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  1. #31
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    Default Re: +Spell Damage Cap?

    Quote Originally Posted by Pinski View Post

    Look at how much damage a spell does TOTAL, add it up, including every single tic of a dot. Please note, remove ANY, and ALL +Spell Damage gear you have, and make it so you have the same INT with all your +Spell Damage gear, as you do without any of it. Now that you have your base Value for your spells, divide the min by 2 and max by 2. This will be the min and max of how much spell damage you can add for that spell. Now if you crit, you get a bonus to your cap! Also any % Base Damage increasers also add to the base value which increases the +Spell Damage cap even more.
    so that means if my DoT ticks for 500-1000 for 5 times its doing a total of 2500 to 5000, which would make the +damage cap 1250-2500 and that is added to the very first tick?

    i thought it would only benefit half of the first tick, eg 250-500 added but I've not tested it. Hopefully i was wrong :16:

    ps: does it add damage to procs from items/buffs as well? people tendto have different opinions on that *g*

  2. #32
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    Default Re: +Spell Damage Cap?

    Quote Originally Posted by Ciici View Post
    so that means if my DoT ticks for 500-1000 for 5 times its doing a total of 2500 to 5000, which would make the +damage cap 1250-2500 and that is added to the very first tick?

    i thought it would only benefit half of the first tick, eg 250-500 added but I've not tested it. Hopefully i was wrong :16:

    ps: does it add damage to procs from items/buffs as well? people tendto have different opinions on that *g*
    just the initial dmg is increased :/

    and noop no dmg add from boe to itemprocs, buffs dunno

  3. #33
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    Default Re: +Spell Damage Cap?

    Pardon me for being a noob - but I've just re-re-returned to EQ2, and for the first time find myself playing a caster - so I'm interested in this topic.

    Can someone correct me if I have this wrong please:

    1) A spell has a range of damage - say base is 500 - 1000
    2) INT affects it - say my INT raises it to 600 - 1100
    3) +Spell damage can add 50% to the min/max values - so my current range of damage (with INT) would be 900 - 1650 (IF I somehow managed to have +550 spell damage to reach the 1650 value)
    4) The more INT I have - the higher the amount of +Spell damage it will take to max out (because the INT affects my base spell range)

    Do I have all of that correct? So there aren't any diminishing returns (as someone suggested) - it actually scales with your INT.

    Seems like a good approach to me if I have it right.

  4. #34
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    Default Re: +Spell Damage Cap?

    1) Yes.
    2) Yes, but INT is a % based increase, so it will increase your max dmg more than your min dmg. You'd probably get something more like 600-1200
    3) Yes.
    4) Yes.

    There are diminishing returns, but it's on the increase from INT, +spell damage does not have a DR scale.
    'The bait isn't supposed to eat the fish!'

  5. #35
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    Default Re: +Spell Damage Cap?

    I think I am fianally getting it through to my drug rotted brain. To over simplify...

    1) INT is used to set the base damage for your spell, with diminishing returns at ~75% of cap, thus creating the soft cap. With the hard cap being 15 x LV. Correct?

    2) +Spell Damage is used to increase the damage up to 50% of the base. Correct?

    3) Are Crits calculated from modified damage or base?

    4) DoT Crits only affect the initial hit. Correct?

    EDIT 5) +Spell Damage only affects the initial DoT hit. Correct?

  6. #36
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    Default Re: +Spell Damage Cap?

    I am not entirely sure but this is how I understand it.

    1> Yes
    2> Yes
    3> Base, but the modified damage can be higher than normal because the base was increased due to the crit.
    4> Most DoTs if the first one crits the entire DoT crits, there are some exceptions (IE Wizard Surging tempest line).
    5> Only the initial hit is modified for DoTs by spell damage. But to get the 50% amount you total the entire DoT with all ticks included. The reason this was done was so that if the mob dies before the entire DoT finishes you do not lose out on increased damage.
    ~Taliesan Moonstrike <Paradigm>
    90 Wizard

  7. #37
    Necrocyberz?
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    Default Re: +Spell Damage Cap?

    Thanks, now it makes sense!
    #5, that would explain alot about what I have been reading.

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