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View Full Version : "...will increase the damage of hostile spells by x%." how is the % increase calculated?


quamdar
05-18-2007, 05:44 PM
i decided to do some testing with the Powerfont effect on the Vine-wrapped Boots.  i got these numbers with and without Powerfont on: Death Rot (DoT) = 105-142 Abate Life (Life Tap - DD)= 1066-1303 Deathly Coil (DoT) = 165-201 Torrential Plague (AE DoT) = 142-174 <img src="http://i29.photobucket.com/albums/c278/quamdar/PowerfontOFF10increase.jpg" border="0"> with the proc on me i saw the following damages: Death Rot (DoT) = 107-145 Abate Life (Life Tap - DD)= 1102-1347 Deathly Coil (DoT) = 166-203 Torrential Plague (AE DoT) = 143-175 <img src="http://i29.photobucket.com/albums/c278/quamdar/PowerfontON10increase.jpg" border="0"> so for Death Rot that is ~2% increase, Abate Life is ~3.4% increase, Deathly Coil is ~1% increase, and Torrential Plague is ~1% increase.  this is far below the 10% described in the description of the effect on the item.  i am not sure how they are being standardized (doesn't seem to be the same as the "up to" effects) but seems like DoT ticks are effecting it since i got a larger % increase for the DD spell (Abate Life) than i did for the other DoT spells.  would be nice to know if this is working properly.  if it is working as intended then the descripion should be changed to "...will increase the damage of hostile spells by UP TO x%" and would be nice to know how these numbers and being calculated currently. BTW sorry for the small size of the pictures but i am not very proficient with editing photos and i am not sure how to make it appear larger.

Noaani
05-19-2007, 08:59 AM
<p> The effect on Vine wrapped boots is being normalised as per effects such as symentry, Bolt of Energy etc. IMO this is a bug, as it makes no sence.</p><p>It is taking a +% effect and adding it to spells as if it were a flat out increase based on spell cast timer, number of ticks and max targets. This is why your single target DD has the highest increase, followed by your single target DoTs and your AE DoT with a gain of a whopping 1 point of damage per tick.</p><p>It would be good if a dev could have a look at this and see if its working as intended, and if so, explain why an item that is supposed to give a flat out % bonus is not doing so, but dev posts on issues like this may be hard to come by.</p>

Groma
05-19-2007, 01:48 PM
I thought all effects for procs were based on a 5 second cast timer.  IE, Bolt of Energy X should add 50 dmg to all spells.  a 5 second cast spell will add the full 50 points of damage, but a 2 second cast spell will only add 20 points of damage.  I will look around later, but i'm pretty sure a red name posted that shortly after EoF came out.  I would venture to guess this is the same effect.  10% increase on spells that take 5 seconds to cast, and you lose 2% for every second under 5.

Uilamin
05-19-2007, 03:54 PM
Grom that is true for DD spells, dots and the such behave differently.  There is also a cap for the most something can get affected. For heals the +bonuses for non-direct heals gets added to the max the heal can do and then gets migrated down to each proc/counter with a max increase of 100% of the original total.

quamdar
05-19-2007, 06:35 PM
yeah i see now what i was doing wrong, after i tested with the vine-wrapped boots i was checking to see that it was constistant with the standardization for the botl of energy effects and i was equipping and uneqipping my robe which also has 42 INT on it so it was throwing my numbers off a little bit.  i am getting 22 added damage on my abate life with the sol ro cloak's +65 damage which is consistand with the 3.4% increase from the listed 10% in the effect (meaning for a 2 second cast spell i am getting approximately 34% of the listed value of the effect which seems low). but still i believe that either this should be made so that it is not standardized by spell cast time etc. or it should have the description changed to "...will increase the damage of hostile spells by <b>UP TO</b> x%" to reflect that you will not get that % increase to all spells.  i personally had never remembered reading a post saying that the % increase was standardized to spell cast time and had no way of knowing since the description implies that there is a straight % added.

Noaani
05-20-2007, 07:25 AM
<cite>Gromann wrote:</cite><blockquote>I thought all effects for procs were based on a 5 second cast timer.  IE, Bolt of Energy X should add 50 dmg to all spells.  a 5 second cast spell will add the full 50 points of damage, but a 2 second cast spell will only add 20 points of damage.  I will look around later, but i'm pretty sure a red name posted that shortly after EoF came out.  I would venture to guess this is the same effect.  10% increase on spells that take 5 seconds to cast, and you lose 2% for every second under 5. </blockquote><p>While some of this is true, a lot of it is not.</p><p>Proc rates and effects such as BoE and synergy are affected by casting timers, however, the actual effect on Vine wrapped Boots should not be. That would be like Grizzfazzles walkingstick proc scaling to the casting time of the spell it procs off; its just not right.</p><p>There should be no loss at all on the proc from these boots based on casting time. It should be a flat out 10% increase for spells you cast in the time the effect is up.</p><p>Also, its a 3 second timer that normalisation of procs and +spell damage effects are set too, not 5. </p>

WasFycksir
05-30-2007, 01:47 PM
<p>The descriptions for this type of modifier are terrible on many spells and items.  It's as if the person just forgot what they were trying to convey mid-sentence.  Worse yet, it seems in some cases the programmer in charge of that item only half-finished the effect.</p><p>The phrasology of the triggering action is also unclear sometimes- "on a successfull attack" I guess that means an auto-attack, but a successful spell cast could be a trigger too in my mind.</p><p>I would hope someday the ambiguity of these descriptions are looked at closely and fixed accordingly along with the proposed effects.</p><p>As a side note, for the cost to make some of these items the purported effect sure is lame for their levels.</p>

genesis013
05-30-2007, 02:03 PM
Sometimes the phrasing on the proc descriptions can be a little confusing to keep straight, but there is a excellent sticky in this forum that explains exactly which each does.