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View Full Version : ability mod working with wards?


Lader
07-19-2012, 01:00 AM
<p>My group ward is showing 19.5k in the tooltip, im showing 2.9k ability mod. I added 40 mod, the group ward number didnt move. I should be able to add up to about 10k ability mod to the ward before it caps out. Is it not moving bc it adds mod last?</p>

Beko
07-19-2012, 03:07 AM
<p><cite>Lader wrote:</cite></p><blockquote><p>My group ward is showing 19.5k in the tooltip, im showing 2.9k ability mod. I added 40 mod, the group ward number didnt move. I should be able to add up to about 10k ability mod to the ward before it caps out. Is it not moving bc it adds mod last?</p></blockquote><p>Take off all your gear, look at the base modifier of the ability with AA</p><p>Take half that number, thats how much ability modifier can add to it.</p><p>Also, did you cast it after you added?</p>

DamselInDistress
07-19-2012, 05:34 AM
<p>Ability mod applies AFTER potency , so go for as much as you possibly can.</p><p>I've got 4k abil mod atm on my defiler and the wards just keep getting bigger and bigger.</p><p>Best test is to cast the ward and look at the value. Add a bit more abil mod, cast and look again.</p><p>If I were you I'd ditch the abil mod adornments you're using. 40 is irrelevant now. You can reforge a lot of gear into abil mod, plus some SS items have loads if abil mod anyway. Maybe top up your MA or AE Auto-attack or anything else you need.</p>

Lader
07-19-2012, 02:07 PM
<p>i didnt cast bc i have so many procs that will change the value of the ward i likely wouldnt get two of the same within a few casts. I just figured the tooltip would have gone up by 40 with the added adornment.</p><p>to me the ability mod is the best in some of those slots. I reforge into it when i can, but if its down to cast speed, reuse speed, wis, or mod, im going with mod.</p>

Yimway
07-19-2012, 02:26 PM
<p><cite>Lader wrote:</cite></p><blockquote><p>i didnt cast bc i have so many procs that will change the value of the ward i likely wouldnt get two of the same within a few casts. I just figured the tooltip would have gone up by 40 with the added adornment.</p><p>to me the ability mod is the best in some of those slots. I reforge into it when i can, but if its down to cast speed, reuse speed, wis, or mod, im going with mod.</p></blockquote><p>The tooltip on the ability or the examining the effect after you cast it?</p>

EverDog
07-19-2012, 03:39 PM
<p>As long as Ward is concerned, Potency does NOT increase Ability mod cap.</p><p>(Some exceptions exist though)</p><p>For example, Mod wouldn't incerease the amount of T9 Group Ward once you get +2350 mod or around.</p>

DamselInDistress
07-20-2012, 10:24 AM
<p><cite>EverDog wrote:</cite></p><blockquote><p><strong>As long as Ward is concerned, Potency does NOT increase Ability mod cap</strong>.</p><p>(Some exceptions exist though)</p><p>For example, Mod wouldn't incerease the amount of T9 Group Ward once you get +2350 mod or around.</p></blockquote><p>What do you base this on ?</p><p>I have noticed an increase in my group ward every time I add to my abil mod and as I already said I am at 4k now. </p><p>where's this statement coming from ?</p><p><span style="color: #444444; font-family: verdana, arial, helvetica, sans-serif; font-size: 11px; background-color: #f3f5ff;">Mod wouldn't incerease the amount of T9 Group Ward once you get +2350 mod or around.</span></p><p>Potency either affects the base size and the size the abil mod that can apply to it or it doesn't. There's no in between here.</p><p>If it does, an abil mod of 2350 max means the max base size of a group ward is 4700. Well anyone who plays a shaman knows that's not true. In fact potency affects the base value of the ward, that's the whole point of it applying it first. Otherwise it wouldn't matter when abil mod is applied, would it ? </p><p>All in all, your entire reply makes no sense whatsoever to me. Please go ahead and explain your reasoning.</p>

Helmarf
07-20-2012, 10:53 PM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p><cite>Lader wrote:</cite></p><blockquote><p>i didnt cast bc i have so many procs that will change the value of the ward i likely wouldnt get two of the same within a few casts. I just figured the tooltip would have gone up by 40 with the added adornment.</p><p>to me the ability mod is the best in some of those slots. I reforge into it when i can, but if its down to cast speed, reuse speed, wis, or mod, im going with mod.</p></blockquote><p>The tooltip on the ability or the examining the effect after you cast it?</p></blockquote><p>I think its here many missunderstand the thingy with wards.</p><p>If you examine the "wardspells" on your hotbar it tells you the base, if you are on 4 k am you want se a change here if you add a +40 am adorn. But if you cast a ward spell and then examine it in maintained spell window you will se the "ward amount". Now put on a lets say +40 am adorn and cast the ward spell again and then examine the ward amount in maintained spell window, now you find the ward amount have gone up.</p>

EverDog
07-21-2012, 05:48 PM
<p><cite>Helmarf wrote:</cite></p><blockquote><p>If you examine the "wardspells" on your hotbar it tells you the base, if you are on 4 k am you want se a change here if you add a +40 am adorn. But if you cast a ward spell and then examine it in maintained spell window you will se the "ward amount". Now put on a lets say +40 am adorn and cast the ward spell again and then examine the ward amount in maintained spell window, now you find the ward amount have gone up.</p></blockquote><p>umm...This was my case. I have to say i was wrong.</p><p>I logged in and checked it.</p><p>Tooltip tells as if potency does not increase mod cap of ward,</p><p>but what maintained spell window tells is actually potency increases its am cap.</p><p>Thanks.</p>

Hennyo
07-21-2012, 06:29 PM
Ok, because to be fair there would be some confusion about this topic, there currently is a bug on live with ability mod and wards. This bug is 100 percent cosmetic tho, and real ward amount calculations are completely correct. This bug has been in the game since forever, but there is some good news. The bug has been fixed on test, here are the patch notes to the fix. <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=520383#5776410" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...=520383#5776410</a>

inspire1444568
07-22-2012, 06:33 AM
<p>It's true bag, but Soemotion... more importantly!</p>

Davngr1
07-23-2012, 04:14 PM
<p>also take into account that a group ward would only make use of 1/3 of the mod since it's an ae spell.</p>

Hennyo
07-23-2012, 04:32 PM
<p><cite>Davngr1 wrote:</cite></p><blockquote><p>also take into account that a group ward would only make use of 1/3 of the mod since it's an ae spell.</p></blockquote><p>This is completely and flat out wrong, both group and single target wards are effected by ability mod the same. The only ward this is true for is "Spirit Aegis" which IS a true ae spell, since the ward effects each group member independently.</p>

DamselInDistress
07-24-2012, 07:12 AM
<p><cite>Davngr1 wrote:</cite></p><blockquote><p>also take into account that a group ward would only make use of 1/3 of the mod since it's an ae spell.</p></blockquote><p>do you even play a shaman ?</p>