Quote:
Originally Posted by Zormik
I thought i explained it quite well, but i'll give it another try.
spell mod cap is 50% so that means if the top limit of your spell was at 1400, the max spell mod for that spell is 700.
Now if you have 30% base damage your top limit of the spell spell will be at 1820. So, this means, your max spell mod for that spell will be 910 now.
This xpack is full of temp. buffs and gear with base damage modifiers, hence the desired spell mod going up from 600-700 more towards 900 and higher if you're raiding highend.
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Keeping in mind that we lost the ability of crits to increase the spell mod cap, but at the same time since crits multiply your spell damage mod, it's more important to actually have it capped.
End result, +SD is more important, and the cap you should shoot for is a bit higher, at least, as you say, if you are in raid gear and raid buffed, etc.
Spell Quality (master 1, adept 3), amount of base damage, and INT all increase your cap, so if you just got to 80 with MC/legendary, and mostly solo, 500-700 range is fine for the top, if you are mastered and fabled out with your raid mostly at 184 AAs+, then 900-1000 is probably reasonable - I haven't done all the math yet.
