I measured every magic’s stats (with two made up ones):
Speed
Impact Damage
Additional DoT
Overall Damage
Size
Destruction
Hazard Level (Hazard Level is 0 for no debris, 1 for debris but not damaging, 2 for damaging debris) this includes gas clouds
Bleed (either 0 or 1)
After doing this I normalised the data so glass has a value of 1 in each field.
I then made a value to measure the average difference of all a magic’s stats when compared to glass, which I call the Glass Difference Score.
The list (Lower is better)
Glass (0.0)
Paper (0.17)
Acid (0.308)
Ash (0.311)
Snow (0.386)
Ink (0.392)
Water (0.404)
Sand (0.436)
Ice (0.495)
Fire (0.513)
Magma (0.533)
Poison (0.535)
Wind (0.54)
Wood (0.555)
Gold (0.562)
Iron (0.566)
Crystal (0.567)
Plasma (0.574)
Light (0.595)
Earth (0.601)
Shadow (0.633)
Lightning (0.772)
Explosion (0.805)
Magic Appearance
Now for appearance this was simple.
I favored crystalline/transparent magics first. Then solid magics and lastly gassy/energy magics. This resulted a tierlist which looked like this.
It’s not clear what the window of release is, the devs haven’t been very transparent about it. However, they recently shard a few pics on twitter showcasing it, it’ll probably shatter our expectations. It might be a pane to grind for the magic tho