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Momolicio
11-19-2006, 02:13 AM
So I think I have +ministration figured out.+5 points for 1% spell cost reduction.Although my math is as bad as my spelling and grammar I think its a linear line. That means at cap (100 isnt it?) we can get a 20% spell cost reduction. The real question is:Is it worth it stacking +ministration gear? I mean 1% off of Group Reactive is only 3.56 mana...Also +ordination does <b>NOTHING</b>.At first I was like WOW, but as I think about it I am not convinced it is worth aiming for.Also Symetry is... well, YMMV.Sym IV -- May add up to 20 to heals an damage.Adds 1hp to Supplicating fate (At Ad3). Yet my Master2 Celestial procs for 53 now. So it got 4 per tick.I guess I was hoping we could augment ourselves more like how DD casters can stack up skill and stats for improved and consistant damage.<div></div>

EQAditu
11-19-2006, 06:34 PM
<div></div><blockquote><hr size="2" width="100%">Also Symetry is... well, YMMV.Sym IV -- May add up to 20 to heals an damage.Adds 1hp to Supplicating fate (At Ad3). Yet my Master2 Celestial procs for 53 now. So it got 4 per tick.I guess I was hoping we could augment ourselves more like how DD casters can stack up skill and stats for improved and consistant damage.<hr size="2" width="100%"></blockquote>For a while in beta, those adornments did exactly as they said for all spells.  Except it was broken logic.  It would add X to every direct heal, every reactive charge, every regen tick.  As long as the increase did not bring it over 200%.  So you could pretty easily get Mark of the Celestial to regen 80-100 pts instead of 40-50.  Warden direct heals were especially flawed with this logic.SoE said they would balance the effect to the number of heals a spell had or something, and this is the result we got... whether it makes sense or not.<div></div><hr size="2" width="100%">This doesn't directly have to do with your post, but your post subject.  I think the combat changes have made melee skills a lot more important than they once were.  Even scouts with their crazy bonuses due to offensive stance are only getting like 70% tohit rates on raids.  Does that mean that our +melee skill buffs are now closer in effectiveness to Inquisitor +DPS buffs?  Or the skills are still so diluted that the small amount we add still does not show much change...

Sirenta
11-20-2006, 11:08 PM
<P>Lets just sum this up,... shall we?</P> <P>Cloak of Tunare +30 to all heals <BR>Adornments ( 2slots ) 2x +40 to all heals</P> <P>+110 to all heals</P> <P>Direct heal (take the big one) 1600 to 2000 gets to 1710 to 2110</P> <P>this is a straight 5.5% on the big one for 0 Mana....</P> <P>Sounds pretty good to me. (Numbers from heal are from the head)</P> <P>I'll have to check what this does to our Lottoheals...</P> <P>I recognized Mark of Celestials proccing much higher values have to check when I'm in the game.</P> <P>If you are hitting for all the +heal equip, you can compile quite a huge boost to your healing numbers</P> <P>I do not know how the new Setboni will affect this (Having 2 more procs on Intercession)<BR>I just guess having 11 triggers will heighten every trigger by 10 =)</P> <P> </P> <P>Remember it all sums up.<BR></P>

rtoub
11-20-2006, 11:31 PM
<P>I am not saying it is not useful, but none of my heals use the full value.  I have +30 and I think my large heal is +26.  I played around with a +10 and adding it does add more.</P> <P>It seems it is some forumula based on the amount of the heal to what + it actually gets.  I guess they are scaling for something since I think Templars get the largest heal and my largest heal at Master doesn't use the full +30 or +40 that I tested last night.</P>

Olivet
11-21-2006, 12:34 AM
do all these +heal spells apply to the mark of celestial spell too?<div></div>

Hopefulne
11-21-2006, 02:58 AM
<DIV>the +healing items add to the spell itself no the ticks.  So the 5 tick reactive gets + 4 to each tick and the grp direct heal gets something like +3 or 4.  Important bonus is that these bonus' add to items as well. Same as +damage items.</DIV> <DIV>Since the mark line ticks instantly then 4 more times, +20 healing would add 4 to each tick (confirmed on my toon btw)</DIV><p>Message Edited by Hopefulness on <span class=date_text>11-20-2006</span> <span class=time_text>02:00 PM</span>

Boli32
11-21-2006, 06:10 PM
You have to remember that something on its own isn;t worth much... when you stack them however it becomes quite powerful. A good one to remember is Flowing Thought. I used to have a lot of this gear, and sure when you stack it together you do notice a difference - you gain power back quicker. but in the same line +5 ministration over the cap doesn'seem to do much at all.. stack it so you have +50... you'll notice the same gain having 50FT gave(gives) you. I think the synatry and healing pulse adornments will really start to add up once nyou begin to get a few on your armour.  I know this is the path I'll be taking <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div>

rtoub
11-22-2006, 02:51 AM
<P>One of the devs posted that if the cast time was > 3 min you get the whole amount, less then you get a fraction of it.  Since my casting timers are reduced my cast times are all under 3 min that might be why I am not getting the full amount.</P> <P>Almost sounds like it might be a bug.  The AA is reducing my healing potential in exchange for quicker casting.</P>

EQAditu
11-22-2006, 04:50 AM
<div></div><div></div>Usually normalization does not get affected by haste effects.  For instance a normalized melee proc will not be affected my normal haste... the proc rate will remain the same and the haste will cause you to proc more in a given time.  Having spell haste should not, in a perfect world, affect the amount the adornment provides.I remember it specifying that it will add "up to" the amount... but say on Dire Intercession with a 5.0s base casting time... but with 9 triggers... does it first look at the cast time or trigger amount... and would the order allow it to achieve more than the listed amount.<font size="1"></font><blockquote><font size="1">5.0 casting / 3.0 normal = 1.667</font><font size="1">1.667 / 9 triggers = 0.185 per adornment amount</font><font size="1">0.185 * 30 for Healing Pulse VI = 5.556</font><font size="1">5.556(5) * 9 triggers = ~50 added total (45 using rounded results).</font></blockquote>Looking at it that way could provide longer casting spells like a group reactive/regen more benefit.  But its probably not how I calculated it... it probably isn't a true normalization and does not add more to long cast spells.  I'll have to look when I'm in-game since this topic isn't something I looked at while in beta... since it didn't work right there until like the final week.  <i>Edit: I guess you gain nothing for spells over 3 seconds, while my 3.0 spells are getting exactly what they should.  People gone the INT line are not?</i><div></div><p>Message Edited by EQAditu on <span class=date_text>11-21-2006</span> <span class=time_text>08:20 PM</span>

Momolicio
11-23-2006, 04:00 AM
I think, well my common sence tells me, that it is still broken.Consider Supplicating Fate gaining only 1 HP...I think the gains to the spells within the templar line where not considered well, or more to the point. The templar spell portfolio resides outside the norm that these effects are centered around. This also dooms us to not getting looked into.<div></div>

EQAditu
11-23-2006, 04:37 AM
<div></div><blockquote><hr size="2" width="100%">Consider Supplicating Fate gaining only 1 HP...<hr size="2" width="100%"></blockquote>Well, if I had to guess, I'd say it was looking at the instant cast time of the triggered effect once the target dies.  But if that's the case, why is Involuntary Cure or Marks not broken?  Procs have it look at a different number than a triggered condition?<div></div>

rtoub
11-28-2006, 01:18 AM
I have confirmed that abilities that reduce casting time, reduce the healing bonus amount.  I bugged the exact numbers I was seeing in game.