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Old 02-07-2009, 05:15 PM  
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Default Spell/Heal Caps

I've been looking and asking around but haven't found anything consistent so I'll ask here. What is the cap on heal/spell mods? I was told by some that it was 1k while others say it's half of the base dmg/heal amount. Some clarification would be great as I've been deciding on what gear to upgrade and want to balance out the two as best I can.
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Old 02-07-2009, 07:45 PM  
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Default Re: Spell/Heal Caps

First off... Spell Crit > spell Damage.
Second... Heal Crit > + heal
Third... if you're at like 80% crit ish, it's more worth it to start getting more spell damage and less crit. Same with heal crit.
For Furies... the + heal cap, I don't know EXACTLY... but, I can tell you if you're at about 70% heal crit self buffed and 800 heal mod, you're sittin very pretty.

As far as spells... 1k+ spell mod and 100 crit, and you're sittin pretty there. You can't get much more in either situation (obviously, you can get to 100% heal crit, but that's it)
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Old 02-07-2009, 11:05 PM  
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Default Re: Spell/Heal Caps

Well atm i'm running over 1k + heal/spell with about 80% spell 60% heal crit self buffed. I guess I can start concenctrating on heal/spell crit gear instead of +dmg/heal... Thanks for the input
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Old 02-07-2009, 11:22 PM  
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Default Re: Spell/Heal Caps

The mathematical cap for any +modifier is half that of the spell you used (or for overall caps, it's an "in-between" sort of thing)

Say for instance Lightning Bolt hits for 6k (just say that it only hits for this amount). Then your maximum spell modifier that that spell can receive is 3000. Obviously only this spell hits hard so 3000 spell mod won't be nearly as effective for the other smaller spells.

Same things with heals, in the sense that a 2k heal will only benefit from 1k heal mod.

Most Furies have come to agree that 1k spell mod and 700-1k heal mod is good enough. Crit helps us out a lot more, but crit is extremely easy to obtain, now, and +spell/+heal isn't.
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Old 02-10-2009, 01:27 PM  
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Default Re: Spell/Heal Caps

Thanks for the info. I too have been curious about the spell/heal "sweet spots".
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Old 02-12-2009, 05:14 AM  
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Default Re: Spell/Heal Caps

Palen,

Here it is how it works for druids:

group heals
-----------

The heal mod caps at 30-33% of the (min-max) value.

example: your Untamed Regeneration goes for 800-1000. Since 33% of 800-1000 is around 266-333, and assuming you have 500 on heal mod, you will be getting 1066-1333. (800-1000 + the 33%). The rest of the heal mod will be wasted since you're capped.

Single target heals
------------------

The heal mod caps at 50% of the (min-max) value.

example: assuming return to the pact does 2000-2500, and assuming you have a 1500 heal mod, you'll be getting 3000-3750. (2000-2500 + 50%). The rest of the heal mod will be wasted since you're capped.


Do note that heal mod only affects the 1st tick of each healing spell...meaning, heals over time (group heals), will only have the 1st tick with the mod...the following ones will be normal.

Of course that you will always be getting the benefict from the heal mod on single target heals, since they only have one tick


- Do note that using base heal increase gear does stacks with heal mods.
- This is the same for spell mod.

Heal crits cap at 100% for heal mod and for dps it varies...check this: Cap - EQ2i


Regards,

AJ

Last edited by Keeper; 02-12-2009 at 05:21 AM.
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