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  1. #1
    Warlock
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    Post Nune's Guide to Spell Efficiency 2.0 (Includes GU66 compatible Spreadsheet)

    === Introduction ===

    Hello fellow locks! I've updated my rather out-of-date spreadsheet to reflect all the changes that have been happening. These are:

    1.) Focus Changes back in the summer of last year
    2.) Release of COE and the new prestige abilities
    3.) GU66 Changes including dumbfire pets being upgraded

    Link to old thread: http://www.eq2flames.com/warlocks/89...readsheet.html

    *Old intro stuffs*

    My Spell Efficiency spreadsheet is a little different from the normal spreadsheets that have you filling in your own tooltip spell damages, in that it actually makes all the calculations the game makes between a spell's base damage (acquired by going through the spell books using a naked toon with no AA's spent), and the final number that shows up in ACT. Using this setup allowed me to greatly simplify the process of adjusting the spreadsheet to your own numbers. You no longer have to go through each spell and look at your tooltip values, instead, you simply indicate what level of the spell you have (Journeyman up to Grandmaster), fill in your personal stats and you're good to go!

    Additionally, I've made a second section in the spreadsheet where you can assemble your own encounter and see how spell efficiencies change based on the number of targets you're fighting, or even which temp procs you have running at the moment. I will elaborate on the use of this section further below.

    Finally the spreadsheet includes a section for gear comparison.

    Download the spreadsheet here
    Nune's Warlock Efficiency Spreadsheet v2.0.zip

    The rest of this thread contains a lot of information about various topics such as how damage is calculated in EQ2, which spells proc which procs, exactly how our procs work and other tidbits of information I discovered while building this spreadsheet. I'd also like to thank my friend Lemilla, without who's extensive knowledge of the game I wouldn't have been able to make this spreadsheet, and Mogrim for moral support and helping me crunch a few numbers.

    If you'd like to contact me about any of the information in this thread or about the spreadsheet itself, feel free to send me a PM here or in-game (Permafrost.Nune / Permafrost.Nubek / Permafrost.Nubis / Permafrost.Palaven / Permafrost.Tuchanka)

    What follows now is information from the old thread, with updated information where applicable, and a special section for our Dumbfire Pets.


    === What is Spell Efficiency and Why Should I Care? ===

    Simply put, the efficiency of casting a spell is determined by the damage it does, versus the amount of time it takes you to cast it. A spell that does a lot of damage isn't automatically better than a spell that does little damage. For example, lets say spell A does 10000 damage and takes 4 seconds to cast, spell B does 5000 damage but takes only 1 second to cast. The efficiency for Spell A would be 10000 damage/4 seconds = 2500 damage per second spent casting it, whereas the efficiency for Spell B would be 5000 damage per second spent casting.

    Now imagine a vacuum where there was no such thing as Ability/Spell reuse and you could just keep chaincasting spells over and over. In a 4 second timeframe casting Spell A would net you 10000 damage, casting spell B would net you 20000 damage! Logic follows that in order to maximize our DPS, we want to make sure that we're always casting the most efficient spell available to us. While this doesn't translate 100% to playing a Warlock in-game – because we also have to take time to cast debuffs, hit a deaggro, keep Acid/Pyre* running even when neither of them is the most efficient spell to cast at that time or hold back Plaguebringer just a little longer to benefit from a 100% guaranteed double cast (this list goes on pretty long) – looking at our spell efficiencies gives us a great guideline for deciding what spell to cast next.

    Dark Pyre has dropped pretty low on the efficiency list, perhaps this is not entirely true anymore, maybe you raiding Warlocks should take a fresh look at it!


    === How is Damage Calculated in Everquest 2? ===

    This is a bit of a technical section, so if you're not interested in knowing exactly how the game calculates your spell damage, feel free to skip this section.

    There are many steps taking place between the base damage of a spell and the final number we see showing up in ACT. In this section I'll try my best to explain the various steps in the process to the best of my knowledge.

    Step 1 – Base damage, Disruption, select AA's

    Each spell's damage begins with the unmodified base damage value of the spell. This is the value that you would get when inspecting a spell book on a toon with no gear, no stats and no AA's. There are two things that can modify the base damage value of your spells, namely select AA's and Disruption over cap.
    1.) Disruption over skill cap

    When GU61 launched it changed the way that disruption works, instead of only influencing the resistibility of your spells, each point of disruption over the skill cap (which at level 95 is 475) will modify the minimum base damage a spell does. The values SOE has set for this is a 2% boost for every 100 points of disruption over the skill cap. So if you have 575 disruption, a spell with a base damage spread of 100 – 200 damage, will now have a damage spread of (100*1,02=) 102 – 200. Further changes were made recently, saying that Disruption will boost minimum damage up to a cap of 40% at a skill level of 5475. This however does not appear to be lineair, and at normal levels of disruption it still functions like it used to, 2% boost for every 100 points.

    The following spells do not get modified by disruption at all: Aura of Void, Blast of Devastation, Flames of Velious, Occult Bolt, Toxic Assault, Caustic Detonation and all of our temp procs. In the case of Aura/Our Temp Procs it's because their mastery if subjugation and ordination respectively, Flames because it doesn't have a damage range, and the prestige abilities because they don't have a mastery. Dark Aggravation was upgraded to make use of disruption with GU66

    2.) Select AA abilities. Namely Void Retribution (Prestige) and Corrosion (TSO AA).

    Void retribution adds a 30% damage boost to the base damage value of our green encounter spells before any other modifications occur, this is pretty amazing because of the multiplicative nature of spell damage calculations.

    Corrosion is a pretty strange AA which took a few hours and lots of Acid casts to figure out exactly how it works. Here's how: The initial hit of Acid is not counted as a tick, therefore the second Acid hit (first tick) is unmodified by this AA. The following 4 ticks all receive the exponential 15% gain over the initial tick, after that it caps out and the remainder of the ticks all receive the damage modifier from the 5th tick.

    So the total damage of Acid is comprised of the following before potency, crits, debuffs etc. :

    1. Initial hit: Base damage + Ability mod
    2. 1st tick: base damage
    3. 2nd to 5th tick: base damage * 1.15^(n-1), where n is the tick number
    4. 6th and higher ticks: base damage * 1.15^4

    Step 2 – Potency, Intelligence bonus, Ability Mod and more AA's

    The next step in the spell damage mechanics is modifying the damage using our potency, intelligence and ability mod.
    1.) First up is potency. This is pretty straightforward. The potency modifier is comprised of two things, the potency we get from gear (which you can see in the stats section of your Persona window), plus the potency our spells receive through AA's. Through the years SOE has used various descriptions to indicate potency boosts, varying from 'base damage' to 'outgoing spell amount' to plain 'damage'. I've gone ahead and tested this and all of our AA's that improve anything related to 'damage' are potency boosts with the exception of the the two AA's listed in step 1 or if it states 'critical damage' obviously . This also includes items that give damage boosts such as the Ambrosial Fruit/Coffee and our Gear Focuses.

    The formula for applying potency is to multiply the value we've attained in step 1 by our potency modifier, so: damage * 1 + (Gear potency + AA potency / 100). So at 5% potency you'd multiply by 1.05, at 500% you'd multiply by 6.

    2.) Next up is to multiply the damage with the bonus we get from our primary stat, intelligence.

    Strangely enough, there are two curves used to calculate the bonus you receive from int. One that runs from 0 to 1200, and one that runs from 1200 and up. In the spreadsheet I've only incorporated the formula for the second curve, since most everyone is running around with intelligence numbers above 1200. The formula that decides how large a bonus our spells get from intelligence is as follows: Int Bonus = (0,8*LOG(Intelligence/1200)/LOG(1,02))+66,41.

    The int modifier that rolls out of it is similar to potency, 1 + (Int Bonus/100). Let's say you have 3000 intelligence, the Int Bonus at 3000 int is 103.4, so the total damage you've accumulated in the above steps is multiplied by 2.034!

    3.) After your damage has been multiplied by the pot and int modifiers, your ability mod is added.

    The benefit you get from ability mod is capped at 50% of the damage total from all the above steps. So if for instance Distortion does 10000 damage after applying disruption/potency/int bonus, it can receive a further 5000 damage bonus from ability mod before it caps. For our damage over time spells (DoTs) it counts the total damage including all the ticks to determine the cap, and then applies the ability mod to the initial hit (this is why you always see seperate damage values in the tooltip for the initial hit and the following ticks.)

    There are a few more things you should know about ability mod:

    1. First of all, our green and blue spells only benefit from 1/3rd of our total ability mod. However, using the myth clicky to turn our greens into single-target spells will allow them to benefit from all of our ability mod instead.
    2. Dark Siphoning behaves a little different from the rest, in that with our myth unclicked, it receives only 1/6th of our ability mod.
    3. Our temp procs don't benefit from ability mod at all.

    Step 3 – Critting, Crit Bonus and even more AA's

    The last step in the damage calculation process (not going into debuffs), is the game checking whether you hit critically or not. Exactly how this is done I don't know, but naturally it begins with subtracting your crit chance with a mob's critical avoidance, if the resulting number is over 100% you'll always crit, if it's below 100% some form of random roll is used to decide whether a hit crits or not.

    If your hit crits, the total damage we've attained in steps 1 and 2 is then multiplied by our crit bonus modifier. Like potency this is made up of the crit bonus we get from gear, and the crit bonus we get through AA's. Warlocks have a base crit modifier of 1.5, so the formula for calculating our total crit modifier is 1.5 + (Gear crit bonus + AA crit bonus / 100).

    One final thing I would like to mention about the crit modifier has to do with the Critical Mastery AA in our TSO tree, that says “The sorceror's professional spells will all do additional critical damage.” The game considers all spells that we get while leveling up as 'professional' spells, so the only spells not benefiting from this AA are the ones we get through AA's ourselves, like Plaguebringer, Dark Aggravation, Blast of Devastation etc.

    Summary

    So when all is said and done our damage is calculated as follows:
    1.) Base spell damage + modifications through disruption over cap and Void Retribution/Corrosion
    2.) Modifications through potency, intelligence and ability mod
    3.) Modifications through critical hits and crit bonus


    === Everything you ever wanted to know about our procs ===

    As warlocks we have four temp procs available to us, namely Gift of Bertoxxulous, Curse of Darkness, Netherrealm and its upgrade Eternal Damnation. I'll also briefly touch on Dark Overflow and Noxious Influx.

    Why is it important to know how our temp procs work? Because they all work in a different manner, and because not all of our spells trigger all of our procs. Therefore, if we have our temp procs active, our spell efficiencies change, because a spell not only does the damage we read in our tooltip, but the damage from our procs also gets added.

    For example, spell A does 100 damage and takes 1 second to cast, spell B does 120 damage and also takes 1 second to cast, on top of that we have a temp proc active that does 50 damage when triggered. Spell A triggers our temp proc, Spell B doesn't. Normally spell B would be our most efficient spell, having an efficiency of 120 damage per second spent casting, however with our temp proc active, casting spell A will net us 150 damage per second spent casting instead, making spell A more efficient than spell B as long as we have our temp proc running. (In the “Build Your Own Encounter” section of the spreadsheet I've tried to make it as easy as possible to see how our temp procs influence our spell efficiencies, so make sure to check it out!)

    The extra damage we get from our temp procs can rack up so high on large encounters that in order to maximize our DPS, triggering them as much as possible becomes our number one priority. Therefore it's necessary to understand how they work, and to know which spells can trigger which proc.

    So how do our temp procs work?

    1.) Gift of Bertoxxulous

    Gift of Bertoxxulous is an encounter proc with a limit of 3 targets. This means that for each target you hit with a Gift-proccing spell, 2 more targets in the encounter will get hit by Gift as well. So on a 4-target encounter, the maximum amount of Abhorrence procs you'd be able to get from one hit is 12, on an 8-target encounter it's 24 etc. etc.

    Gift of Bertoxxulous has a unique position among our temp procs in that with AA's spent on it and a troub in your group, we can maintain it 100% of the time. That's why in my opinion we should always take Gift into consideration when checking out our spell efficiencies. Not all of our spells trigger Gift, and the damage difference can be just enough to make the spells that do proc it more efficient than the ones that don't. (For a list of which spells trigger which proc, scroll down to the bottom of this section)

    2.) Curse of Darkness

    Curse of Darkness works in a similar fashion as Gift, with the difference being that there is no cap on the amount of targets in the encounter that get hit with each trigger. For each target in the encounter hit by a spell that triggers Curse of Darkness, all the other targets in the encounter get hit as well. This makes Curse incredibly potent on larger encounters in particular. On an 8-target encounter you are able to trigger Curse of Darkness up to 64 times with just one spell! (This is one of the reasons that a spell like Nullify, which does no damage on its own, becomes one of the best things we can cast during multi-target encounter fights.)

    Curse of Darkness also has the distinct advantage of being the only temp proc that can be triggered by pretty much every spell in our spell book.

    3.) Netherealm/Damnation

    Netherealm and its upgrade Eternal Damnation work slightly different than Gift and Curse. Instead of always proccing damage with each spell hit, they continually reapply a debuff that first
    needs to 'infect' a mob before we are able to trigger it. With a troub in your group this debuff applies up to 9 times from one cast. With timewarp up it can provide even more than 9 chances of proccing damage per cast.

    Netherealm does damage for each infected target being hit by a spell that can trigger it, which can already do a good amount of damage. Eternal Damnation on the other hand also has an AoE component with a maximum of 6 targets. For each time you hit a target that has been infected by Eternal Damnation, you will also hit up to 5 other targets in the mob's vicinity, so if there's 8 mobs around you can trigger a maximum of 48 Void of Damnation hits with one spell. You could consider it as the AoE counterpart to Curse of Darkness.

    4.) Noxious Influx

    For left-side specced warlocks, we proc extra damage from Noxious Influx with each cast of a poison, disease or elemental spell. Casting Acid Storm and Netherlord will also proc it.

    5.) Dark Overflow

    Finally I'd just like to mention here that the AoE component of Dark Aggravation, namely Dark Overflow, hits a maximum of 5 targets.

    Summary and proc overview

    Gift of Bertoxxulous hits up to 3 targets in an encounter when triggered.
    Curse of Darkness hits all of the targets in the encounter when triggered.
    Eternal Damnation hits each infected target plus up to 5 other targets in the area when triggered.
    Netherrealm hits each infected target once when triggered.

    Will it proc?

    Gift of Bertoxx
    Curse of Darkness
    Nether/Damnation
    Noxious Influx
    Apocalypse
    yes
    yes
    yes
    yes
    Acid
    yes
    yes
    yes
    yes
    Dark Siphoning
    yes
    yes
    yes
    yes
    Cataclysm
    yes
    yes
    yes
    yes
    Distortion
    yes
    yes
    yes
    yes
    Dissolve
    yes
    yes
    yes
    yes
    Dark Nebula
    yes
    yes
    yes
    yes
    Dark Infestation
    yes
    yes
    yes
    yes
    Acid Storm
    yes
    yes
    yes
    yes
    Netherlord
    yes
    yes
    yes
    yes
    Plaguebringer
    no
    yes
    yes
    yes
    Dark Aggravation
    no
    yes
    yes
    yes
    Absolution
    no
    yes
    yes
    yes
    Dark Pyre
    no
    yes
    yes
    yes
    Aura of Void
    yes
    yes
    no
    no
    Nullify
    yes
    yes
    no
    no
    Vacuum Field
    yes
    yes
    no
    no
    Curse of Void
    yes
    yes
    no
    no
    Thunderclap
    no
    yes
    no
    no
    Ethernere Chains
    no
    yes
    no
    no
    Flames of Velious
    no
    yes
    no
    yes
    Bewilderment
    no
    yes
    no
    no
    Blast of Devastation
    no
    yes
    no
    no
    Encase
    no
    yes
    no
    yes
    Rift
    no
    yes
    no
    no
    Static Discharge
    no
    yes
    no
    no
    Master's Strike
    no
    yes
    no
    no
    Concussive
    no
    yes
    no
    no
    Null Caress
    no
    yes
    no
    no
    Pall of the Elements
    no
    yes
    no
    no
    Fire Seeds
    no
    yes
    no
    no
    Concussive Blast
    no
    yes
    no
    no
    Confounding
    no
    no
    no
    no





    === Our Dumbfires ===

    We've got 3 dumbfire pet spells, Dark Infestation, Acid Storm and Netherlord. With GU66 they've gotten a DPS and survivability boost and they seem to be quite viable to cast now.

    In order to calculate their efficiency I used the same method I used for the rest of the spreadsheet, a naked toon with all AA's reset, in order to get base damage values for our pet attacks. I've used a sample size of over a 1000 hits for each pet to determine their base min and base max hits.

    Supposedly we have 100% shared stats with our dumbfire pets, however after making the correct calculations this doesn't seem to be the case. The numbers I was getting on the spreadsheet didn't match those I was seeing in ACT. Because I don't know the full mechanics governing our pet dps I therefore had to make some pretty unscientific calculation adjustments to get the correct output.

    In case of Dark Infestation, this meant multiplying the average damage per hit by 0.66, to end up at the number that shows up in ACT. I've cross-checked this with another Warlock who had much better gear and the numbers checked out for him as well. For Netherlord, the multiplier I use is 0.7, and for Acid Storm 0.85. It's not the ideal solution, but hopefully the numbers end up being reasonably accurate this way.

    Our pets will double attack while FC or Timewarp is up, without needing to be cast during that window. So in order to gain maximum benefit from them it's a good idea to first get your dumbfires running before going into your FC/Timewarp rotation.

    So how do our dumbfire pet spells work?

    1.) Dark Infestation
    Of our three dumbfire spells this one is probably the best, both on single and multi-target encounters. Dark Infestation has a DoT component as well, but as it cancels the moment the pets spawn, you usually don't get more than the initial hit from it. For this reason I've calculated its damage as being Initial Hit + Broodling Damage.

    The Broodlings themselves cast blue AoE's that hit a maximum of 8 targets. This AoE is capable of proccing Netherrealm/Eternal Damnation. The Broodlings come in threes, and during their lifespan do a total of 3 of attacks. With the Dark Infestation AA's in our Warlock tree this is increased to 5 attacks, making this a very worthwhile AA to spend points in.

    Finally I'd like to mention that the total amount of hits you get out of them during AE fights varies wildly. I've been unable to determine the cause of this, possibly the Broodlings' AE has a very limited range, or it's directional, causing it to not hit all the targets all the time (although even when you put 8 heroic dummies on top of eachother, the amount of hits still varies). For this reason, I decided to mitigate this inconsistency further in the DPS calculation, by multiplying the Broodlings' DPS on multi-target encounters by a factor of 0.85.

    2.) Netherlord
    Netherlord, like the Broodlings, has a blue AoE with a maximum of 8 targets, which can proc Netherrealm/Eternal Damnation. Thankfully, unlike the Broodlings, Netherlord's AoE will consistently hit all targets in range, making his efficiency more predictable.

    During his lifespan he will cast his AoE a total of 8 times. The last three hits being in the final seconds of his lifespan. On top of that he also has melee auto attack. I'm not sure which of our stats are used to calculate his auto attack damage, it could very well be our strength stat. On the spreadsheet I've added 10% extra damage to his single target DPS output to represent his auto attack damage. Again, not very scientific. Please tell me if you know the correct calculations!

    Although Netherlord's dps efficiency is pretty good if he manages to stay alive, it's exactly this long lifespan that puts him at greater risk of dying early. My advice would be to experiment in raids and see if he manages to stay alive long enough to apply all of his damage.

    3.) Acid Storm
    Acid Storm, like the Broodlings and Netherlord, casts a blue AoE, with a maximum of 8 targets, which will also proc Netherrealm/Eternal Damnation. During its lifespan it casts this AoE a total of 7 times. Of the three dumbfire pets, Acid Storm is the least efficient on a single target. However, because its damage is applied in a relatively short time, it's not half-bad to cast Acid Storm right before timewarp or FC.

    Acid Storm gets increasingly viable the more targets you're fighting.


    === Using the Spreadsheet ===

    Most of the info that you need to use the Spreadsheet succesfully is already contained in the Spreadsheet itself, but I'd like to make a few closing remarks on how to use it to maximize your DPS.

    I've tried to make the process as simple as possible, you fill in your stats and your spell levels, then use the "Build Your Own Encounter" section in the Spreadsheet to discover how efficient each spell is in differing situations.

    You can adjust the following settings:
    • Number of targets you are fighting, ranging from 1 to infinite
    • Whether the targets are linked or not
    • Which temp procs are active
    • Whether you have UT or not
    • Whether Timewarp or Focused Casting are active
    • How many Occult Bolt increments / Toxic Aura increments you have

    Once you've created the type of encounter you want to check your spell efficiencies for, you can then sort the data from most efficient to lease efficient. Use that list to then figure out the appropriate casting order for the appropriate situation, and use that knowledge to improve your parses.

    The bottom section of the Spreadsheet contains a tool for comparing gear. It uses the average efficiency of our 12 most used spells to determine which piece of gear will improve your dps more. Most of the time the choice will obvious just by looking at the stats, but sometimes you're not sure whether an item upgrade is worth breaking a set bonus for, and this tool can help you there. I've also made sure Sanguine is incorporated, adding a 0.075% potency boost to the calculations for each point of intelligence.

    By using the gear comparison tool you can for instance check which adorn works out best for you in terms of increasing your DPS. I'm sure we already all anticipated the order is +46 Int > +68 Ability Mod > +32 Magical Skills, and now you can confirm it for yourself


    === Final Words ===

    My apologies if at some points I was beginning to ramble or repeat myself too much, but I hope the data contained here is useful for both beginning and more knowledgeable Warlocks. In the process of doing all this I've learned a thing or two myself that I had no idea about!

    If you have any questions or suggestions, or find any bugs in the spreadsheet, or if you think I'm full of shit and you'd like to tell me, I welcome all feedback

    Happy fiddling around with the Spreadsheet!
    Last edited by Nune; 05-31-2013 at 04:50 PM.

  2. #2
    Half-Awake Parsing Mogrim's Avatar
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    Default Re: Nune's Guide to Spell Efficiency 2.0 (Includes GU66 compatible Spreadsheet)

    Stellar work. Really. 5 Stars easily.
    Give your Amerikan account to me and I show you how to parse like on Russian server. Only 50 Rubles.


  3. #3
    Scito te ipsum Slippery's Avatar
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    Default Re: Nune's Guide to Spell Efficiency 2.0 (Includes GU66 compatible Spreadsheet)

    Interesting. Apparently I need to cast Dark Pyre less. How exactly did you come to the dumbfire numbers?

  4. #4
    Warlock
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    Default Re: Nune's Guide to Spell Efficiency 2.0 (Includes GU66 compatible Spreadsheet)

    It's in the post, but I suppose I can repeat it again.

    On a naked toon, with no AAs spent, I casted all the dumbfires a ton on training dummies, until I had atleast a 1000 hits of each. I then took the min hit and max hit and used that as base min/base max value. I then did the regular calculations because supposedly they share stats with us.

    However on comparing the numbers from the spreadsheet with the numbers Im seeing in ACT if I actually have my gear on and my AAs spent, there was an undeniable discrepancy between what the dumbfire pets were supposed to be hitting for versus what they were actually hitting for. Therefore I had to do some random calculations to make the numbers actually match. For Broodlings, it seems they were only doing 2/3rds of the damage that the spreadsheet was suggesting, so I multiplied there average hit by 0.66 to get a somewhat correct number. I then asked Mogrim, who has a lot more pot/crit/ability mod and what have you to do a few dummy tests as well. Using his numbers in the spreadsheet and his results in ACT, also showed that the broodlings were actually only doing 2/3rds of the damage that the spreadsheet had them at if they truely shared all our stats.

    I used the same process for Acid Storm and Netherlord, but I had to use different values than 0.66 for them to make the spreadsheet values match up with the ACT values.

    Like I said, it's a guesstimation more than anything, but feel free to run a few parses and see how close the numbers are. I don't like not knowing how they work but this is the best I can do at the moment, so do with the information what you like and keep in mind that it is far from accurate

  5. #5
    Scito te ipsum Slippery's Avatar
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    Default Re: Nune's Guide to Spell Efficiency 2.0 (Includes GU66 compatible Spreadsheet)

    I doubt this is it, but could it be the ability mod getting 1/3 because ae? (plus low cap if you didn't account for that)

  6. #6
    Junior Member
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    Default Re: Nune's Guide to Spell Efficiency 2.0 (Includes GU66 compatible Spreadsheet)

    Absolutely amazing work there Nune, was thinking about betraying actually - might change my mind now - hah.

  7. #7
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    Default Re: Nune's Guide to Spell Efficiency 2.0 (Includes GU66 compatible Spreadsheet)

    i wish our abilities where more dependent on target based aoe's like dark agrovations proc rather than Proc's like GoB, CoD and aura's like netherealm.

  8. #8
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    Default Re: Nune's Guide to Spell Efficiency 2.0 (Includes GU66 compatible Spreadsheet)

    i have a question that seriously needs answering, NO one can explain the numbers involved with Ability Mod, okay i get the 50% ability mod cap on abilities but say i have 6k ability mod, is that a solid number or a multiplier. if i have a DOT that does 65k per tic after pot, what do i need to have in ability mod to get 50% of that return? according to the math. 65*6tics=390ktotaldmg+195k<---being 50% My question would be do i need to have 195k ability mod to get half or how is the numbers working to get that 195k or 50% on High dmg abilities.

  9. #9
    Noob dps
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    Default Re: Nune's Guide to Spell Efficiency 2.0 (Includes GU66 compatible Spreadsheet)

    You do have to remember to take away current amod to not include it in your calculations to work out the cap. It's also a solid number.
    Please give way to the waaaambulance.

  10. #10
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    Default Re: Nune's Guide to Spell Efficiency 2.0 (Includes GU66 compatible Spreadsheet)

    so basically if my Dot total tics is hitting for a total dmg of 300k, i would need a 150k ability mod to get capped?

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