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Old 02-18-2009, 04:19 PM  
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Default Cap on Base Damage increase?

Ok Im not sure if this has been asked or discussed before here, but here it goes. Is there a cap on Base damage increase that someone has figured out or that Sony has announced? I understand that there is a Normalized spell damage cap and that roughly half of the damage that the spell can do can be increased by spell damage... but what about base? I recently changed my main from a Templar to a Wizard so Im just shard geared as of right now but as far as it goes these are my base damage upgrades.

Blood Thirsty Choker: 10%
Elucidated Mana Weave Robe: 2%
Elucidated Mana Weave Mantle: 8%
Elucidated 5 Piece Bonus: 4%
Pristine Majestic Swiftcloth Cloak: 2% (not an item I use regularly)
Brainstorm: 4%

a total of 30% (if im using swiftcloth) this should be a huge upgrade as far as I can see but it doesnt seem to help my parse much whats the deal? I think that I have hit a cap or something also i have more recently tried to make a bigger effort to increase spell timers (recovery and alacrity) currently my cast speeds are such

Alacrity:

Spellshaping: 14% (universal)
Elucidated Manaweave Gloves: 4% (arcane)
Energized Orb of Destruction: 2% (arcane)

Recovery

Spellshifting: 12% (universal)
Elucidated Manaweave Pantaloons: 3% (arcane)
Energized Orb of Destruction: 2% (arcane)

putting me at 20% spell cast and 17% recovery... but im parsing about the same as our main brigand in our guild... (when in groups, if its a raid I get crushed) Average Group parse is around 3-4k I do not have my myth yet but hoping for it soon.

so there it is rip it apart tell me what I can improve on and what would be better choices oh also sitting at 75% crit with 800 spell damage 1000 Int and Disruption of 460.
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Old 02-19-2009, 09:33 PM  
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Default Re: Cap on Base Damage increase?

I'm going to blame spell order. Look around the board for info on that.
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Old 02-20-2009, 03:27 PM  
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Default Re: Cap on Base Damage increase?

Pretty sure the cap is 100%. I can't seem to get my Bolt of Ice over 27k from base damage boosts.

Here's what I currently have(including procs):
Ykeshan Earring - 10%
Choker - 10%
Mythical - 10%
Troub Mythical - 10%
Dark Orb - 10%
Destructive Rampage - 10%
Ring of Forgotten Souls - 5%
Trak Belt - 12%
AAs - 4%
Freehand Sorcery - 22%
Legendary Set Shoulders - 8%
Healer/Crusader Earring of Darkfaith(if I'm lucky) - 5%
------------------------
Max I can get is 116% for all spells with everything up, but then if you factor for Bolt of Ice:
10% from AAs
15% from 2-set TSO

Bolt of Ice would be at 141% base damage, and I see it seem to cap at 27-something k at the top end. I'm pretty sure there's a base damage cap from that. I would have to test it more to completely verify it, but it seems that base damage does have a 100% cap to me.
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Old 02-20-2009, 04:52 PM  
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Default Re: Cap on Base Damage increase?

Earring of Darkfaith isn't usable by wizards and it isn't groupwide. The actual healer earring, like the Ykeshan earring, isn't base bonus.
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Old 02-20-2009, 05:15 PM  
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Default Re: Cap on Base Damage increase?

Quote:
Originally Posted by Illuminator View Post
Earring of Darkfaith isn't usable by wizards and it isn't groupwide. The actual healer earring, like the Ykeshan earring, isn't base bonus.
Sorry meant the ritual Talisman of Fate, and if I recall it's not base anyway. And as far as I can tell the Ykeshan earring is, even though it doesn't say that, though I've not really tested it much
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Old 02-20-2009, 05:59 PM  
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Default Re: Cap on Base Damage increase?

The procs are practically identical except for the trigger condition and the damage increase.
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Old 03-05-2009, 08:41 AM  
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Default Re: Cap on Base Damage increase?

i tested the earring from ykesha on a test dummy and compared it with the dmg increase by equipping chocker.
it was the same amount of dmg increase so for me it is really base dmg increase
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Old 03-05-2009, 09:09 AM  
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Default Re: Cap on Base Damage increase?

The cap is 100.
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Old 03-05-2009, 02:52 PM  
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Default Re: Cap on Base Damage increase?

Yup, cap is 100%
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Old 03-06-2009, 06:35 AM  
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Default Re: Cap on Base Damage increase?

If you really want to know about base damage, there is a way (a bit complicated)
1/ start a dummy at your guild hall
2. remove +base damage gear (take care to have more or less same intelligence and + crits +damages ! that can be tricky)
3/ start fight for a while
4/ put half back and do it again
5/ put all back and reddo

now you can compare the 3 ACT result in terms of AVERAGE DAMAGE of your spells.

..
In terms of DPS it is more complicated, because spell order has an important role. But don't bother too much, in a PU group, with people not being very well equiped, doing as much damages as a brigand, or being around 4K is not a shame.
The great majority of players who post here have an equipment much better than average !
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