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RE: +X to healing/damage itemsFollow

#1 Nov 15 2007 at 7:45 AM Rating: Decent
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Trying to equip my pally for tanking, I have tried various combo of '+X to healing and damage from magical spells and effects' items in various slots. I'm not sure if there is a certain amount of stipulation to using them or not.

I can see a slight raise in damage from Seal of Righteousness, but the damage from Ret Aura, heals from SoL, BoS, ect don't seem to have changed any. To my understanding, everything, not including the shield spike damage of course, should be a magical damage/healing effect.

By reading the tool tip it sounds like it should be a 1:1 enhance, but I have a +6 on a finger(have not upgraded that yet since I didn't want to waste more money if I am btter upgrading to something else) and +12 cloak, and I have only seen ~3 extra damage added onto my SoR swings. Is my understanding of those items/skills flawed, or do I need far more intellect/mana stacked before the effects are more noticeable on all the above skills?

Armory profile for this character: wowarmory.com/character-sheet.xml?r=Cenarius&n=Moranion

Any help understanding this would be great. Thanks in advance.

Edited, Nov 15th 2007 7:45am by golembane
#2 Nov 15 2007 at 8:12 AM Rating: Decent
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468 posts
golembane wrote:
Ret Aura, heals from SoL, BoS, ect don't seem to have changed any


thse are not affected by +spell stats

as for SoR:

Spell Damage and Healing Coefficients
The majority of a paladins damage comes from spells. Aside from a few talents that can be used to increase holy damage output, the main way is to increase the spell damage/healing attribute. The maximum amount of damage and healing is not 100%; it is based on a percentage on a spell by spell basis, as listed below.

9.2% per 1.0 weapon speed, One-handed Seal of Righteousness

10.8% per 1.0 weapon speed, Two-handed Seal of Righteousness

73% Judgement of Righteousness
#3 Nov 15 2007 at 8:53 AM Rating: Decent
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638 posts
In very broad terms, +spell damage and healing is what you get for a 3-sec cast **corrected - 3.5 sec - see below - thanks! edit**. The shorter the casting time, the less is added. Due to the large number of instants, which take 0 sec and therefore by that formula should add 0 benefit from +spell damage, there were a series of almost spell by spell fixes. Now some of the instants and constant effects (eg seals and blessings) get a fraction of the bonus, others get none at all.

Chood gave you the specifics for the spells you mentioned, but this is sort of the theory behind the numbers.

Edited, Nov 15th 2007 4:07pm by fledarmus
#4 Nov 15 2007 at 9:20 AM Rating: Good
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1,859 posts
Quote:
In very broad terms, +spell damage and healing is what you get for a 3-sec cast.

Small mistake here. You get 100% of your +SpellDmg for a spell that takes 3.5 seconds to cast. If you have a talent that makes you cast it faster, it won't affect this. For example, a Druid's Healing Touch has a base cast time of 3.5 but can be talented to 3.0 and it will still benefit from 100% of +Heal.

For HoT's and DoT's, it's about the duration. A 15-second HoT will benefit from 100% of +Heal.

Also worth noting that some spells may benefit from more than 100% of your SpellDmg/Heal stat.
#5 Nov 15 2007 at 6:03 PM Rating: Decent
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696 posts
Thanks all.... guess I need to find better gear for those slots for soloing then, and just keep the +healing/damage gear for tanking for groups then.

Guess you learn something new everyday.
#6 Nov 16 2007 at 6:23 AM Rating: Decent
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468 posts
golembane wrote:
Guess you learn something new everyday.


Make that your credo brother, those are words to live by.
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