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08/03/06, 5:47 PM
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#1
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Piston Honda
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Though there may be a simple answer to this question, I've searched around for one and have yet to find anything and I've never really been able to tell with absolute certainty based on personal experience.
In the actual description, damage/healing gear reads "Increases damage and healing done by magical spells and effects by up to xx."
If I have a spell with a 3.5s cast time and +100 to healing/spell damage, is my spell going to see a flat boost of +100 all the time or an average boost of +50 over time? I'm inclined to think it's the former but find the actual item description very misleading if that is in fact the case.
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08/03/06, 5:48 PM
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#2
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Glass Joe
Murloc Druid
Earthen Ring
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3.5s cast time will see a flat +100 all the time. All other times its scaled by cast time with instants being treated as 1.5s casts and anything longer than 3.5s being treated as a 3.5s cast time.
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08/03/06, 5:49 PM
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#3
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Sentient Hyper-Optimized Data Access Network
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Originally Posted by Argrax
Though there may be a simple answer to this question, I've searched around for one and have yet to find anything and I've never really been able to tell with absolute certainty based on personal experience.
In the actual description, damage/healing gear reads "Increases damage and healing done by magical spells and effects by up to xx."
If I have a spell with a 3.5s cast time and +100 to healing/spell damage, is my spell going to see a flat boost of +100 all the time or an average boost of +50 over time? I'm inclined to think it's the former but find the actual item description very misleading if that is in fact the case.
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It is the former. More detailed descriptions can be found in a bunch of places, but the brief answer is that the "up to" refers only to the dependence on the cast time of your spell.
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08/03/06, 5:50 PM
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#4
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Mass Teleport
Lorentz
Troll Shaman
No WoW Account
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You can calculate it as (cast time/3.5)*damage. Anything with a reduced cast time still gets its full damage bonus, so a 2.5 second Shadowbolt still gets 3/3.5 = 86% of the +damage.
Same deal with healing.
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08/03/06, 5:53 PM
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#5
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Piston Honda
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Originally Posted by Arawethion
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Originally Posted by Argrax
Though there may be a simple answer to this question, I've searched around for one and have yet to find anything and I've never really been able to tell with absolute certainty based on personal experience.
In the actual description, damage/healing gear reads "Increases damage and healing done by magical spells and effects by up to xx."
If I have a spell with a 3.5s cast time and +100 to healing/spell damage, is my spell going to see a flat boost of +100 all the time or an average boost of +50 over time? I'm inclined to think it's the former but find the actual item description very misleading if that is in fact the case.
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It is the former. More detailed descriptions can be found in a bunch of places, but the brief answer is that the "up to" refers only to the dependence on the cast time of your spell.
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Ahh... makes complete sense, thanks very much.
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08/03/06, 6:01 PM
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#6
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postcount++
Malan
Tauren Shaman
No WoW Account
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Shitting up every single thread on EJ since '06
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08/03/06, 6:37 PM
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#7
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Subterranean Homesick Alien
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Note that, for mages at least, there are a couple exception to the (cast time)/3.5 rule. Arcane Missiles, for example get 1.2x the bonus from gear. Pyroblast gets about 1.7x, although I remember there being some debate over whether this was nerfed to 1.6x in patch 1.11. (I'm not fire specced so I haven't seen fit to research the specifics.)
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08/03/06, 6:43 PM
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#8
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Bald Bull
Night Elf Druid
Tichondrius
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There's also talents that multiply +dmg/healing, and talents that don't do so. But there's just too many special cases in the game to go "Casting time/3.5".
The only good way to figure out is to look up each spell individually and figure out how much of a bonus it gets. I'd reccomend the Theorycraft mod as a good in-game starting refrence. Oh, and items don't get the bonus from +dmg/heal any more. I miss Cloak of Firing for 1K a tick.
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08/03/06, 7:52 PM
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#9
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Von Kaiser
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There's also a few other special exceptions where certain spells have additional components to them. ex: Frostbolt's snare, COC for being an AOE and for having a snare, etc. The exact numbers you can look up in the Combat Mechanics 3.0 thread on this very forum. Enjoy.
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08/04/06, 4:30 AM
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#10
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Piston Honda
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Cast Time/3.5 is the basics, yeah, with most spells over 3.5 seconds only getting the full bonus, not more, at least originally. Pyroblast at one point only got 100%, and had that split between the initial damage and the dot. Now it's 100% upfront and some amount on the dot, just thought I'd mention that that's not 170% of +spell damage on the initial part, and yeah, there's a full list somewhere on here... I think that frostbolt has a 0.95 multiplier for having a snare, and AoEs usually have a 1/3 multiplier on top of everything else.
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08/04/06, 3:24 PM
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#11
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Glass Joe
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Hunter's get 60% of their +dmg applied to their Arcane Shot.
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