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Big Guns
02-11-2006, 06:21 AM
What exactly does the phrase "Increases damage and healing done by magical spells and effects by up to X" which is often appended to various items (eg Mastersmith's Hammer where X = 14).

That would appear to suggest that you would not always get the "X" bonus and presumably you could only get "X-1" or "X-2" and so on: correct? If so, is there a chance that you could get no bonus at all on a particular cast?

Let's say the bonus is 10. Does that mean there is a 1 in 10 chance of getting a bonus of 10, a 1 in 10 hance of getting a bonus of 9 and so on? Or is there a weighting so that in fact there is a 2 in 10 chance or gettng a 10 (or whatever)?

Farq
02-11-2006, 06:38 AM
it means you have a chance to get a bonus to your damage of 'up to' the total +dmg value on your gear. I am wearing about +300 damage atm, which means on each cast I can get up to an additional 300 damage on my casts, I will not always get a damage bonus, and it will vary each time because of each items individual damage bonus for you.
The more +dmg gear you wear, the more likely for it to give you some sort of damage increase, but short term, burst casting, you probably wont notice too much, over time, makes a huge difference

Dutchgrass
02-11-2006, 10:43 AM
Farq seems to misunderstand the mechanics.

The 'up to' part is there to prevent people assuming you get the full bonus on every single spell. The actual bonus you recieve is dependant on the base casting time of the spell, and if the spell has a secondary effect (a healing or snaring effect for instance).

The basic formula is based on a casting time of 3.5 seconds in order to recieve 100% of the bonus, dots (barring the aforementioned exceptions) always get 100%.
So for spells you divide the actual casttime (before talents) by 3.5 and multiply that with your +damage.

The actual +damage you recieve from items after this calculation is always the same on each single cast.

You can find a more extensive explanation of these mechanics in the Sticky post at the top of this forum, look for the reply made by the user Bud.


Do note that these calculations will change in the Expansion.

Big Guns
03-11-2006, 12:08 AM
thanks a lot

AddictedFanatic
17-11-2006, 10:50 PM
Also, you may notice that your +spell damage bonus is added to your wand damage in the avatar window. The display claims that your wand will do ridiculous amounts of damage. I have carefully tested whether there is any bonus damage, and my conclusion is that there is absolutely none. The display is an artifact, but it is a quick way to find out what your +damage bonus total is...

rgirty
17-11-2006, 10:53 PM
Wand = melee damange

wand does NOT = spell damage

evilwizard
23-11-2006, 02:34 PM
Hi,

I have looked at the sticky and just wanted to check that I was getting the calculation right, as I just have been playing a resto druid a bit in WSG and just don't think the +healing gear I have is doing anything like what I thought it should.

So.

Healing touch is 2 secs,

So with say +100 gear i'd get 100*2/3.5 = +57 each spell
so if the tool tip says 100-120 I should get at least 157 a go? right?

I was trying to se the difference geared and ungeared last night and got better results with the gear, admittiedly I only check 10 samples of each but still I don't think its working for me.:ponder:

Also is there a difference on gear that says
+10 healing in white or Equip: upto +10 healing in green?

Dynatos
23-11-2006, 03:28 PM
That is a correct calculation provided you have the right tooltip information for your Healing Touch, evilwizard.

It looks like you're using Healing Touch 2, which has the following tooltip:

55 mana
2 sec cast
88-112 healed

So, with +100 healing, the added +heal would be (2/3.5)*100 = 57

Therefore, it would heal for 145-169.

evilwizard
23-11-2006, 07:22 PM
Thanks,

Just noticed that the cast time is different for each lvl of healing touch which is why it all looked wrong to me. (Did my checks with lvl 1 which is 1.5 sec :wink: ) Have just checked and it does look like I'm getting the correct +healing effect

Yrkoonia
04-12-2006, 03:03 PM
A bit late,

...but I dont think you get full +healing/damage effect for low spell ranks. (that is planned to change with the new +healing/damage formula in TBC (or is it already in the next patch?)

Spells recieved below lvl 20 dont get full effect... or something like that...

Dynatos
04-12-2006, 09:44 PM
A bit late,

...but I dont think you get full +healing/damage effect for low spell ranks. (that is planned to change with the new +healing/damage formula in TBC (or is it already in the next patch?)

Spells recieved below lvl 20 dont get full effect... or something like that...

The "below level 20" rule of thumb was coined because level 20 is when your spells start normalizing in casting speed. That is to say, after level 20 spell casting times don't change as spell rank changes.

As an example, for the current live release (will change tomorrow):

Healing Touch (Rank 1) - Level 2 - 1.5s cast (42.9% of +heal)
Healing Touch (Rank 2) - Level 8 - 2.0s cast (57.1% of +heal)
Healing Touch (Rank 3) - Level 14 - 2.5s cast (71.4% of +heal)
Healing Touch (Rank 4) - Level 20 - 3.0s cast (85.7% of +heal)
Healing Touch (Rank 5) - Level 26 - 3.5s cast (100% of +heal)
Healing Touch (Rank 6) - Level 32 - 3.5s cast (100% of +heal)
Healing Touch (Rank 7) - Level 38 - 3.5s cast (100% of +heal)
Healing Touch (Rank 8) - Level 44 - 3.5s cast (100% of +heal)
Healing Touch (Rank 9) - Level 50 - 3.5s cast (100% of +heal)
Healing Touch (Rank 10) - Level 56 - 3.5s cast (100% of +heal)
Healing Touch (Rank 11) - Level 60 - 3.5s cast (100% of +heal)

You can see that Rank 4 at Level 20 is the last rank before the casting time becomes normalized at 3 seconds, and start receiving full benefit of +heal.

At least, that's how it works for Druids (as I understand it); I don't think there's an added penalty for spells because they're below L20. I'm not sure if it's the same for other classes...

Again, I need to reiterate - this will be changing as of tomorrow, when 2.0 is released.

wathombe
25-01-2007, 02:38 AM
With apologies for slight thread necromancy and awareness of the recent spell coefficient changes, how does the "+healing/damage" modifier apply to instant cast spells, specifically paladin judgements?

Stigg
25-01-2007, 02:44 AM
Anything less than 1.5 seconds stays at 1.5/3.5 percent. So if you have a spell that takes 1.5 seconds to cast, you will get the same +dmg/healing as an instant.

wathombe
25-01-2007, 02:58 AM
Good to know; thanks much. This means my instants will only get about half efficiency from any +healing/damage gear (assuming I use level-appropriate ranks).

milqueman
26-01-2007, 10:30 AM
that's correct (as from what I can remember from reading about this the other day). this effects healers the most. From wht I read, healers (I'm not a healer, lol) were stacking up on +heal gear, then using lower rank heals to save mana, but still get a nice heal off. Blizz noticed this and changed the mechanics so +heal gear doesn't work as effective on lower rank spells if you have the higher rank. I also believe there is a cutoff as to how far lower you can go, so if you use a rank thats way lower, you wont get any benifit from the +heal gear. This forces players to use there approprite rank spell to get the full benifit from there gear.

wathombe
26-01-2007, 09:19 PM
Yes, according to the official post on that subject, the penalty kicks in if you use the rank of a skill learned six levels or more below your current level.

Full post here (http://forums.worldofwarcraft.com/thread.html?topicId=45384575&sid=1).