First, spell damage coefficients. Important... ish. Each spell has a coefficient of how much of your spell damage is used to modify it. Thats a weird, round about definition, but thats how I remember it. Very few spells, if any, have a 100% spell damage coefficient. It wouldn't make sense if they did. Think about it. I have 1400 nature damage. That doesn't add 1400 damage to my Lightning Bolts. LB actually has a 79.4% coefficient. 79.4% of your spell damage is added to your LBs. A friend of mine on SwC (Esoth) posted the math to figure this out: "As a general rule, spell coefficients are normalized to a 3.5 second speed. So you determine the coefficient as speed/3.5. The speed is the speed before talents or haste - so for chain lightning it would be 2.5/3.5 ~= .71." Lightning Bolt got band-aid'ed (or had an axe taken to it, either way) a few patches ago. It doesn't follow the rule, but 79.4% is correct. For those of us who don't like doing huge equations, like myself, heres the list:
Ability Name | Spell Damage/Healing Coefficient |
Healing Abilities | |
125.0% (71.43% + 35.71% + 17.86% on each "jump", respectively) | |
285.7% | |
Healing Stream Totem (per tick) | 4.5% |
85.71% | |
42.86% | |
Offensive Abilities | |
125.0% (71.43% + 35.71% + 17.86% on each "jump", respectively) | |
42.86% | |
21.4% (untested) | |
15% | |
52% | |
Flametongue Weapon (per hit) | 10% |
42.86% | |
Frostbrand Weapon (per hit) | 10% |
79.4% | |
100% | |
66.7% (untested) | |
16.67% per shot and randomly +1 damage |
Hokay. Neat bits to know. In general game play, you won't use them much. I have the list saved to a word document, so I can plug the numbers into a calculator if I wanna know how much a difference in spell damage will actually increase the damage of my spells. OR! You can go to http://www.warcrafter.net/
It;s a really neat site. You can change your gear/gems/enchants/buffs and see how it would effect the DPS of your spells.
I'll post something new, prolly tomorrow after work. Till then, my chicks!
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