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Old 08-06-2007, 06:56 PM  
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Default changes to +spell dmg and Infusion

Taken from the Combat Discussion forum:

Quote:
Originally Posted by Manyak View Post
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.

Does this mean that if we have +175 to spell dmg that now gets added directly on to each Infusion proc? And, if so, how is that different from the way it is now?

I like the Soulfire staff better now.

- Sekret
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Old 08-06-2007, 06:57 PM  
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Default Re: changes to +spell dmg and Infusion

I doubt it'll add shit to procs, since they are the "instant" cast spells they talk about.
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Old 08-06-2007, 07:01 PM  
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Default Re: changes to +spell dmg and Infusion

That's good for gameplay, but sad for me. I was getting all excited at the thought of it. (Liking the staff less again.)

What does affect the amount a proc does?

Thanks,
Sekret
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Old 08-06-2007, 07:03 PM  
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Default Re: changes to +spell dmg and Infusion

INT and items like the Dark Orb of the Mind.
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Old 08-07-2007, 05:13 AM  
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Default Re: changes to +spell dmg and Infusion

This change will still boost dps a bit, it will probably balance out the EV nerf to 40%, you figure that Swarm and tempest will hit the intial tic for almost 1K thats not to bad cosidering we can cast these 2 spells so dam fast. The other Bonus and if someone could check is how symetry will effect healing...is that effect going to fall under the same rules?
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Old 08-07-2007, 05:43 AM  
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Default Re: changes to +spell dmg and Infusion

Imagine the dps bonus Templars will get from this change lol.

Nuke 1: 1.5 second cast/2.5 second recast
Nuke 2: 1.5s cast/5.5s recast
AE Nuke: 2s cast/7.5s recast

It's also going to boost all the dps casters way more than it'll boost us, so we'll look worse by comparison. It'll be funny to see how it effects mages (and furies) vs scouts tho.

If they are doing the same thing for heals, we may have become the total leetsauce healers though.
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Old 08-08-2007, 09:31 AM  
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Default Re: changes to +spell dmg and Infusion

thinks of illusionists...
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Old 08-08-2007, 12:48 PM  
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Default Re: changes to +spell dmg and Infusion

im not sure if anyone realized this, but if the same is applicable for healing, which i think its safe to assume it will be, it will be a double edged sword. Our fast single target heals will get an ok boost but our regens will not be effected much. Most of the time i throw a HoT its in preparation for damage not as a reaction to dmaage. So basically that first tick which gets the xtra heal will be useless. I think this system works perfectly for damage, but its not so for healing. I do not know of a solution for this i just call it as i see it.
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Old 08-08-2007, 02:40 PM  
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Default Re: changes to +spell dmg and Infusion

well the hots arnt really effected at all as it is atm
+25heal gives you like +2hp each tick ...great
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Old 08-08-2007, 03:28 PM  
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Default Re: changes to +spell dmg and Infusion

Quote:
Most of the time i throw a HoT its in preparation for damage not as a reaction to dmaage. So basically that first tick which gets the xtra heal will be useless.
QFE
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