Overview
This guide explains how the spells of the Parent Loas change when your physical damage and spell damage are modified by pins/items and will therefore help you choose the stats you want for the Loa you wish to use. This also includes a description of what happens when your rampage bar is full for each Parent Loa. We will update this guide if you have any suggestions/requests or if we find anything new.
Introduction to Damage
If you are really new to the game, please check out our other guide for a complete gameplay overview. This guide will help you build and best equip your Parent Loa and our other guide may answer other questions you have about the game and help you with general gameplay tips.
Some Loas have damaging spells so it is important to understand how physical and spell damage augment these spells. This guide will list all the spells of the Parent Loa and UNDERLINE the relevant damaging spells and discuss the stats that affect these spells so you can equip the correct pins and items. This guide will also be helpful if you are simply looking for an explanation of what happens for each Parent Loa when your rampage bar is full.
Enemies seem to have no resistances so damage dealt with your left click auto attack is generally the number displayed in the stats bar at the top of your screen.*
In the image above, this means your left click autoattack damage will be 50. From now on this guide will refer to that stat as “physical damage”. The damage dealt with the spells of Parent Loas can be a mixture of physical and spell damage, which is what this guide aims to clarify. If you ever want to respect these stats, it costs 750g to do so.
*You can do more damage than displayed if you have crit chance or if you use Lenglensou
You start off the game with a base physical damage and this damage can be upgraded as you level up. In the image above, this means you will be doing 50 physical damage. Physical damage can also be increased by picking up wands, mojos, stat increase items, and upgrading the damage pin.
Spell damage can also be increased by picking up items (including mojos) in game and upgrading the spell damage pin to a maximum of +50%.
Spell Potency is a rare stat that can appear on mojos. It makes your shots larger and easier to land. This stat is really good and a +1 or +2 is very noticeable.
Upgrading stats through levelling or through pins are semi-permanent, as these same stats can be used in as many quests are you like. However, wands/Mojos/Items are not permanent as they only apply to each quest.
For all spells in Full Mojo Ramage the total damage is calculated using three modifiers in a simple formula. The formula is:
- Total Damage = (Scaling Factor) x (Physical Damage) x (Spell Damage)
The scaling factor is unique to each spell. The spell damage modifier has a base value of 1.00 and any spell damage increases will add to this modifier. The fully upgraded spell damage pin increases this modifier by 50%, but all calculations are done as decimals so using this pin increases the spell damage from 1.00 to 1.50. There is only one catch and that is that certain spells, for example Loko’s Healing Bomb, do not factor in spell damage and for these spells this modifier is set to 1.00 regardless if you have pins or items that increase spell damage. Mojos that increase spell damage give the increase in decimal form (or a whole number if the increase is big enough) and as such can be directly added to your spell damage to determine the new total damage done.
If you find this confusing, do not despair! The section right under this will give you an easy to follow table on what stats you want.
If you want the details behind each Loa you can reach each Loa section.
Overview/Cheat Sheet
The table below summarizes our findings and is very handy if you’re looking for a quick chart to give you an idea of what stats actually affect the spells.
If you want to see the math, and exact scaling, and some examples, read each Loa section.
Baron Samedi
Samedi’s Joy: When your rampage bar is full you summon a Loa candy. When consumed you will spawn Baron Samedi to fight by your side for approximately 15 seconds.
- Baron Samedi dmg = 2 x physical dmg
Dodge: Roll in the direction you are moving to dodge. While rolling you can still take damage so use this skill to reposition.
Voodoo Bomb: Shoots a bomb that can damage multiple enemies in the area if they are grouped up.
- Bomb Dmg = 2 x (physical dmg) x (1 + spell dmg)
This Loa scales well with both physical and spell dmg.
Example:
(50 + 14 phys dmg pin)
(50 + 14 phys dmg pin)
Loko
Loko’s Touch: When enemies get close to you sometimes they will become cursed and a health symbol will appear above their heads. If you or your co-op partners attack it (with left click), they will be healed for a small amount per attack. When the rampage bar is filled up, he will drop a Loa candy that you can use to create a small helper that follows you around and heals you.
Frenzy: Creates a large zone on the ground where you and your entire party will have increased attack rate.
Voodo Prayer: Shoot a bomb that damages all enemies hit and heals you and your allies. The amount of enemies the bomb damages, is proportional to the amount of heals you and your allies recieve.
- Total Bomb Dmg = 0.5 x (physical dmg) on each enemy hit
- Total Bomb Heal = (physical dmg) x (number of enemies hit)
Spell damage is useless. Therefore it is worthless to use the +% spell dmg pin, or pick up any +spell dmg items as it does not increase your heal amount or your bomb damage amount. This Loa is really good for parties as he can spam his heal, espeically with the cooldown reduction pin.
Example: Assuming only 1 enemy is hit.
(50 +14 phys dmg pin)
Ghede
Ghede’s Scream: Your totems are “stronger” when your rampage bar is full. What happens to each totem is described in the two abilities below.
Protect Totem: Place this totem to link to other totems that creates a secure area. If you summon this totem when your rampage bar is full the totems will also deal damage. Summoning the totem costs 10 rampage.
- Protect Totem Damage per tick = 3/10 x (physical damage) x (1 + spell damage)
Guardian Totem: Summon an immobile totem that shoots at enemies and draws aggro. Summoning the totem costs 10 rampage.
- Totem Damage per shot = 4/5 x (physical damage) x (1 + spell damage)
When you reach full rampage you summon a large totem that does more damage and attacks significantly faster. The shots also becoming homing and can pass through many enemies.
- Rampage Totem Damage per shot = (physical damage) x (1 + spell damage)
To compensate for the loss of rampage when summoning totems, you seem to build rampage much quicker when killing enemies compared to other parent Loa.
The totems scale off of both physical damage and spell damage so maxing both together will yield the highest overall damage. However, in a party Ghede isn’t the parent Loa who will be dealing the most damage. The totems are better used pulling enemy aggro and applying status effects such as slow and fear rather than dealing damage.
Example:
(50 +14 phys dmg pin)
(50 + 14 phys dmg pin)
Erzulie
Erzulie’s Wrath: Fill your rampage bar to recieve a Loa candy that will create a healing field under you for you and your co-op friends when you stand in it.
Anger: Drops a small field on the ground that speeds you up and slows enemies that pass through.
Tears of Erzulie: Shoots out 3 damaging tears in a cone shape that return to back to you. These tears damage enemies twice, once when they shoot outward and once when they come back.
- Total damage = 0.5 (physical dmg) (1 + spell dmg)
Both physical damage and spell damage are beneficial to Erzulie. You get the greatest benefit by using BOTH spell damage increases and physical damage increases together.
For the scenario with 50 base physical damage, a 14 pysical damage pin, 50% spell damage pin and a 0.25 spell damage item the total damage is:
- Total Damage = 0.5(50 + 14)(1 + 0.5 + 0.25) = 56
Remember that the tears also return back. This means you can actually hit an enemy for 56 damage twice with one cast.
Your tears can also crit so equipping a crit increase pin can be benificial.
Increasing both physical damage and spell damage together provides the greatest benefit for Erzulie. Since you want to spam spells, the cooldown pin also synergizes with her kit well.
Example:
(50 + 14 phys dmg pin)
(50 + 14 phys dmg pin)
(50 + 14 phys dmg pin)
Ogoun
Wrath of Ogoun: Spells cost a percentage of your health. As you gain rampage both your speed and attack speed increase. The stat increase ranges from the base stats at 0 rampage up to an additional 2 speed and attack speed at 100 rampage.
Sacrifice: You sacrifice a fraction of your max health to deal damage to all surrounding enemies and gain 19 rampage.
- Sacrifice Dmg = 2 x (phys dmg) x (1 + spell dmg)
Blood Thirst: You sacrifice a fraction of your maximum health to shoot out 3 orbs that damage enemies they hit. You gain back health for each enemy hit. You also gain 4 rampage for each use of this spell.
- Blood Thirst Dmg = 1/5 x (phys dmg) x (1 + spell dmg)
- Blood Thirst Heal per Hit = 1/20 x (max health)
For both abilities the health you sacrifice is
- Health Sacrificed = 1/10 x (max health) x (1- resistance)
where resistance must be converted from a percentage to a decimal. Also for Blood Thirst you need to hit the enemy with at least 2 orbs to get back the health you lost if you aren’t using any defensive pins.
- New Stat = Base Stat + 2*(Rampage/100)
Note using the rampage pin WILL NOT cause your rampage to increase by a larger amount per spell. I am not sure if this is intended or a bug but be wary that as of the time of writing this guide the rampage pin is useless when using Ogoun.
-The amount of health you sacrificed can be decreased if you use the reistance pin. If you max out the resistance pin at 25% then you will be only be sacrificing 7.5% of your maximum health instead of 10%. You can also increase the healing of your blood thirst spell using the recieved healing potency pin.
-The rampage pin does NOT increase your rampage gain when using Ogoun’s abilities and should be avoided.
-Having a party member using Loko is very beneficial to Ogoun as it allows you to be much more liberal with your spell use to ensure you are always fighting near max rampage since they will be regularily healing you. If a party member has Loko you will likely not need to rely on the recieved healing potency pin.
-Although the spell damage pin does benefit Ogoun, the DPS you gain from your autoattack at full rampage will be much better so it is probably a good idea to forgo spell damage for dps pins such as attack speed, damage, and criticial hit chance as well as pins that will help minimize damage taken from spell use like the resistance pin and recieved healing potency pin.
-Ogoun’s rampage decreases quickly so he benefits from a fast paced game to ensure you are maximizing your time at high rampage.
Example:
(50 +14 phys dmg pin)
(50 + 14 phys dmg pin)
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Lenglensou
Righteousness of Lenglensou: Attacking can taunt enemies. When your rampage bar is full you gain a Loa candy. When consumed you will grow huge and take reduced damage. In this form you no longer attack with a wand and use your fists instead.
- Fist dmg = 4 x Physical dmg
Basic Autoattacks: This Loa is special because your normal left-click attacks will occaisonally do 10% more damage.
- Autoattack dmg = Physical dmg
or in the case you do 10% extra damage:
- Autoattack dmg = 1.1 x Physical dmg
This extra 10% damage is also seen in his spells.
Virtue: Gain a shield that detonates and does damage.
- Total Damage = 3 x (physical dmg)
or in the case where your spell does 10% extra damage:
- Total Damage = 1.1 x 3 x (physical dmg)
Battle Cry: An swirl of fire appears around you and burns any enemies it comes in contact with. This damage hits each enemy multiple times.
- Total Damage per Tick = (physical dmg)
or in the case where your spell does 10% more damage:
- Total Damage = 1.1 x (physical dmg)
Spell damage is useless for this Loa as everything scales off physical damage.
Example:
(50 + 0.1 x phys dmg chance)
(50 + 14 physical dmg pin + 0.1 x total phys dmg chance)
(50 + 0.1 x phys dmg chance)
(50 + 14 physical dmg pin + 0.1 x total phys dmg chance)
Maman Brigitte
Brigitte’s Spark: When your rampage bar is full you get a Loa candy. When the candy is consumed you spawn a large bomb beside you that blows up after about 5 seconds dealing aoe damage.
Fire Area: Enemies a pushed back and the ground underneath her burns. There is an initial burst of damage for any enemies in the vincity and then after there is burn damage for enemies that wander into the area.
- The initial damage = (physical dmg) x (1 + spell dmg)
- The burn damage per tick = 1/5 physical dmg
- Total Burn damage = (physical dmg) x (1 + spell dmg) initially + 1/5 physical dmg per tick
Cluster Bomb: She throws a patch of bombs on the ground and when enemies walk on it the bombs detonate, causing damage.
- Bomb damage per detonation = 0.5 x (physical dmg) x (1 + spell dmg)
You want to increase physical dmg and spell dmg as they both synergize well with both her spells. However, keep in mind that adding spell dmg will not increase her burn per tick dmg if that is what you want to focus on or rely on.
Example:
(50 + 14 phys dmg pin)
(50 + 14 phys dmg pin)
Agaou
Gunner of God: With Agaou your rampage bar and your health bar are linked. Whatever rampage you have represents the fraction of your total hp you have. You gain health and rampage through critical hits. Each critical hit adds one rampage. You cannot be healed by other ways and rampage decays over time.
When you select this Parent Loa you have a base critical hit chance of 10%, which is nowhere near sufficient. The critical hit chance pin at max rank, adding another 15% critical hit chance, is a must if you want to use this Parent Loa.
Decoy: You create a decoy at your current location and jump backwards. All enermies will draw their aggro to your decoy until they destroy it. Upon being destroyed the decoy will deal damage to all enemies around it.
- Decoy Dmg = Physical Damage
Spell damage modifiers do NOT affect the damage of decoy and should not be used with Agaou.
Roar: When you activate this ability all your rampage is consumed and added to your critical hit chance. You also gain back more rampage per critical hit. Rage lasts for 15 seconds after which you lose the bonus critical hit chance. Your new critical hit chance can be calculated with the formula:
- Critical Hit Chance = (10% base critical hit chance from Loa) + (critical hit chance due to pin and items) + (rampage)
So if you have the critical hit chance pin maxed out at 15% and acitivate Rage at 50 rampage your cirtical hit chance will be:
- Critical Hit Chance = 10% + 15% + 50% = 75%.
The pin that increases your rampage gain by 25% is also useful for Agaou. When you use this pin every fourth critical hit increases your rampage by 2 instead of 1.
– You need to have as high a critical hit chance as possible when using this Parent Loa to keep regenerating health.
-Spell damage does not increase Decoy’s damage and should not be stacked when using Agaou.
– With a decent attack speed and many enemies to hit it is very possible to pop Rage when you have around 50 rampage and get to full rampage before Rage even runs out. Keep in mind you are very vulnerable at the moment you pop Rage.
-You should pop Rage when you are at 1 rampage (which would happen when you are just starting a map) so that you get the increased rampage gain bonus. This bonus is independent of critical hit chance and seems to apply whenever the Rage buff is active.
-Every four critical hits will increase your rampage by 2 instead of 1 when you have the pin that increases your rampage gain by 25% equipped.