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AoE Spell Cap Mechanics

Area-of-Effect (AoE) spells are spells that will deal damage to each affected target on the spell's cast, according to the AoE spell's capabilities. In certain situations, players find themselves required to use such spells; using them, you will damage multiple mobs, which may be grieved by other competitors in your group or raid. Seeing the plethora of numbers may look fancy, but it's misleading in the sense that as you add more mobs, your damage output per mob lowers, and your total damage remains constant. This behavior is caused by a mechanic that is referred to as the "AoE cap," because upon reaching the cap's value, you will do no more total damage than if you had affected more mobs. By referring to this value, you can determine your options when in AoE situations, like choosing which spell to use, or which talents to choose.

 

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[top] Explanation of an "AoE Cap"


An "AoE Cap" on a certain spell means that you will deal AoE damage to mobs normally, but when you reach this cap, you deal no extra total damage. In an AoE situtation, you will do your normal damage to an amount of mobs, but when you affect a number of mobs such that you reach the cap, the cap is divided by the number of mobs you're affecting. An exception to this rule is critical strikes, which are somewhat affected by the AoE cap; the critical strikes portion of damage is not counted towards the cap, and is extra damage, but the critical strikes themselves are based upon the cap-modified damage. There are two ways to "boost" the damage cap: critical strikes and damage increasing debuffs (on the mob). If a hit from an AoE spell is resisted, the hit is excluded from the cap, and that mob is not counted in the damage calculations; if you land a partial resist, then it's assumed that it will function the same way as a normal, complete resist.

[top] Examples


A theoretical example of Arcane Explosion; 1000 damage cap, 500 hit per mob:

One mob:
[Player]'s Arcane Explosion damages [Mob1] for 500.
500 damage done total
Two mobs:
[Player]'s Arcane Explosion damages [Mob1] for 500.
[Player]'s Arcane Explosion damages [Mob2] for 500.
1000 damage done total.
Three mobs:
[Player]'s Arcane Explosion damages [Mob1] for 333.
[Player]'s Arcane Explosion damages [Mob2] for 333.
[Player]'s Arcane Explosion damages [Mob3] for 334.
1000 damage done total
The three-mob encounter does 333 damage to each mob (the 334 is from the decimals), which is because of the 1000 damage cap. Because I deal 500 damage per mob, it took me two mobs to reach the cap; when I add a third, I exceed the cap, so my damage must be modified to re-equal the cap. The theoretical cap is 1000, so the equation to solve for damage is: 1000 / 3, or 333.3 damage to each mob.

Another example is below, involving one critical strike; 1000 theoretical cap; 500 base, normal damage; 750 unmodified critical strike:

One mob:
[Player]'s Arcane Explosion damages [Mob1] for 750 critically.
750 damage done total
Two mobs:
[Player]'s Arcane Explosion damages [Mob1] for 500.
[Player]'s Arcane Explosion damages [Mob2] for 750 critically.
1250 damage done total; 1000 damage is counted towards the cap, and 250 is extra damage
Three mobs:
[Player]'s Arcane Explosion damages [Mob1] for 333.
[Player]'s Arcane Explosion damages [Mob2] for 333.
[Player]'s Arcane Explosion damages [Mob3] for 500 critically.
1167 damage total; 1000 is counted towards the cap, and 167 is extra damage from the critical.
Also, because CoE and such damage-increasing debuffs "avoid" the cap, a situation can be true:
With a cap of 1000; a base, normal hit of 500; and two mobs:
No mobs with CoE:
[Player]'s Arcane Explosion damages [Mob1] for 500.
[Player]'s Arcane Explosion damages [Mob2] for 500.
1000 damage done total.
One mob with CoE:
[Player]'s Arcane Explosion damages [Mob1] for 550.
[Player]'s Arcane Explosion damages [Mob2] for 500.
1050 damage done total; 50 extra damage.
Two mobs with CoE:
[Player]'s Arcane Explosion damages [Mob1] for 550.
[Player]'s Arcane Explosion damages [Mob2] for 550.
1100 damage done total; 100 extra damage.

[top] AoE Damage Cap Listings


Any spells not listed are not subject to this rule; all spells listed are of its current max rank.
A [Placeholder] tag means that we require you to help us! If you know of a certain spell's max rank's damage cap, PM me or post so I know to edit it into the tables.

[top] Mage AoE Spells


Spell Name Damage Cap
Arcane Explosion*: 10100
Dragon's Breath*: 10100
Flamestrike*: 7830; DoT portion not included, nor is subject to cap
Blast Wave*: 9440
Cone of Cold*: 6500
Blizzard*: 3620 per tic; 28950 total
Frost Nova: 1600
Water Elemental's Freeze: [Placeholder] 
*Values taken from this link; Blizzard value from Roywyn.

[top] Warlock AoE Spells


Spell Name Damage Cap
Seed of Corruption 13580
Rain of Fire [Placeholder]
Shadowfury [Placeholder]
Hellfire [Placeholder]
SoC value taken from here

[top] Druid AoE Spells


Spell Name Damage Cap
Hurricane [Placeholder]

[top] Priest AoE Spells


Spell Name Damage Cap
Holy Nova ~5000

[top] Hunter AoE Spells


Spell Name Damage Cap
Volley [Placeholder]

[top] Shaman AoE Spells


Spell Name Damage Cap
Fire Nova Totem 9975
Magma Totem 1550 per tic; 15500 total

[top] Paladin AoE Spells


Spell Name Damage Cap
Holy Wrath [Placeholder]

[top] Inspection of AoE Spell Caps


By using this data, we can conclude a few details about situations where AoE is relevant.

[top] Spell Choice


By using this information of spells' caps, we can conclude that certain spells will be superior than others when you're in a situation that allows you to be capped. If you're facing an abundance of mobs, you will generally become AoE capped; thus, the AoE spell that has a larger cap will essentially deal the most damage. You may also determine the DPS value of the spells, by dividing the cast time with the spell's cap.

[top] Talent Choice


With this evidence we can conclude that talents that increase an AoE spell's damage will have no effect if the mob would become AoE capped without the talent. Parts of talents can become wasted if only a portion of the talent's points will help reach the AoE cap. An example is Improved Cone of Cold, which increase Cone of Cold's damage by 35%. This talent becomes useless in situations where you will get AoE capped without Improved Cone of Cold. However, you may also become capped with one point; thus, you may choose to re-spec to only choose 1/3 Improved Cone of Cold, which will conserve some of your talent points. Some talents will increase the critical strike chance of an AoE spell, and unlike damage increasing talents, these talents will not be wasted, as critical damage is bonus damage.

[top] Stat Choice


AoE caps can also lead players to change their stat composition when they're in AoE situations. Spell Damage is a stat that will increase your AoE spell's damage, but if the spell would be capped without this added damage, it essentially becomes wasted. You could, however, gear for Spell Crit and Spell Haste, which increase your damage output by "avoiding" the AoE cap.


Contributors:
Created by Spazzball, 05/18/08 at 10:04 AM
Last edited by Spazzball, 07/23/08 at 9:14 PM
7 Comments , 3836 Views
Old 05/22/08, 12:36 PM   #2 (permalink)
And It's Delicious
 
Kalman's Avatar
 
Orc Shaman
 
Mal'Ganis
Holy Nova max rank caps at ~5k (tested by myself and tedv).

http://mmorchive.net

The WoW forums, explained:
Originally Posted by Vontre
Oh, nah, I just type things for the sake of typing things. ^_^
 
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Old 05/27/08, 7:59 PM   #3 (permalink)
Piston Honda
 
Moshne's Avatar
 
Draenei Shaman
 
Malfurion
It should be noted that AEs that can crit (like the totems), the crits raise the damage ceiling. I'm working on getting some numbers for you on it excluding the crit damage.

EDIT:

Fire Nova Totem - 9975 - before crits

Magma Totem - ~1500, I'll do some more testing for more exact on it, but needless to say its too low.

Last edited by Moshne : 05/27/08 at 8:12 PM.
 
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Old 07/16/08, 6:24 PM   #4 (permalink)
Von Kaiser
 
Blood Elf Paladin
 
Kel'Thuzad
AFAIK, Consecrate does not suffer from the consequences of the cap.
 
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Old 07/17/08, 5:12 AM   #5 (permalink)
Great Tiger
 
Roywyn's Avatar
 
Gnome Mage
 
Argent Dawn (EU)
Awesome work! I always wanted to do a write-up about this but never found the time for it.
A few notes to add:

* Paladin - Consecration and
* Shaman - Fire Elemental - Fire Nova are uncapped
As far as I know, those two are the only spells that are not capped.

[E]: Mage - Frost Nova: 1600 cap.

* Mage - Water Elemental - Freeze
I have no idea whether this one has a cap and how high it is.
Would be great if some frostie could please run into The Stockades to find out

Not sure if you want to include downranking for snares, but:
Frost Nova rank 1 - 230 cap.
Blizzard rank 1 - 575 cap per tick, 4600 total.


* Damage Talents and buffs
Those have no effect on the AoE damage caps.
Examples:
Your Arcane Explosion hits 2 mobs for 500, 500.
You activate Arcane Power. Your next Arcane Explosion still hits 2 mobs for 500, 500.

Improved Cone of Cold, Demonic Sacrifice are examples for other common talents that have no effect at the AoE Cap either.
* Molten Fury does not affect the cap either, it simply counts as damage buff as well.


* Damage Debuffs like CoE, Stormstrike, Imp. Scorch/Shadow Bolt, Misery, Shadow Vulnerability, etc.
Those DO allow you to go beyond the AoE just like crits can.
Example:

Your Arcane Explosion hits 2 mobs for 500, 500.
If the first mob has CoE, it hits the 2 mobs for 550, 500.
If the both mobs have CoE, it hits the 2 mobs for 550, 550.


[Edit]: Confirmed debuff/molten fury behaviour, added frost nova.

Last edited by Roywyn : 07/17/08 at 7:17 AM.

The Blue Bar and you - the complete Fire Mage 2.4 mana compendium: http://elitistjerks.com/658230-post3191.html

Rate-my-WotLK-spec! If it's not listed here, it's probably not worth it: http://elitistjerks.com/846078-post4020.html

And [Timbal's Focusing Crystal] doesn't proc on AM.
 
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Old 07/17/08, 9:38 AM   #6 (permalink)
Don Flamenco
 
Tauren Shaman
 
Wildhammer (EU)
Curse of elements vs Seed of corruption.

CoE will raise all Aoe damage but holy.
So we can assume that more than 90% damage is affected my CoE.

If (1 / 1.1) * 0.9 healt points is greater than Seed of corruption AoE cap then CoE spam is more dps than SoC spam.
-malediction (1 / 1.13).

Some example:

Abominations
HP - 180,000
(1/1.1) * 0.9 * 18000 = 14727.

So CoE do more damage to abominations than Seed spam. Also you can debuff almoust all mobs before Tank let AoE go free.


Also shadow priest spamming Shadow Word: Pain give misery + 1/5 stack of shadow weaving so this is best AoE spell that priest can do.(if VT mana gain isn't what needed)

Slow, slower, shaman weapon.
 
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Old 07/31/08, 12:25 PM   #7 (permalink)
Don Flamenco
 
Human Warlock
 
Aszune (EU)
Rain of Fire cap: 6710 per tic
Hellfire cap: 5205ish per tic
 
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Old 07/31/08, 1:20 PM   #8 (permalink)
Von Kaiser
 
Spazzball
Gnome Mage
 
No WoW Account
Are those accurate? They seem too high to be caps per tic. If someone can confirm those, then I'll add them up in the tables. Thanks though!
 
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