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Thread: abmod

  1. #1
    blt
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    Default abmod

    Been trying to understand abmod cap. Under "Ability Modifier" Wiki says:
    The Ability Modifier stat increases the amounts of all abilities. It caps at 50% of the base amount (factoring in Potency) of the ability.
    Under "Ability Modifier Cap" it says:
    Ability Modifier Cap depending on the damage/heal amount of the spell/ca/heals adds 50% of minimum damage
    • The highest amount of Ability Modifier is reached when you have 50% of your highest spell/ca/heal
    • if you have more than that, it doesn't effect your spells/ca/heals any further
    I've read other things elsewhere, but everywhere is very clear that it's 50% of something and not so clear on 50% of exactly what.

    If I take off all my abmod equip (but leave the rest of my equipment and maintained spells on), my abmod shows zero and my Ice Spears does 43 direct damage minimum. The abmod equip adds 3.8% potency and 119 abmod. Wearing that, Ice Spears does minimum 164 damage. I picked Ice Spears for the example because it's damage is so low; I thought it would hit the cap first. I expected that I'd see the abmod equip add 3.8% to 43 (makes it 44.6), then add half of that for abmod (total of about 66-68 depending on how they round). But 44.6+119= 163.6, rounds up to 164, so Ice Spears is not hitting the cap.

    The first bullet above makes me wonder if I should use my biggest spell and then the cap from that applies to everything else as well. If so, fireball is my biggest immediate direct damage spell, doing 1428 without the abmod equipment. So I add 3.8% to get 1482, and take half of that to get 741. So then would my abmod cap for Ice Spears and every other spell be 741?

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    Default Re: abmod

    Ability mod is an amount you add to the min-max damage of your ability. Ability mod is capped at 50% of EACH value.
    An ability doing 1000 - 2000 damage with 0 ability mod will do :
    - 1001 - 2001 with 1 ability mod
    - 1500 - 2500 with 500 ability mod
    - 1500 - 2501 with 501 ability mod
    - 1500 - 3000 with 1000 ability mod
    - 1500 - 3000 with 1001 ability mod

    Ability mod is applied after modifiers from potency and your main attribute. Increasing any of those will increase the ability mod caps of all your skills.

  3. #3
    Hopeful Cynic Lysiana's Avatar
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    Default Re: abmod

    maybe its me with my bad language skills, but i think you've got a misconception here...plus some phrasing weirdness

    however, i'll try to explain that to you

    every spell has a base value in terms of dmg/heal
    this basevalue gets modified by your mainstat (int, i assume your an wizard) and potency ast first
    int basically acts the same as potency here...it just adds to the base value of the spell

    looking at your ice-spear value of 43 i assume its the lvl 27 version one, which has base values of 35-65 at master
    i wont go into details on INT and POT here, lets just assume your gear lifts it to 43-79 before abmod, thus average dmg is around 61
    abmod caps at 50% of this value on this particular spell, so this would be 22 on the lower end and 40 on the upper (not sure how rounding is handled there), or ~31 in the middle
    note: its a spell that has no static dmg, it has a dmg-spread, which number you get within that is basically random (you can influence that towards your favor by casting skills)

    so, adding 20 abmod should get you a tooltip stating 63-99
    adding 30 should net in 65-109
    adding 35 should net in 65-114

    so in summary, for this particular example max abmod ice spears would benefit from is around 40...this is only true for this very spell
    if you have 200 abmod this spell wont hit any harder

    thats completely different for ball of fire
    i assume LVL 23 master here
    base values are 660 - 1225, or 943 average
    so cap values are 330 on lower end, 472 on average and 613 on maximum end
    so on this spell you could use much more abmod
    rule of thumb: the higher the spell hits, the more abmod it allows to be applied to

    again, abmod is calculated against every spell seperately

    note that the tooltip ingame displays values before crit, plus values are changing in combat with tempbuffs and are also calculated against mobs' resists...so those tooltip values are just an indicator of the "base power" of the spell
    not sure how you achieve 164 min dmg though, that an ACT-value? thats completely different, so dont look at that and use the tooltip for calculations in the future

    so if you wanna find your sweet spot, what you wanna do is strip yourself off of abmod items, while trying to maintain your INT and POT level
    then go ahead and take the spells your using the most all the time, go calculate average dmg from tooltip on all of them, and look where the caps are for each of them
    then you must decide how much you want, does adding that little extradmg to your meganuke thats up every 2-3min justifies sacrificing other stats?
    you cant generalize there, you must make that decision on your own based on your spell rotation

    as a wizard you wont really cap out though, at least in terms of minmax in endgame

    hope you got the idea now
    Last edited by Lysiana; 07-08-2013 at 05:42 AM.

    - Scientists have discovered a biochemical link between the overwhelming state of love, drug addiction and violence. These emotions are actually controlled by three very powerful drugs: dopamine, seratonin and adrenaline. -
    - There is a connection between drug addiction, mental illness and love at first sight. -

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    Default Re: abmod

    The main problem with the OP's test using ice spears is that it is a DoT. Ability mod uses the total damage from a spell (so the real damage is 43 x 6) and then adds it to the first hit. When you add that one item, it should read 164 initial hit then 43 every 4 secs.

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    Hopeful Cynic Lysiana's Avatar
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    Default Re: abmod

    uh, yep...totally forgot that to mention

    - Scientists have discovered a biochemical link between the overwhelming state of love, drug addiction and violence. These emotions are actually controlled by three very powerful drugs: dopamine, seratonin and adrenaline. -
    - There is a connection between drug addiction, mental illness and love at first sight. -

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    blt
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    Default Re: abmod

    Thanks, that clears up the abmod stuff for me. I can see that I've hit the cap on the low end of my solar flare, but not the high end quite yet.

    There's just one more thing: For a spell that does DoT instantly and every 4 seconds for 24 seconds, don't you get the damage 7 times? (at 0, 4, 8, 12, 16, 20 and 24 seconds)

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    Hopeful Cynic Lysiana's Avatar
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    Default Re: abmod

    nope, abmod only adds to first tick
    be aware, that the amount taken into account for that is by evaluating the total damage of the dot while in full duration

    so...its just same thing different way as addin a (lower) plus on each tick
    in fact its even better the way its now
    if the dot is cured or somehow removed before full duration you'd lose some parts, this way abmod guarantees full impact

    - Scientists have discovered a biochemical link between the overwhelming state of love, drug addiction and violence. These emotions are actually controlled by three very powerful drugs: dopamine, seratonin and adrenaline. -
    - There is a connection between drug addiction, mental illness and love at first sight. -

  8. #8
    blt
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    Default Re: abmod

    Sorry I wasn't clear. I'm now asking how to add up all the damage for a DoT, before figuring any abmod. I get that the abmod part is added to the first hit. The question is how many times the base spell triggers. If a spell triggers every 4 seconds for 24 seconds, do you get 6 shots or 7 counting the initial shot?

    WarwraithBB said 6 but I was figuring 7 -- it's a fencepost error thing.

  9. #9
    Hopeful Cynic Lysiana's Avatar
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    Default Re: abmod

    spelldescription reads as follows

    Inflicts 4 - 7 cold damage on target instantly and every 4 seconds

    so there are 7 events happening here (initial hit and 6 timespans with the last one running counter to zero and applying last dot-tick)
    initial hit = that "instantly" in the description
    then the 6 timespans, everyone followed with a dottick upon expiration - so yes, initial hit + those 6 spans makes 7 hits

    i never cared for looking that up personally for this particular spell
    but every dot (with that decisive description) i did watch for parse training acted that way

    - Scientists have discovered a biochemical link between the overwhelming state of love, drug addiction and violence. These emotions are actually controlled by three very powerful drugs: dopamine, seratonin and adrenaline. -
    - There is a connection between drug addiction, mental illness and love at first sight. -

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