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Int/Stam vs. Heal+spell damage Follow

#1 Nov 30 2007 at 11:29 AM Rating: Decent
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94 posts
Hello,

This very well could be the stupidest question ever but after some stiff searching I havent found the neccessary answers.

I am currently re-gearing as some of my gear is 10 levels outdated for my lvl 42 NE Druid. I am trying to decide what to use and I dont know if I get a larger bonus from +14 Int, +14 Stam, +11 spirit - Engineering headpiece
or
+10 int + 10 spirit and + 12 to healing and damage spells.

Can anyone explain to me how the multiplier on spell damage/healing works? For example if I have +32 healing and spell damage will it boost my heal of say 1000 to 1032 or is it a percentage increase or what?

I have a bunch of different gear I am going through that I have been saving for DE when I am ready and I want to know what I should cull. any input on this matter would be greatly appreciated.
#2 Nov 30 2007 at 11:55 AM Rating: Good
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1,859 posts
The effect +Heal, just like +SpellDmg, will vary based on the casting time of the spell used. For heals over time, like damage over time, what matters is the duration of the spell.

I suggest you look at this page. There may be a few inaccuracies, but overall it's quite reliable. Tells you the percentage of your total +Heal that each of your spells benefits from.

The overall idea is:

A casted spell must have a base cast time of 3.5 seconds to benefit from 100% of your total +Heal or +SpellDmg. Talents do not affect this so, for example, Healing Touch takes 100% of +Heal even if you take Naturalist which reduces its cast time from 3.5 seconds to 3.0 seconds.

A HoT/DoT must last 15 seconds to benefit from 100% of your total +Heal/+SpellDmg. Again, talents are not supposed to affect this. In both cases, there might be some exceptions.

Instant spells tend to have a fixed value of how much they benefit from your +Heal/+SpellDmg, which tends to be near what a 1.5 second spell would have.

For both a casted spell or HoT/DoT, you can use rather straightforward way to find out the coefficient. For example, for a 2.5 second spell:
2.5 - 3.5
XX% - 100%
100 * 2.5 / 3.5 = ~71.43%

Hope this does not make things more confusing. :P

EDIT:
About the gear you mentioned, I'd pick the Eng headpiece. If you were to build a full set of +Heal, the +12 would be nice, but if it's your only bonus, don't bother. The additional Stam will help if your tank loses aggro on a mob. A bit more Int is always nice, though not a big difference in this case. Spirit is nearly useless unless you've taken Intensity in your build, since it does not change your mana regen while casting.

Edited, Nov 30th 2007 2:05pm by Selverein
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