| Spells, Talents and DPS Discussion DoT's and Curses and Nukes, oh my! Discussion threads on everything relating to the Warlocks Spells, Talents and DPS. |
![]() |
|
|
#1 (permalink) |
|
|
casting time/damage bonus
ok, i'm sure it's posted somewhere and i'm not sure i'm in the right forum. but what is the formula for how casting time effects plus damage? i'm pretty sure 3.5 sec spells get the full benefit but what about aoe and instant casts? and if i have improved casting time does this lower the bonus? and what about soulfire, would the longer casting time raise the bonus? also i've been an aff heavy lock since i created my lock, but i've been building my plus damage gear up alot and am wondering if respeccing would greatly effect my dps? That last question might not have a definitive answer so if don't want to don't worry about answering but if you have any idea about the formula for plus damage please help. |
|
|
|
| Sponsored Links |
|
|
|
|
#2 (permalink) | |
|
Character Info
Suture 70 Undead Warlock Sylvanas Euro PvP Guild: Midvinter Profile: Allakhazams Talent Spec: 46/14/0 |
Re: casting time/damage bonus
Quote:
AoE and dots gets 100% of the bonus, spread out over the duration of the spell. Drain life gets 50% due to the healing part (so if you have +100 damage, rank 6 damages/heals for 81 instead of 71). 1.5 sec casts and instants I'm unsure about, might be around 30% of the bonus, I think.
__________________
+dmg > all. |
|
|
|
|
|
|
#3 (permalink) |
|
|
Re: casting time/damage bonus
cool. so on like immoate would i get 30% of the initial damage and then the 100% of the dot? |
|
|
|
|
|
#4 (permalink) |
|
Character Info
reen 40 Human Warlock BronzeBeard US PvE |
Re: casting time/damage bonus
no you get 50% to the up front damage and 50% to the dot per tick.(see below) I am fairly sure its the same for damage as heal So +healing gear works by adding "up to x" to a certain spell. The "up to" bit is dependant on the time of spell casting. The actual amount added is the full amount, multiplied by the casting time of the spell divided by 3.5 seconds. So if I have an item with +35 to healing spells, and I cast healing touch, I get a (3.5/3.5) multiplier, so it gets the full effect of the +healing. If I cast a 1.5 second spell, then I get a (1.5/3.5) multiplier, which is about 43%, and works out to 35*(1.5/3.5)=+15 to your healing spell. For the purpose of calculation, no spell takes longer than 3.5 seconds to cast, or less than 1.5 seconds. So a mage's pyroblast (+damage works like +healing) doesn't get a (6/3.5) multiplier, it only gets a (3.5/3.5) multiplier. Effects that reduce casting time (say, five talent points in improved healing touch) have no effect on the +heal. So your 3.0 second cast healing touch will still get the benefit of a 3.5 second cast when calculating. Healing over time spells are calculated differently. It's either the total HoT duration divided by 15 seconds, or the number of ticks divided by five. Since Rejuvination is 4 ticks in twelve seconds, it works out the same either way, to an 80% multiplier. Spells with both an initial heal component and a heal over time component split the +healing evenly. So if you cast regrowth with that 35 +healing, you get 50%*(2/3.5)*35 on the initial component, and 50%*(15/15)*35 on the heal over time component. Oh, and spells trained before level 20 have reduced effect from spell damage as well. You learn Rank 4 healing touch at level 20, which is as low of a rank of healing touch as most of us use. It has a base casting time of 3.0 seconds, unlike higher ranks. reen |
|
|
|
![]() |
| Bookmarks |
| Tags |
| bonus, casting, time/damage |
| Thread Tools | |
|
|