View Full Version : +spell dmg is not working on Stroke
<p>does anyone notice about that ?</p><p>Ive just take off my Cloak of the Burning Prince </p><p>and found that the spell descriptioni didnt have any change.</p>
chily
11-19-2007, 10:42 AM
My stroke did 1.2k base dmg before rock, now it does 1k (1001dmg) with the same gear.I tryed a quest item from rok instead of a eof fabled piece.<p>Eof Fab piece 34int without a +spell dmg => Stroke 999dmgRok treash 30int and +60 spell dmg => Stroke 1002dmg</p><p>I have like +300spell dmg and i miss like 200spelldmg accross all my spells</p>
nscragg
11-19-2007, 12:27 PM
<p>The +spell damage has probably been implemented similar to WoW. There is likely a coefficient (%) involved (which we have to figure out) from spell to spell. The coefficient is what determines just how much your damage increases per +spell damage.</p><p>Oftentimes the coefficient is fixed per spell and varies from spell to spell to maintain balance in the combat system. You won't ever see Ice Nova take full advantage of say, +500 Spell damage someone has stacked on their gear.</p><p>This coefficient, if it has been implemented, has to be figured out by the community on a spell by spell basis. Once that has been done, you'll be able to better predict how much damage your spells will do when you get capped on +Spell Damage.</p><p>I don't know this for fact, but given that SO MUCH has been brought into our game that is a direct rip from WoW, you can easily assume there is a coefficient factor involved. So you can see what I am talking about more vivdly, I've included a link to a <a rel="nofollow" href="http://www.wowwiki.com/Spell_Damage_Coefficients" target="_blank">Wiki </a>that explains it better.</p>
chily
11-19-2007, 03:26 PM
<p>that could be poss, but the +spell dmg got changed <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=381798" rel="nofollow" target="_blank">Game Update #38, September 12th, 2007</a>, to :</p><li>+damage and +heal items have been changed. Instead of normalizing by casting time you will get the full benefit on non AoE spells if the casting time is greater than .5 seconds and the reuse time is greater than 2 seconds. </li><li>AoE spells gain 1/3 of the amount per target as do triggered reactive spells. </li><li>Lifetaps continue to function the same. Also, damage is applied up front based on the amount of damage/healing the spell will do over time. </li><li>Combat art damage has also been added to the system and the Bruiser Brutality line will buff this raid wide. </li><p>and now it's more awfull then it was before i think :/</p>
<p>There was previously a cap on spell damage of 100%. That cap was lowered to 50%.</p><p>How did that affect us? Here's some numbers at 797 int:Stroke M1 base dmg 496 to 671Hemo M2 base dmg 649 to 877</p><p>Max spell dmg that can affect Stroke changed from 496 to 671 in this situation, to be 247 to 335. This changes the display if you were capped on spell damage to be 743 to 1006, instead of the 992 to 1342 it could have been. </p><p>I could get go 570 pre kunark so mine was 992 to 1241.</p><p>Reactives and dots took the 100% cap and divided it by 3 to find the maximum amount that would affect, now it's the 50% cap divided by 3.</p><p>How do you address it? Items that boost the base damage of a spell also allow for more spell damage to apply, so look for your items like vine wrapped boots (0.10), wand of crystalized plasma (0.08), +crit chance (0.30), also volatile magic (0.25) does this and there's a 2% master crafted cloak (0.02). If that all coincides you're at 1.75x base damage and you can allow a lot more spell damage through.</p><p>And of course, there's always proc items, love em.</p>
JackAll
11-23-2007, 07:01 AM
Do you have a link to where we are informed that the cap is now 50%?
Obsidiann
11-23-2007, 10:27 AM
tested/confirmed in game by many people
JackAll
11-23-2007, 10:58 AM
Tested /confermed in game = bug 75% of the time.
Momolicio
11-24-2007, 02:40 PM
Linyen posted about this on flames.It may be some of the items you have are some of the ones he is pointing out as not working. As both a Coercer and Templar I has seen the same thing happen to Heals.<a href="http://www.eq2flames.com/combat-discussion/14929-spell-damage-cap.html" target="_blank" rel="nofollow">http://www.eq2flames.com/combat-dis...damage-cap.html</a>
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