Gå til innhold

+damage and healing. Hvilken måte fungerer det på?


Anbefalte innlegg

Dette er noe jeg har lurt på lenge, gir fks. +24damage and healing +24 damage med hvilken som helst spell du gjør, eller healing. Og er det samme tilfelle med eks. Fire damage?

 

Jeg har rundt +260 fire damage på magen min men gjør forstatt ikke 260 mer damage med en fire spell en jeg normalt gjør uten fire-gear. er det slik at hver 10 damage en healing gjør +1damage, eller er det en annen skalering?

 

Håper noen kunne forklart dette til meg, på forhånd takk. :)

Lenke til kommentar
Videoannonse
Annonse
+24 damage betyr kort at du får +24 dmg på en fireball, men jo kortere casting tid, jo mindre bonus får du.

 

Det kommer vel en og poster utregning snart ;)

7377856[/snapback]

 

Hvis du f.eks har specca med talent at du får kortere casting tid på f.eks fireball så påvirker ikke dette +damage. Den regner ut Fireball uten talent :)

Lenke til kommentar
I have made a summary of how spelldamage is calculated for mages to help everyone that wonders, and save many mages from making posts/threads about it in the future. (Updated April 7th, 2006)

 

 

Notes:

 

# "+X Damage" and "+X Damage and healing" gives the same bonus to damage.

# "up to +X Damage" works the same as +X Damage. ( up to +1-X Damage items dont exist anymore). *1

# the rank of the spell. rank 1 frostbolt do not recieve nearly as much bonus as rank 10. the highest rank of spells gets full bonus.

# how the spell is designed (see further down for explanation).

 

 

*1) +X Spell Damage appears on items that have random enchantments (like Green Lens of Frost Wrath), and Up to +X Damage appears on items that always give that (like Shivery Handwraps).

 

--------------------------------------

 

Here is a full +spelldamage calculation multiplyer on every mage spell ingame. explanation will follow:

 

Frostbolt: 0.814

Blizzard: 0.333

Cone of Cold: 0.136

Frost Nova: 0.136

 

Pyroblast: 1 Hit / 0.714 DoT

Fireball: 1

Fireblast: 0.429

Scorch: 0.429

Flamestrike: 0.285

Blastwave: 0.136

 

Arcane Missiles: 1

Arcane Explosion: 0.143

 

 

--------------------------------------

 

About + Damage:

 

A spells benefits from +Damage, depending on 3 factors (assuming its the highest rank of the spell):

1: cast time

2: number of targets its designed for

3: additional effects

4: the level you first get the spell

 

what this actually means, is that a spell recieves damage depending on how long the casttime is, wether its an aoe or singletarget spell, if it has any snares/slowing effects, and finally the level.

 

1: the casttime modifyer for every spell ingame is calculated from a 3.5sec cast base, and can NOT be higher than 1 (i.e pyroblast does not recieve ~ twice the bonus from being a 6sec cast) and can NOT be lower than 0.428 (fireblast and scorch both recieves this same cast time penalty from spelldamage, even though scorch is 1,5sec cast and fireblast is instant).

 

2: if the spell is an aoe, it recieves 0.333 of the spelldamage as an additional multiplyer.

 

3: the additional effects modifys the spelldamage recieved by how much of the spell that is intended as damage, and how much is intended as the effect it adds (snare/root/stun). if the spell has a snare effect, it has an additional 0.950 modifyer.

 

4: the rank of the spell, or actually wich lvl you got the spell. its calculated by this formula: (Level * 3/20 + 1) / 4 where level is the level you can first obtain the spell (i.e. 1 for rank 1 fireball, 6 for rank 2 etc.) remember that casttime might differ on lower lvl spells, wich must ofcourse be taken in consideration! A guiding number is: rank 1 fireball with +200 fire damage gains a mere 24.6 bonus damage.

 

theese modifyers are all applied unspecced.

i.e it doesnt differ if you use Presence of Mind, if you specc permafrost, impact etc. but the standard spell, and what it is designed for.

 

 

--------------------------------------

 

Example - Cone of Cold (Rank 5):

 

(casttime) its instant cast, but since 1.5 is the lowest casttime modifier allowed, CoC recieves (1.5/3.5) = 0.428 of total spelldamage by casttime.

 

(aoe/singletarget) Cone of Cold is an aoe spell, and therefore recieves another multiplyer of 0.333, wich results in a 0.143 bonus from +damage.

 

(effects) last of all, it also has a snare effect, wich adds a final multiplyer of 0.95, thus making it end up with a 0.136 modifyer.

 

(level) applying Danyas formula, CoC (Rank 5) is obtained on lvl 56, thus no level formula needs to be calced. it gains full bonus from level.

 

in total, the calculation for CoC would look like this: (1.5/3.5) x0.333 x0.950 x1 = 0.1355 ~ 0.136.

 

 

--------------------------------------

 

Last of all, a spell descriptions to all spells and why the spelldamage modifyer is/isnt simply just cast time (x/3.5):

 

Frostbolt: adds a slowing effect.

Blizzard: area of effect (aoe that requires chanelling).

Cone of Cold: area of effect, adds a slowing effect.

Frost Nova: adds a snare effect.

Pyroblast: no modifyer. (recieves 100% of +Damage on hit, and 74% on DoT).

Fireball: no modifyer.

Fireblast: no modifyer.

Scorch: no modifyer.

Flamestrike: area of effect.

Blastwave: area of effect, adds a slowing effect.

Arcane Missiles: no modifyer. singletarget, no effect.

Arcane Explosion: area of effect.

 

Orket ikke å oversette til norsk sorry :p Lat ;)

Lenke til kommentar

En Druid med +700 healing får for eksempel ikke full bonus dersom han bruker rank 1 Healing Touch, for den tar for kort tid å caste. Tror en healing spell må være 3,5 sek for å få full bonus.

 

 

Så finnes det jo en mellomting, for eksempel Healing Touch rank 4 med lav mana cost og treg nok fart til at den får litt bonus, og likevel er kjapp nok.

Endret av Zythius
Lenke til kommentar

mp5 skalerer, +healing gjør ikke det. Intellect er ikke et spørsmål for priests en gang, så fremt du ikke får hver eneste innervate raidet har disponibelt så har ikke topp-manaen noe å si uansett.

 

Nei gå for en fin blanding av +healing og mp5, spiriten kommer av seg selv når gearet blir bedre uansett.

Lenke til kommentar
Har nå 622 healing , siden jeg bruker kjappe fl heals 99% burde jeg egentlig drite i + heal gear og gå for int  :hmm:

7382350[/snapback]

du gjør noe skummelt galt om du satser på int.. på en lengre fight regener jeg lett over 30k mana, tenk da å starte med 2k mana mer i starten, men halvere manaen du har regenet igjennom en lengre fight. og tips, bruk heal r2 - r4 og lowranks av gheal for å spare på mana i lengre fights.

Lenke til kommentar
Har nå 622 healing , siden jeg bruker kjappe fl heals 99% burde jeg egentlig drite i + heal gear og gå for int  :hmm:

7382350[/snapback]

 

 

Jeg lo. Flash heal er så ubrukelig mana wise at det er til å grine av.

 

Flash heal is your most inefficient spell you have. It is not a general purpose spell -- you should not be exclusively using it, or even using it at all on many encounters. Look at the alternatives:

 

- Heal rank 2. Heal rank 2 is the most efficient spell you have. You get 86% of your +heal (same as gheal), which means you should be healing for 1250 with a manacost of 174. In comparison, flash heal heals 1375 for 380mana. Healr2 gets 1.5x-2.0x the efficiency of flash depending on your +heal.

 

- Renew rank 3. Renew rank 3 gains +100% heal from +heal, so you can get stupid amounts like 1k heal for 105 mana. It's technically more efficient than healr2, but obviously takes 15 seconds to cast. This is an extremely good spell in situations where there's a not of ae dmg going around, and there's really no chance of anyone dying. Ie, you should be topping people off with this, not with flash.

 

- Gheal. Gheal will give you something a ratio of heal:mana of about 5:1. It's much lower than heal r2, but gives you a quite large heal/sec boost. If you have a mob that does decent steady damage, this is the way to go.

 

We need to improve our healing efficiency a lot. We no longer can hide behind the 14 other healers to pickup the slack when we're oom. We need to be more situationally aware of what heal works, and when we should and shouldn't use flash heal. We need to stop using flash heal exclusively, it's incredibly wasteful.

Endret av Per-Stian
Lenke til kommentar
Hva med paladins? Jeg har +548 healing. Bruker kun flash of light(1,5 sec). Vil det si at denne ikke drar full nytte av +healing? Burde jeg heller gå for + int? Eller heller bruke holy light? Med rett gear kan jeg få den ned i 1,9 sec cast.

7382913[/snapback]

 

Nei. Flash of Light får 43% av din +healing addet til spellet, fordi at for å få 100% må spellen ha 3.5 sec cast time uten talents.

 

Intellect rocker hardt som paladin, siden vi har 30intellect per spellcrit. (NERFED PTR?)

 

Ville aldri gimpet meg med fullt Zandalar sett for å få mindre cast time på Holy Light.

 

Holy Light vet jeg ikke hvor bra det blir ennå, fordi å tenke på 2sec cast time er litt tidlig ennå. Og mtp. at du ikke lenger får samme bonus på å downranke blir det ineffektivt manawise å spamme holy light.

Lenke til kommentar
Generell prioritering

 

Healers:

1. + healing

2. Mana regen

3. Stats

 

Mana DPS

1. +dmg gear

2. Stats

3. Mana regen?

7383535[/snapback]

 

Er jo litt forskjellg hva klassene fokuserer på etter +dmg/healing, warlock liker jo mye hp, mages liker mana pool.

7384546[/snapback]

Warlocks skal ha mye +dmg gear det samme gjelder mages. Det er nesten det eneste som teller i PvE. PvP så kan det være noe annerledes men nesten uten unntak så er min liste riktig.

 

Alle mages/locks er eller burde være +dmg horer :D

Lenke til kommentar

Opprett en konto eller logg inn for å kommentere

Du må være et medlem for å kunne skrive en kommentar

Opprett konto

Det er enkelt å melde seg inn for å starte en ny konto!

Start en konto

Logg inn

Har du allerede en konto? Logg inn her.

Logg inn nå
×
×
  • Opprett ny...