elements except holy and dark are presently best played using imperil. Generally a non-imperil player would require extremely high quality radiant equipments, full forging, and very high DD levels, to complete a grindfest, and I have tested that regardless of staff choice, it performs worse than imperil for elemental players. It can perform similarly in low-level arenas. Holy and dark mages can complete grindfest faster as non-imperil if their damage stats are high enough, but it can cost a significant amount of elixirs to make possible.
There is not really a non-imperil style for schoolgirl arenas; even extreme endgame holy gets significantly better performance by using imperil against schoolgirls (although you do not need to imperil all monsters in a round, as they'll die to the area damage before the schoolgirls go down anyway).
With full imperil abilities, imperil reduces elemental mitigations by 40, but dark and holy imperil only reduce by 25.
As a result, elemental mages aim to get a proficiency factor of 0.79, which allows them to reduce any monster to 0 mitigation. As mitigation cannot go lower than 0, and counter-resist has a significantly smaller effect on damage, elemental mages generally want to be as close to this goal as possible, without going too far over.
However, holy and dark mages must reach a proficiency factor of 1 to have the same reduction.
Staff choicesWith all that explained about proficiency, we can now move onto the equipment used by mages, and explain why.
There are 5 major factors that make staff types different. These are:
- Primary proficiency (elemental, divine, forbidden)
- Deprecating proficiency
- Base counter-resist
- Base spell damage bonus
- Suffix availability
All types of mage, for all purposes, generally prefer Penetrator 5 Spellweaver 4 as their staff IW potencies, although Spellweaver can be swapped out for Archmage for a staff that is only used for arenas by a player who isn't worried about survival.
I will talk about each staff type for various types of mages, and why they can be good or bad, organised by mage element. You should consider that, at time of writing, it is significantly safer and faster for elemental mages to use imperil, so that factors heavily into staff choice.
Note that
all mages must use a staff with a 'matching' prefix, ie, hallowed for holy, fiery for fire, etc. A wrong-prefix staff compares poorly to a right-prefix one no matter how high the rolls are; a low-quality legendary matching willow will outperform an unmatching peerless.
Fire/Cold MageFire & cold mages choose between redwood and willow staffs, depending on what type of battles they will play. Generally, redwood is better for arena, while willow is more suitable for farming grindfest or item world.
Willow staff has base counter-resist and deprecating proficiency, which means that it has a much greater chance to hit with imperil. However, while it does have elemental proficiency, it does not have base fire/cold spell damage bonus, meaning you will deal less direct damage with this staff. The endgame (DD9, peerless staff, high-quality equipment) PFUDOR grindfest turn difference between fire/cold and wind/elec is about 100-200 turns.
Willow staff only has 3 suffixes, and the only ideal one is Destruction, although Focus and Curse-Weaver both have potential to be used in improvised circumstances.
Redwood staff has base fire/cold spell damage bonus, and deprecating proficiency, but it does not have base counter-resist, meaning it is worse at landing imperil. It also has more suffixes, which means the preferred choice can be rarer (Destruction), but there are also other viable options (Elementalist, Surtr for fire mage, Niflheim for cold mage). These alternative suffixes perform reasonably well, although to make the best use of Elementalist, you must accommodate for that and use more phase equipments to make up for it.
Oak staff has base counter-resist and base fire/cold spell damage bonus, but it does not have deprecating proficiency or a good suffix for elemental players, so it is generally not used.
Katalox does not have elemental proficiency, base fire/cold spell damage bonus, or base-counter-resist, so it is never used for elemental mages.
Elec/wind MageUnlike fire/cold mage, elec/wind mages generally use a willow staff for all content. Redwood is very slightly more effective in arena, but the difference is minimal. However a redwood may still be used by a beginner.
Due to the cost of armor pieces, it is generally not recommended to start as an elec/wind mage, and you should not be misled - by staff quality or their debuffs - into thinking there will be a significant performance difference. Investing the same amount of credits into a fire/cold set will generally get you better performance unless you can afford fairly high forging and similar equipment roll qualities.
Oak does not have base elec/wind spell damage bonus, so it is never used. The same goes for katalox.
Dark mageDark mages are similar to elec/wind in that they generally use a willow staff for all content. The closest equivalent to a redwood staff for a dark mage would be katalox; a beginner
could use a Demonic Katalox of Destruction/Fenrir/the Demon-Fiend, but it is not recommended, for two reasons.
One is that Willow staff has bonus base spell damage bonus for dark, making it especially strong. The other is that, because dark mage has 'slower' (less safe) spells, increased mana costs and higher level requirements for ability unlocks, it is generally not recommended for a beginner to play as dark unless they are willing to invest in good quality equipment. Dark performs very well and is comparable to wind/elec, and will perform best for beginner mages in schoolgirl arenas.
Oak does not have forbidden proficiency, dark spell damage bonus, deprecating proficiency or a good suffix for dark, so it is never used.
Holy mageHoly mage is often touted as the best type; however, for the vast majority of players, it is the
worst element. This is due to its staff choices, combined with the strength of imperil, and weakness of non-imperil playstyles.
The preferred staff for holy mage is Hallowed Oak of Heimdall. Oak does not have a Destruction suffix, but due to oak's high base holy spell damage, the Heimdall multiplier actually pushes it up to being the highest-damaging staff in the game on paper. However note that oak does not have deprecating proficiency.
Katalox is a viable alternative for a 'beginner' holy mage, and in arenas. Suffix choices include Heaven-sent, Heimdall and Destruction. Note that katalox always performs worse than oak even on average damage, and it has no base counter-resist. Also note that the idea of a 'beginner' holy mage is kind of counter-intuitive; good holy equipments are enormously more expensive than other elements, meaning performance at the same price will be significantly worse, other factors aside.
Neither redwood nor willow staffs have divine proficiency, so they are not acceptable options for a holy mage.
Because holy cannot have divine proficiency on a staff as well as base counter-resist and deprecating proficiency, unlike the other 5 elements, it is the worst at casting imperil. As with dark, holy also has a weaker imperil debuff, but unlike dark it does not have an excellent staff for imperil, and therefore it is the weakest style for an average player.
However acceptable performance can still be gotten in arenas, where the barrier for entry is lower (as the monsters in arenas are much easier), but note that if you select holy and you wish to grindfest, you will either be completely unable to complete it (non-imperil) or performing poorly compared to other elements (imperil), until you have extremely high levels of gear quality and the final levels of DD.
Cotton & Phase equipmentFinally, mages must select their cotton equipment in order to reach their proficiency goals, and then fill the rest of their slots with phase armor to maximize damage. As different equipment slots have different stat budgets (with robe being the strongest and shoes the weakest), optimizers must consider which slot(s) to use for proficiency carefully.
A note on IW potencies - Juggernaut is basically the only thing that matters to a mage, and even that is generally only needed for harder battles. Capacitor increases the maximum mana pool but gems, draughts and potions are relative to your base mana pool (which is unaffected), so it only really affects elixirs.
Specific mitigations can be useful (for both beginner and 1H mage) but mages do not take much elemental damage to begin with; cloth armor gives a decent amount of resist chance against magic attacks, and most monsters do not have significant time to charge SP attacks or use their MP attacks (plus, if they do use their MP attacks, mitigation won't help you - only spirit shield will).
It can be extremely expensive and difficult to IW armor for 2 specific potencies due to the amount of possibilities, so while small gains could be made, they are not worth the expense and most mages should only care about getting Juggernaut 5 on their clothes.
Prof slotsA key factor in selecting your 'prof slot' is being realistic about how much you play, and your future prospects for proficiency gain; there is no point in trying to play with the typical shoes of the elementalist if you are not likely to ever reach ~580 base proficiency (assuming peerless shoes and peerless staff), for example. Do not underestimate the proficiency grind. Reaching 580 proficiency is roughly equivalent to levelling 1-500 10 times.
For the vast majority of elemental players, the most realistic choices are cap or gloves long-term. Beginners should generally choose a robe or pants as their first slot (especially if they use willow rather than redwood, which has slightly higher base proficiency), to reach their proficiency goal sooner, as it will still take some grinding even with full forging. My general advice is not to think too hard about futureproofing - by the time you have grinded enough proficiency for a 'more efficient' slot to work for you, the expense of switching gear slots and forging them anew will not be as problematic for you.
Holy/dark players will usually play with gloves+shoes (with their respective proficiency suffixes) for a very, very, very long time. If you only do arenas, consider cap instead of shoes. Theoretically, a holy/dark mage can reach slightly better efficiency using robe as their sole proficiency slot, but only if they have a peerless staff, peerless robe, and their base proficiency exceeds 590. (As you can imagine this is not realistically attainable for almost all players.)
After selecting your proficiency slot(s), fill the rest of your slots with phase equipment with a suffix matching your chosen element.
PrefixesFor raw damage, the hierarchy is radiant > mystic > other prefixes. On paper, peerless 'other' prefixes are roughly equivalent to a mystic piece with 65% average rolls, or a radiant with 25% average rolls. Raw damage tends to be the best choice for easy content regardless of element, as long as you can survive it.
The 'charged' prefix increases cast speed, and as such, it is the only defensive prefix for mage. New players should consider this, and charged generally performs better (significantly fewer cures) than radiant in grindfest for imperil players. An endgame imperil player may mix charged/radiants for slightly better performance. However arenas are fairly easily survivable so if you have the budget to forge some equipment, you do not need to rely on cast speed, and can jump to using radiants ASAP.
ConclusionPlease feel free to reply or PM me if I've missed information or made errors with this explanation of mage equipment. This is intended for beginners, so some advanced details may be glossed over, and you may have a slightly different experience depending on the way you play.
I do want to note that it is possible to survive or perform well in lower equipment than this guide might imply; this is for the general case of players of most skill levels & various factors, but it is entirely possible to comfortably handle PFUDOR arenas with many levels of gear, including much lower than what is described here. Obviously however it's been a long time since I was in the low 300s and I didn't start playing mage til 450, so it's not easy for me to give very well-researched answers about the minimum viable requirements for any level of mage.
This post has been edited by Nezu: Jul 1 2022, 08:36