For example If the missile is capable of firing 10 times with 12 damage, then 4 flat damage would be 40 flat + your magic damage percentage modifier, as well as a modifier for critical head shots(or reductions in the limbs) Dark And Darker Gold. This could get to the point that EACH missile does the equivalent of 50 to 60. This is quite powerful.
However, for your purpose. They are the ANTI-Boss and the ANTI-ranged type. They take down boss mobs such as the ogre, knight, wisps, etc. quickly and easily. They are able to take down archers with ease as well as take down mages safely. They are able to kill bugs by using fireballs(might require more than one early). They do not have bullet drop for range but the game does have extremely small sight lines as well as a terrible render range from the base. In general, mages would be FINE if they started using the crystal sword or dagger and orb. The staff they start with produces 0 magic damage per spell, and terrible physical damage.
Wizards have less than 10 strength, so the 19 base damage from weapons is actually REDUCED for you, you do like 35% or so less than base. Additionally, if you inflict damage on limbs, the percentage is less and in the case of armor, it's even lower.
You might not even register damage vs a cleric with 3 damage reduction flat XD. Stick has a buffing spell that makes it take less than 12 turns vs red skeles.
Also , the BURN perk appears to be a problem. Every burn spell seems different with respect to the duration of the burn. The zap is said to do 1 damage to the burn, and then go away instantly, even when you have the perk.
Flame sword performs a bit more, but fades instantly with the perk. It hits, then burns one time before it fades. Haven't wasted a fireball on the dummy. However, I believe due to the perk and the 35 Will ticked twice Dark And Darker Gold for sale. There's something wrong with the Burn debuff. This makes wiz more problematic.