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02-18-2009, 04:19 PM
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Lil Newbie
Character: Tharis
Guild: Saviors of Norrath
Server: Beffallen
Posts: 4
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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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02-19-2009, 09:33 PM
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Free mage update
Character: Portbott
Guild: Fortitude
Server: Nagafen
Posts: 576
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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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02-20-2009, 03:27 PM
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Dead Wizard
Character: Vexus
Guild: Azure Skies
Server: Antonia Bayle
Posts: 153
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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%
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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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02-20-2009, 04:52 PM
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NO YOU WON'T
Character: Aleraku
Guild: YMCA
Server: Blackburrow
Posts: 11,385
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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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Oh shit I just had a memwipe, why is retarded uncle Roger still designing raids for this game again?
Some players might bot against encounters but it seems like he bots the encounter design!
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02-20-2009, 05:15 PM
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Dead Wizard
Character: Vexus
Guild: Azure Skies
Server: Antonia Bayle
Posts: 153
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Re: Cap on Base Damage increase?
Quote:
Originally Posted by Illuminator
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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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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02-20-2009, 05:59 PM
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NO YOU WON'T
Character: Aleraku
Guild: YMCA
Server: Blackburrow
Posts: 11,385
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Re: Cap on Base Damage increase?
The procs are practically identical except for the trigger condition and the damage increase.
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Oh shit I just had a memwipe, why is retarded uncle Roger still designing raids for this game again?
Some players might bot against encounters but it seems like he bots the encounter design!
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03-05-2009, 09:09 AM
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Done
Character: Calaglin
Guild: Dissolution
Server: Nektulos
Posts: 11,728
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Re: Cap on Base Damage increase?
The cap is 100.
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Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos
Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest
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03-05-2009, 02:52 PM
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Nagafen's only Swashbuckler
Character: IRL
Guild: Purityx
Server: RHUL
Posts: 4,585
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Re: Cap on Base Damage increase?
Yup, cap is 100%
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03-06-2009, 06:35 AM
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Regular
Character: Ailees
Guild: Holy Grail
Server: Splitpaw
Posts: 171
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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.
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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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