A Comprehensive Tier List of Triple Elemental Magics Combos (+ a bonus Tier List of Double Elemental Magic Combos)

This thread says one thing: Jobless :fr:

NOO WAY, YOU ACTUALLY LIST THEM ALL. WHOA!

Excellent work on this! This is at least making me feel a bit less anxious about what magic combos I should use, while sticking to magics I think look cool. Who knew two cool looking magics and a alright looking one might work well together (Crystal, Explosion, Light)!
Thank you! :nod:

me too

This poor manā€¦

Hot take, I think Ice Glass Shadow is better than Ice Glass Wind. Shadow gives the Ice and Glass combo access to a ranged game and a more consistent damage output when you canā€™t keep bleeding on the enemy or youā€™re swarming someone and donā€™t want your effects to clash with your allies.

Even though youā€™re missing out on Ice synergy by not grabbing Wind, itā€™s still very hard to make good use out of Frozen in a real fight. Having Shadow better makes up for the weaknesses of Ice and Glass.

Updating the post now.

These are the changes I made:

  • Increased Poisons statscore, I forgot to include the score for its clouds
  • Made the executive decision to demote Explosion from the top place, I manually decreased itā€™s score to 11, this is subject to change as I still think my analysis of it was fine, but the tier list formed now might be plain better so Iā€™ll see
  • Added the Crystalized status effect to the lists of clears of magics that are listed on the Trello as shattering it on hit, pretty sure they also clear it from you, will change if it works differently
  • Changed Crystals interaction strength to be as if its a +12.5% damage buff, as it is on average, to not give Crystal as much free points as I previously did
  • Added self synergies to magics that have them, I previously just forgot about this

Itā€™s still insanely inaccurate :fr: but good job nonetheless

I think the system severely overvalues the statscores of magics.
A comboā€™s rating is 90% just ā€œwhatā€™s the total of the magicā€™s statscoresā€, and the statscores are uh, questionable.

To show what I mean - Fire/Poison is a +25% repeatable synergy on a 20 second status (very good), but itā€™s near the bottom of E tier because it scores:

(Magic Ratings) + (Clears/2) + (Sum of Synergies (1 per 10%))
(7 + 8) + (4/2) + (2.5 - 1) = 18.5

Even something like Fire/Acid which should be rated really high by this metric (two-way powerful repeatable synergy with lots of clears) is in B tier:

(8 + 9) + (8/2) + (2.5 + 2.5) = 24

Meanwhile combos like Wind/Water (which has anti-synergy) and Earth/Shadow (which clears nothing and also has no synergy) get high A tier scores like:

Wind/Water : (12.5 + 12.5) + (9/2) + (-1) = 28.5
Earth/Shadow: (13 + 13.5) + (0/2) + (0) = 26.5

I think itā€™d be worth trying this using the comboā€™s best (or maybe average) magic statscore, instead of the total. You can only use one magic at a time after all - itā€™s not like having three magics lets you cast with all three at once.

3 Likes

Average might be slightly better to ensure there are many different possible values for combo score. Itā€™s a great idea.

Honestly, I might just redo the whole thing that way tomorrow since it makes a lot of sense and is a better way to do it.

TLDR:

Fuck Light

:ash_magic: :fire_magic: :magma_magic: on top :weary:

:water_magic_var2: :lightning_magic_var1: :wind_magic_var2: my edgy storm build is in A tier :muscle:

image
the holy trinity of slow solid magics

7 Likes

As are all the ā€œfastā€ magics just worthless? Light and plasma are considered crap, and they have only one actual synergy

Not really, only magic that have only one quality and that being ā€œit goes fastā€, like light, are not that great.
Magics that are pretty fast, but also pack a punch and have some size to them, like shadow and wind, are the exact opposite and are really strong.

Wind Explosion Ash pog

Acid Fire Metal pog

Going to update the whole post right now, plasma changes and also the suggestion from @NoBanana will be applied, the whole thing should be decently not bad now.

Also, I figured out the reason why the statscores weā€™re ā€œquestionableā€, even though I failed to find any errors with the calculations.
Itā€™s because there were no errors, I simply included the average clash rate of a magic as a valuable metric in the statscore calculations. No current tier list, WoM or AO, that Iā€™m aware of regards clash rates as anything useful, or simply ignores their existence.
For WoM tierlists, rightfully so, and the few AO tier lists Iā€™ve seen probably forgot to acknowledge them due to habit. Thus, my scoring seemed out of place and plain wrong when compared to the widely accepted notions of what a strong magic is, but when talking about the far future, in the case of the triple magic tierlist, or even AO release for the double magic list, I think itā€™s only fair to assume that the issue with client sidedness are all fixed and that clash rates can matter again, at least theoretically.

The changes made to the post

  • Increased Plasmas speed to 1.2 from 1.1, according to new Trello information
  • A combos score now only takes into account the average of the statscores of the magics in it, instead of their sum
  • Added a section with the source code, and a brief explanation of what it needs to run properly, since itā€™s already available in the replies, might as well give it a nice section in the main post

Itā€™s not the clashes, itā€™s just straight out bad