For hybrid damage spells, the equations are: Example calculation using the Rank 14 (L80) Moonfire (Druid) spell: So the DoT portion of Moonfire (4 ticks) has a coefficient of 52.09% (~13.02% per tick). Using the SP coefficients from http://www.wowwiki.com/Spell_power_coefficient Holy light 166% Greater heal (talented) 181.35% Diffrence equals 181.35 - 166 = 15.35 % So 15.35 % of you sp is to "fill the void" between the two spells so your 100% SP will be 896/15.35 *100 = 5837 ~ SP Checking this Holy light - 5166 + (5837*1.66) = 14 855.42 There is no minimum duration cap for over time spells. Example calculation using Rank 11 (L80) of Fire Blast (Mage): Examples of such spells include: Healing Touch (Druid), Greater Heal (Priest), Shadow Bolt (Warlock). Holy Shield, Retribution Aura (paladin) reflects damage: Seal of Righteousness, which applies Holy damage on each melee attack: Many spells have multiple ranks. The total bonus is determined by adding individual bonuses from all equipped items, all buffs, and any talents. Several equations have been proposed, but none of them provide correct results for all (or most) hybrid spells. The coefficient may be more or less than 100%, depending on various spell factors. Note: All spells obtained before level 20 receive a Spell Power Coefficient Penalty. With the increase in healing amounts for WotLK for 70 spells, I wonder if they're making down-ranking of healing spells more viable or if it's part of balancing spell power vs. damage/healing. The total amount of spell damage and healing can be tracked on the character sheet, under the Spell tab. It typically does not vary within the same spell, but the lowest and highest ranks of some spells have different casting times or durations, which can cause the coefficient to be different for those ranks. Commentaire de 457013 The following is a list of all abilities/talents/gear that improve Rejuvenation (I have every intention of keeping this post up-to-date; although i will only include the lowest level tier gear i come across - ie: no tier 10.5 if the set bonus is the same, just tier 10): *=Added in 4.0.1 Gear. The ability to downrank has been removed with the release of patch 4.0.1. Several equations have been proposed, but none of them provide correct results for all (or most) hybrid spells. Spell power is found primarily on equippable items, but can also be increased with potions, buffs and some class talents. It should be noted, however, that there are a number of exceptions to these rules, and that the true spell coefficient should be verified experimentally. it does, but coefficient is very low (1 to 10). https://worldofwarcraft.fandom.com/et/wiki/Spell_power?oldid=42552, Found only on "Abyssal" items on summoned. The portion of your spell power which is contributed to a particular spell is referred to as the spell power coefficient. As with damage schools, this attribute is typically equal to or greater than your general Bonus Damage attribute. Example: Healing Touch(Rank 3) is available at level 14 and has a 2.5 second base cast time. If such a spell has a shorter cast time than a higher rank, this is also taken in to account. This is a proportionality constant introduced to account for the fact that bonus healing behaved differently from bonus spell damage prior to the patch, and took on a different range of values. Spells with additional effects, like a slowing effect, receive a penalty for each effect. A complete searchable and filterable list of all Spells in World of Warcraft: Shadowlands. Prior to Patch 3.0.2, the attribute known as spell damage would only increase the effects of damaging spells. Wowhead. When ordering the mana efficiency of your damage and healing spells, you should consider the effects of spell power, as this may change their ranking compared to if you used only the base states of your spells. These are typically equal to or greater than the base Bonus Damage attribute. Arcane Explosion (Mage), Prayer of Healing (Priest), Circle of Healing (Priest). This is a proportionality constant introduced to account for the fact that bonus healing behaved differently from bonus spell damage prior to the patch, and took on a different range of values. In general, spells with short casting times or short durations are less powerful and consume less mana than those with longer casting times and durations. Channeled spells, like over time spells, have their benefit distributed over the entire duration of the spell. That is, a spell which heals for 100 should receive less benefit than a spell which heals for 1000. Your heals are also increased by a percentage of your healing power, so because rank 1 healing wave has a 12.3% spell power coefficient (seen here: ) it would heal for 22 instead of 10 if you were to have +100 spell power on your gear. Here are some formulas tested in the Beta version of the Burning Crusade. Over time spells apply healing or damage over a period of time in ticks. That said, the correlation between casting time or duration and the strength of a spell is not perfect. The total coefficient is 52.09% + 14.95% = 67.04%. As of Patch 3.0.2, spell power now affects both types of spells. The coefficient can be determined by following some basic rules that are outlined in this section. The 1.5 second minimum and 7.0 second maximum apply to area of effect spells. For instance, channeled spells always act over time; area of effect (AoE) spells may be direct spells, or may be channeled over time. Example calculation using Rank 15 (L80) of Rejuvenation (Druid): Examples of these spells include: Rejuvenation (Druid), Renew (Priest). Can only be used on the leatherworker's bracers, and doing so will cause them to become soulbound. Instant cast spells are considered 1.5 second cast times. Typically the penalty is 5% per additional effect, but can vary according to the developers' whims. Over time spells apply healing or damage over a period of time in ticks. The ability to downrank has been removed with the release of patch 4.0.1. Some spells, namely Life Drains, both damage the target and heal the caster. For instance, here is the calculation for Rank 7 (L80) of Insect Swarm (Druid), which is an over time spell with a chance-to-hit debuff: Examples of these spells include: A: Although this statement is true, all of these lists are catered to level 60s whose spells have very different coefficients from ours due to the difference in spell level and in some cases, cast time. From pm_me_ur_hamiltonian on Reddit In particular, healers commonly refer to items with only a healing bonus as +healing. With a few exceptions, each tick receives an equal bonus. Spell power increases the damage amount of damaging spells and the healing amount of healing spells. Because bonus healing does not apply to these spells, the 1.88 multiplier is not used for the healing portion. Rules for calculating the coefficient are discussed in the sections that follow. The duration of the spell cast time is used to calculate the total coefficient: Example calculation using Rank 13 (L79) of Arcane Missiles (Mage): Examples of these spells include: Hurricane (Druid), Arcane Missiles (Mage), Hellfire (Warlock). I simply can't find it. Some paladin abilities work different ways. There are 5 categories of spells used to calculate spell power coefficients: direct (instant-effect), over time, hybrid (has both a direct and an over time component), channeled, and area of effect. Thus, using the previous talents, arcane shot has a spell power coefficient of 61.5%. Lunar Guidance): Genesis - dot portion of damage increased by 5% :: 5 points (very marginal, most balance druids will skip this talent as it is very underbudgeted for damage) Improved Moonfire - 10% increased critical strike chance :: 2 points Rules for calculating the coefficient are discussed in the sections that follow. Some paladin abilities work different ways. Bonus Healing shows the amount that will be applied to healing spells. Additionally, the retribution talent [Sheath of Light]causes 30% of attack power to be gained as spell power, indirectly increasing the effectiveness of all spells. Always up to date with the latest patch (9.0.2). The duration of the spell cast time is used to calculate the total coefficient: Example calculation using Rank 13 (L79) of Arcane Missiles (Mage): Examples of these spells include: Hurricane (Druid), Arcane Missiles (Mage), Hellfire (Warlock). Hunter Traps, magical shots and stings receive additive benefit, non exponential, from increased spell damage. If they received the same benefit, it would be far more efficient to "spam" small spells to get the same amount of free bonus damage/healing as you would get for casting the larger spell. The Spell Coefficient is the amount of bonus healing or bonus spell damage that a spell benefits from. Similarly, there are items which grant bonuses only to certain magic schools such as fire or nature. The spell power typically varies with either the spell's casting time, duration, or both. Here are some formulas tested in the Beta version of the Burning Crusade. Devouring Plague (Priest), Holy Nova (Priest), Drain Life (Warlock). The amount of bonus damage or bonus healing depends on the cast time of the spell before any talents or abilities are applied to them. As gear improves this number will go up since Haste stacks very will with Spell Power. Bonus Damage shows the total amount that applies to all schools. Holy Shield, Retribution Aura (paladin) reflects damage: Seal of Righteousness, which applies Holy damage on each melee attack: Many spells have multiple ranks. Hybrid spells (Combined standard and over-time spells), Rules for applying spell damage and healing. That is, a spell which is a channeled area of effect should be calculated as an AoE spell, rather than as channeled. That is, as the number of targets your spells affect increases, the less damage you will deal to them. As of Patch 4.0.1 the ability to downrank has been removed as well as the removal of spell power from gear. Some spells may belong to more than one category. Mousing over Bonus Damage will break down the benefit by magical school, which includes items that only affect one school. Spells with additional effects, like a slowing effect, receive a penalty for each effect. If we use the best gear currently available 1 point of Haste rating worth between 0.9000 and 0.9300 Spell Power. There are 5 categories of spells used to calculate spell power coefficients: direct (instant-effect), over time, hybrid (has both a direct and an over time component), channeled, and area of effect. As with damage schools, this attribute is typically equal to or greater than your general Bonus Damage attribute. Link. Lunar Guidance): Genesis - dot portion of damage increased by 5% :: 5 points (very marginal, most balance druids will skip this talent as it is very underbudgeted for damage) Improved Moonfire - 10% increased critical strike chance :: 2 points Spells with a cast time of less than 1.5 sec or greater than 7.0 sec are treated as having a cast time of 1.5 sec and 7.0 sec, respectively. Players often refer to this attribute as simply +damage, +dmg, or plus damage. Take your favorite fandoms with you and never miss a beat. you need 100 spell power for the flamtongue damage to be increased by 10. Example calculation using Rank 11 (L80) of Fire Blast (Mage): Examples of such spells include: Healing Touch (Druid), Greater Heal (Priest), Shadow Bolt (Warlock). The portion of your spell power which is contributed to a particular spell is referred to as the spell power coefficient. Players often refer to this attribute as simply +damage, +dmg, or plus damage. In most cases, the coefficient is fixed for a spell; in other cases, it is changed by talents, such as various "empowering" talents, available to some caster classes. Scaling the spell power coefficient helps preserve the base mana efficiency of spells. Example calculation using Rank 15 (L80) of Rejuvenation (Druid): Examples of these spells include: Rejuvenation (Druid), Renew (Priest). The bonus is split between the healing and damaging portion, roughly in proportion to the amount of healing and damage involved. Prior to patch 2.0.1, there was a 100% cap on over time spells longer than 15 seconds. Fur Lining - Spell Power 5sec cast: Reagents: Arctic Fur: Permanently enchant bracers to increase spell power by 76. Calculate spell time using the base spell cast time. As of Patch 4.0.1 the ability to downrank has been removed as well as the removal of spell power from gear. Examples of these spells include: Moonfire (Druid). This coefficient applies to the entire duration of the spell. Spell power coefficients do not depend on your actual level." The coefficient may be more or less than 100%, depending on various spell factors. So you need a ton of spell power for it to be noticable. So, with full Empowered Frostbolt, the coefficient is: coef = (3/3.5) + 2*0.05 ~ 0.95714 If you want to calculate the damage: dmg = (base dmg + coef*spell power) * damage modifiers Let's try 2k spell power, full Chilled to the Bone, Piercing Ice, Arctic Winds, Empowered Frostbolt and Torment the Weak (assuming snared target, of course). It typically does not vary within the same spell, but the lowest and highest ranks of some spells have different casting times or durations, which can cause the coefficient … With a few exceptions, each tick receives an equal bonus. The amount of bonus damage or bonus healing depends on the cast time of the spell before any talents or abilities are applied to them. Your bonus damage and bonus healing from spell power do not usually apply directly to a spell. The formula for this is: (20 - [Spell Level]) * 0.0375 = [Sub Level 20 Penalty] Critical effect chance. Items with the following item suffixes will add spell damage or healing: All spell damage and healing gains stack. Downranking, the act of purposefuly using a lower-rank cheaper spell, no longer has any mana benefit as of Patch 3.0. Information about spell power can be found on the Character tab of the Character info window under the Spell heading. For instance, here is the calculation for Rank 7 (L80) of Insect Swarm (Druid), which is an over time spell with a chance-to-hit debuff: Examples of these spells include: For effects that target a specific school, it is similarly referred to by that school such as +fire. Currently, the equations are unknown for hybrid healing spells. In addition, in raid content. That is, they have an instant duration. Aura. Dividing 4/7 by 2 gives 28.57%, right in the experimentally determined range. As with a direct spell, the cast time is used to calculate the coefficient. Spells that take longer than 7.0 seconds to cast are treated as if their casting time was 7.0 seconds, and spells faster than 1.5 sec are treated as if their casting time was 1.5 seconds. Sana (173% of Spell power) p. a un objetivo amistoso y otros [(43.2% of Spell power) * 1] p. durante 12 sec.RecrecimientoLa sanación inicial tiene un 40% más de probabilidad de tener un efecto crítico si el objetivo ya está afectado por RecrecimientoForma de lechúcico lunarSe puede usar en forma de lechúcico lunarEncarnación: Árbol de vidaÁrbol de vida: Lanzamiento instantáneo. Hunter Traps don't receive a benefit from increased spell damage. It's nice in situations where your group pulls more than they thought they were going to, especially when you have the talent to make it threat-free and on a 4-min cooldown. Downranking, the act of purposefully using a lower-rank cheaper spell, no longer has any mana benefit as of Patch 3.0. Trinkets should no longer be affected. Regrowth is a 2 second cast (normally 4/7) followed by a 21 second HoT (normally 1.4). Duration: ... Effect #2: Apply Aura: Mod Attack Power - Flat (1) Value: 1400: Effect #3: Apply Aura: Mod Ranged Attack Power - Flat Value: 1400: Related Power of the Taunka. As of Patch 3.0.2, spell power now affects both types of spells. This article is lacking citations and/or sources. These are typically equal to or greater than the base Bonus Damage attribute. It is split evenly over each tick assuming that each tick causes the same amount of damage/healing. It typically does not vary within the same spell, but the lowest and highest ranks of some spells have different casting times or durations, which can cause the coefficient to be different for those ranks. The DD portion has a coefficient of 14.95%. This coefficient applies to the entire duration of the spell. Commento di apttrick Talents which can affect the damage of this spell (directly, not counting improvements to spell power, e.g. When ordering the mana efficiency of your damage and healing spells, you should consider the effects of spell power, as this may change their ranking compared to if you used only the base states of your spells. 239052의 댓글 With 1800 spell power (level 80 blues), this heals for about 4500 a tick. That is, a spell which heals for 100 should receive less benefit than a spell which heals for 1000. Channeled spells, like over time spells, have their benefit distributed over the entire duration of the spell. Spell power increases the damage amount of damaging spells and the healing amount of healing spells. For hybrid damage spells, the equations are: Example calculation using the Rank 14 (L80) Moonfire (Druid) spell: So the DoT portion of Moonfire (4 ticks) has a coefficient of 52.09% (~13.02% per tick). Nevertheless, there are items which can increase your bonus healing independently of damage spells. The HoT gets exactly half of what it should, 0.7 of your +heal. Wowhead Wowhead Links Links View in 3D View in 3D Power of the Taunka. The Bonus Damage attribute represents your spell power's contribution to general spell damage. The regrowth coefficient was listed at approximately 28-29%. In general, the order of priority is: area of effect > channeled > hybrid > [direct | over time]. That is, they have an instant duration. Healing spells were only increased by the healing attribute. Because there are so few hybrid healing spells, it may be the case that their coefficients are not set by equations at all, but are chosen directly by the developers. It is generally related to the cast time and/or the duration of the spell, and different categories of spells have different formulas for calculating their spell power. Damage spells: C = Duration / 15 Healing spells: C = (Duration / 15) * 1.88 This coefficient applies to the entire duration of the spell. It should be noted, however, that there are a number of exceptions to these rules, and that the true spell coefficient should be verified experimentally. Arcane Explosion (Mage), Prayer of Healing (Priest), Circle of Healing (Priest). The spell power typically varies with either the spell's casting time, duration, or both. While it's a bit clunky to use by anyone not specced holy, a properly talented raiding priest uses this spell to its maximum potential. An exception to this rule is: Area of Effect spells receive only 1/2 of the total bonus that they would if they were single-target spells. Mousing over Bonus Damage will break down the benefit by magical school, which includes items that only affect one school. Similarly, there are items which grant bonuses only to certain magic schools such as fire or nature. The spell power coefficient depends on the duration of the over time effect. If such a spell has a shorter cast time than a higher rank, this is also taken in to account. Fur Lining requires at least 400 skill in Leatherworking to remain active. Prior to patch 2.0.1, there was a 100% cap on over time spells longer than 15 seconds. As with a direct spell, the cast time is used to calculate the coefficient. Duration: n/a: School: Physical: Mechanic: n/a: Dispel type: n/a: GCD category: n/a: Cost: None: Range: 0 yards (Self Only) Cast time: ... Rabid Power Instant: Your pet goes into a killing frenzy, increasing attack power … The exact equations are unknown at this time, but a reasonably close answer can be obtained by: Examples of these spells include: Damage benefits are applied before any talents or buffs that may otherwise increase your spell damage. Blizzard has severely increased the coefficients from Healing spells in WotLK. Spell power is an attribute that increases the effect of spells. As of Patch 3.0.2, it is necessary to multiply the results of the standard equations by a factor of approximately 1.88 for all healing spells. Currently, the equations are unknown for hybrid healing spells. Healing spells were only increased by the healing attribute. Direct spells are spells that apply all the damage or healing at one time. Some spells may belong to more than one category. This article is lacking citations and/or sources. This penalty can be calculated by subtracting 3.75% for each level lower than 20. The 1.5 second minimum and 7.0 second maximum apply to area of effect spells. Stamina now scales with spell power from "Touched by the Light " talent that gives spell power equal to 30% of stamina (yet other talents give 10% increase of stam, sacred duty 6% and combat expertise now 6% instead of 10% stam increase) Комментарий от 457013 The following is a list of all abilities/talents/gear that improve Rejuvenation (I have every intention of keeping this post up-to-date; although i will only include the lowest level tier gear i come across - ie: no tier 10.5 if the set bonus is the same, just tier 10): *=Added in 4.0.1 Gear. For the entry level Moonkin I have described in the assumptions, 1 Point of Haste rating is worth about 0.8079 Spell Power. The spell power coefficient depends on the duration of the over time effect. 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