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All magic weapons currently are also ranged weapons so you'll gain quite insane numbers with all those buffs stacked up.
However you hit the nail on the head in that it's all pointless early game when you don't have any skills.
The main issue magic damage has is from a design standpoint. Mana is clearly the limiting factor to "keep it in check" so it's just awful when you have the limitation, but later on you completely remove any mana economy because you will regenerate insane amounts through barrier and critical hits give you essentially infinite mans too.
Magic should be slow and powerful and limited by its resource in exchange, instead we get a magic SMG bullet hose where you either have infinite bullets or just some spares.
I'll need to checkout the late builds
Hmm okay! I mean I'd love to see what they do with the mage class in the future if anything!
... but Mana reg is bugged right now and a bonus to it only provides 10% of what is written, so when you go from 10/s to 30/s, you are actually only at 12/s. You could already get a 14% reg increase in early game with Glow Tulip food, but you don't. This also makes upgrading summon items pretty annoying, since without an actual increase in mana reg and only max mana and mana cost, resummoning becomes very annoying later on. Even using mage weapons without infinite mana auto crit becomes a chore, since you just need longer and longer reg pauses with mana cost going up, because the stat to even that out does not work.
Well see how things change.
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Also keep in mind that stating the damage number of a single flintlock shot is not very impressive if you consider its 0.5 speed. It has to do a lot of damage per shot because it is so slow. The 1.0 speed wooden staff does not do only half the damage (which would make it even), but like 60% of it, which means it already has higher DPS with a crit bonus on top. If there would be a 0.5 speed magic weapon, it would likely do more than 1.9k per shoot, because magic seems designed to do more damage at a cost.