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  1. #1
    Bringin the Heat
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    Default +spell damage changes

    As announced at fan-faire:

    - Normalization is removed. So +50 damage means +50 damage to almost any spell. Certain spells (such as instant-cast ones) do not get the bonus.
    - Damage is no longer spread out over DoT ticks. Instead, the entire bonus is applied only to the first tick. This SHOULD fix the problem with lifetaps i think. But we'll see.
    - Reactive nukes, such as the Coercer's Auspex and Spell Scourge, get the full bonus now.
    - Damage on AEs is still spread out over the number of targets.
    - It gets added on after all other spell modifiers. So it goes base+INT+%damage+BoE. This ends up with less damage overall. However, the cap itself is also calculated at the end, meaning that it gets increased through INT and the Plasma Wand and stuff like that.

  2. #2
    Ratonga Power
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    Default Re: +spell damage changes

    Because Enchanter's needed more DPS...
    I will be making a return for the Time Locked Servers! Fear Me.

  3. #3
    Fisters!
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    Default Re: +spell damage changes

    Not holding my breath yet, but if this is true...I think my numbers will be even more insane that what I'm doing now. :smiley-indifferent:

    Is there any official post / source of information written down yet?

    Kahna - 80 Conjuror - Kithicor - Retired
    The DoK Manifesto

  4. #4
    Senior Member
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    Default Re: +spell damage changes

    Quote Originally Posted by Cochy View Post
    Because Enchanter's needed more DPS...
    qfe

    doesn't this benefit fast casters like illusionists/furies alot more than say warlocks or mystis?

    i assume the same change will be applying to +heals as well.

  5. #5
    Halfelf Mohawk
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    Default Re: +spell damage changes

    Sounds good, now if we could get some Strike of Force on PVE gear...

  6. #6
    Fisters!
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    Default Re: +spell damage changes

    Quote Originally Posted by Andrew View Post
    qfe

    doesn't this benefit fast casters like illusionists/furies alot more than say warlocks or mystis?

    i assume the same change will be applying to +heals as well.
    Furies are known for fast casting heals, not so much their two large nukes which take a lot longer.

    Mainly your fast casters are AGI Spec'd Enchanters and Evocations Spec'd Conjurors.

    As to whom it benefits more, just wait and see.

    Kahna - 80 Conjuror - Kithicor - Retired
    The DoK Manifesto

  7. #7
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    Default Re: +spell damage changes

    Did they say when this will go into game?

  8. #8
    Bringin the Heat
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    Default Re: +spell damage changes

    LU38 i believe. And no it wasnt written down oficially, but it was publicly announced. But yeah since LU37 just hit this week, im not expecting to see these on the test notes for a while yet. And probably slightly changed.

  9. #9
    Utility = Useless
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    Default Re: +spell damage changes

    Any mention of whether +damage will affect power drains, or if +heals will affect wards or heals that non-priests have?

  10. #10
    ACT Developer
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    Default Re: +spell damage changes

    Quote Originally Posted by Andrew View Post
    ...
    i assume the same change will be applying to +heals as well.
    I hope not. Those changes would be horrible to things like reactive heals. First off, there is no telling that the first reactive heal charge will heal anything at all. If you're in a raid with a shaman, the first charge is very often wasted. Thus if the bonus is only added to that, it's 100% wasted. Cleric reactive heals are set up to be partially wasted like druid regens are. But unlike druid regens, they are meant to be cast before damage takes place.

    Secondly, most Templar reactives actually gain more than the "up to" amount with the old system. A 3min recast Templar reactive has 15 charges, which ends up getting 3x the "up to" bonus. Three of the other four reactives get almost 2x the "up to" bonus. Again, reactives are meant to be partially wasted, so actual mileage will vary.

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