Let's consider what we know about the game. Traps and Blades work Geometrically. If you don't want to do all that reading on what it means, here's a simple example:
You plan to attack a monster with a 100-damage wand, and you've trapped the creature with a Feint (1.7 or 170%) and a Curse (1.2 or 120%), in that order. There is no damage boost from armor, and no natural boost or weaknesses; in this example, you're a Storm Wizard in Grandmaster Gear using Redwind's Sword. Your damage is calculated geometrically as followed:
100 x 1.2 x 1.7 = 204 (rounded down, per Wizard101 mechanics)
Had we had Weakness on our Storm Wizard, the calculation is:
100 x 0.75 x 1.2 x 1.7 = 153 (rounded down).
Reduction is also geometric (the state in which all values are multiplied with one another), but the value never reaches exactly zero unless you are multiplying by zero. Taking a half of a half of a half of a quarter will still give you a positive number, an existence of something, and not "nothing" (zero). The only time we see "zero damage" is when there is an Absorb, but that is another post, given that wards/shields weren't used at all in our experiment.
So, how did we get damage to skip past 0 and into the negatives? I would loosely explain it by introducing the figurative expression, "It hurt so much that it felt good." In other words, we must have broken a limit on damage, whatever that number is? But, Sacrifice Minion did -5,709,186 to the minion, "healing" it and healing Cheryl.
Hey, wait a minute, when did an attack ever heal the target itself? It's impossible, especially when it doesn't register as a "heal." I bet if we were allowed to run two Bubbles at the same time, adding Sanctuary wouldn't do anything to the negative five million, so it's not a recovery spell. It was damage (notice the fist icon next to the number).
Here's a personal mathematical theory (in the region of calculus and advanced algebra) regarding what our experiment showed: The number we produced was outside of the programming code's range. What that means (just in case you don't want to read that either) is that our input did not produce an acceptable output. For example, if you had the numbers 1, 2, 3, and 4, as inputs, and I asked you to square these (multiply them by themselves), your acceptable outputs would be 1, 4, 9, and 16, respectively. If I gave you 5, to input, not 1, 3, or 47.
Whether it's based on a maximum amount of digits in a floating number, or a maximum value, I can't say. We have seen damage go as far as around 130 million damage with a Tempest. The base damage, without modifiers, is 85 damage per Pip equivalence, or 1190 maximum, under ten times less of Sacrifice Minion.
Though, this is just one experiment, with many factors to consider:
- Cheryl used a treasure Sacrifice Minion (ice class) to utilize Fire damage
- No elixirs were used
- There seems to be an abundance of Ice Traps on the Minion, and all class-biased traps, including Elemental Traps, were placed before the treasure Fire Prism