Imp Vs Spell Hunter For Dmg Wow
Sep 09, 2015 Pyroblast was changed in patch 1.9 to deal 100% of +spell damage on impact and 71.4% of +spell damage to it's DoT component. Fireball has a small damage over time component, but is not considered a hybrid spell, so it receives only the Direct Damage bonus to its direct damage component. Shaman totems receive benefit from +Damage. Oct 31, 2018 2. Imp was used for giving blood pact to the tank group 3. Succubus was the best to sacrifice as you then got shadow damage 4. Imp was better later in the expansion, but his fire spells sucked in MC and BWL, so really only used for bloodpact 5. Voidwalker its obvious. Download snow leopard 10.6.8 dmg file download. It is the secretly op pet that 1 shots bosse- nah its the tank pet, obviously. Dec 10, 2018 Classic Wow Mage vs. Rogue 1v1 Guide - Duration: 13:45. North The Mage 109,611 views. 15 Classic WoW Mechanics we KNOW will be Different from Private Servers - Duration: 26:07. Aug 23, 2019 The Imp is a ranged pet that cannot auto attack, and will deal fire damage from range by casting Firebolt. The Imp also has quite a low health pool, and is highly susceptible to dying from even mild bursts of damage. Firebolt: your Imp's only source of damage. Blood Pact: your Imp passively buffs your party, increasing everyone's Stamina. The WoW Classic Caster Stats such as Spell Power, Healing Power, Spell Critical Strike Chance, Spell Hit Chance, Spell Penetration and Mana Per 5 Seconds will affect your spell damage. Spell Power – Increases how much Damage you do with your Spells. Healing Power – Increases how much Healing you do with healing spells.
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You may have seen items or effects with bonuses like the following:
- 'Increases healing done by spells and effects by up to 42.'
'Increases damage and healing done by spells and effects by up to 42.'
'Increases Fire damage done by spells and effects by up to 42.'
To determine how much +Healing, +Damage/Healing and +Damage you have, simply add together the totals from each item: these bonuses stack additively. If you had two items that each give +20 Nature damage, one that gives +10 damage/healing, and one that gives +10 healing, your healing spells would have an advertised benefit of 20 and your nature-damage spells would have an advertised benefit of 30, and all your other damage spells would have an advertised benefit of 10.
Formulas for Different Spell Types
The calculations below end in a decimal result that should be less than 1. To get the % multiply that decimal by 100.
Different types of spells have their damage and healing bonuses calculated differently. There are three base types of spells: standard, over time or a combination. Area of Effect and Channeling spells also take different bonuses. After the proper bonus is calculated, penalties are calculated to achieve the final damage.
Standard Spells
Standard spells are spells that apply all the damage or healing at one time. To determine the plus Healing or Damage benefit for these spells the following formula is used:
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(Cast Time of Spell) / 3.5
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3.5+ sec = 100%
3.0 sec = 85.71%
2.5 sec = 71.43%
2.0 sec = 57.14%
1.5- sec = 42.86%
Instant = 42.86%
Spells with a cast time longer than 3.5 seconds are capped at 100%. The casting time used in the calculation should be the base cast time before effects from talents or gear are applied. Note that the tooltip in game includes those effects; refer to a database to find the base cast times of all spells.
Examples of such spells include: Healing Touch (Druid), Frostbolt (Mage), Greater Heal (Priest), Lightning Bolt (Shaman), Shadow Bolt (Warlock)
Over Time Spell
Over Time spells apply healing or damage over a period of time in ticks. Ticks can vary from one second apart to three seconds apart. Some spells specify the length of each tick and others require testing to determine.
If a spell has less than five ticks, each tick receives one-fifth of the bonus per tick. If an over time spell has 5 or more ticks, the spell receives full benefit, divided equally between the number of ticks.
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(Number of ticks in Spell / 5) = Benefit
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1 tick = 20%
2 ticks = 40%
3 ticks = 60%
4 ticks = 80%
5+ ticks = 100% (divided equally between the number of ticks.)
Note that the cap for this calculation is 1x (100%), more ticks than five will not give you over 100% benefit. +Healing and +Damage benefit for the spell is divided equally to each tick. If talents or gear add more ticks, count the extra tick in your calculations as it may change the benefit.
Examples of these spells include: Rejuvenation (Druid), Renew (Priest), Corruption (Warlock)
Imp Vs Spell Hunter For Dmg Wow 2
Combination - Standard and Over Time SpellWhy are these treated differently? Usually in all other spells discussed the damage or healing is all applied in one way. It may be delivered all at one time or split up into equal parts and distributed over time. With these spells the damage or healing is not divided equally and is applied in two or more different methods.
That Standard portion of the spell does not receive the full benefit because some of the benefit is moved to Over Time portion. So first you need to know what benefit goes to each section of the spell.
Calculation for determining the Portion to the Over Time part of the spell:
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(Number of ticks / 5) / ((Number of ticks / 5) + (Cast Time of Spell / 3.5)) = Portion to Over Time
So to get the Amount to the Regular part of the spell:
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1 - Portion to Over Time = Portion to Standard
Now remember the rules for Standard and Over Time spells still apply. So we have to now consider the cast time of the spell for the Regular part and the number of ticks for the Over Time part.
Imp Vs Spell Hunter For Dmg Wow 1
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(Cast Time of Spell / 3.5) * Portion to Standard = Benefit Regular part of the spell
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(Number of ticks / 5) * Portion to Over Time = Benefit Over Time part of the spell
See the notes in the Standard and Over Time spell formula sections to note any definition of terms or explanations on how to determine the Cast Time of Spell or Number of Ticks.
Examples of these spells include: Moonfire (Druid), Immolate (Warlock)
Channeled Spell
Channeled spells have their benefit distributed evenly over the time the effect lasts, getting 100% benefit for the whole spell (not per tick). The duration of the spell cast time is used as with a standard spell to calculate the total benefit, then divided equally between the number of ticks.
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Cast Time of Spell / 3.5 = Benefit
Examples of these spells include: Hurricane (Druid), Arcane Missiles (Mage), Mind Flay (Priest), Hellfire (Warlock)
Imp Vs Spell Hunter For Dmg Wow 2
Area of Effect Spell
Area of Effect spells receive only 1/3 or 33.3% of the benefit. The cast time is used as with a standard spell to calculate the total benefit, then divided by 3.
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(Cast Time of Spell / 3.5) / 3 = Benefit
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3.5+ sec = 33.33%
3.0 sec = 28.57%
2.5 sec = 23.81%
2.0 sec = 19.05%
1.5 sec = 14.29%
Instant = 14.29%
Examples of these spells include: Tranquility (Druid), Arcane Explosion (Mage), Prayer of Healing (Priest), Hellfire (Warlock)
Note that some spells fall under the rules for multiple spell types. Hurricane, Tranquility and Hellfire for example are all Area of Effect and Channeled. Prayer of Healing is both a Standard Spell as well as an Area of Effect spell.
Rules for Applying +Healing and +Damage
Imp Vs Spell Hunter For Dmg Wow Free
- You calculate spell time using the base spell cast time BEFORE talents and gear reductions to the cast time. (Notice that your casting time in the in-game tool tip will subtract time based on your talents.)
- The factor for the casting time is capped at both ends. For the purpose of these formulas, spells that take longer than 3.5 seconds are considered to have 3.5 sec, and spells faster than 1.5 sec are treated like they had 1.5 sec (this is the global cast cooldown).
- The number of ticks for a spell is capped at 5 for the purposes of working the equation (but bonus is divided equally between the number of ticks).
- Damage benefits are applied before any talents or buffs that may increase your damage by a flat percentile. Healing spells are opposite; all talents are added to the base first then healing benefits added. For example: A spell that normally deals 100 damage that receives a +10 plus damage bonus, and a 10% damage bonus from talents, would deal 121 damage. A spell that normally heals 100 damage, that receives a +10 plus heal bonus, and a 10% heal bonus from talents, would heal for 120.
- Spell criticals are an extra 50% of the original calculated value of the spell after benefits. So if the spell would do 100 damage or healing normally then the critical would be 150.
- Gear benefits are added to spells before critical hit modifications are made.
Penalty Rule
Spells learned before level 20
Many spells have multiple ranks. To avoid having players using these lower ranks to deal constant damage at a negligable mana cost, any spell with a level requirement lower than 20 has a large penalty applied. If the spell has a shorter cast time, this is also taken in to account. This level penalty can be worked out by taking off 3.75% for each level lower than level 20.
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(20 - Level Spell is Learned) * .0375 = Penalty
Additional effects
Spells with additional effects (like slow) get a 5% penalty to benefit. This penalty is applied before other penalties and to the base calculation for the spell. Example a standard spell that is also AOE with an additional slow effect would be calculated:
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((Cast Time of Spell / 3.5 ) - .05 Penalty for extra effect) / 3 = Benefit
Examples of these spells include: Entangling Roots (Druid), Mind Flay (Priest), Blast Wave (Mage), Frostbolt (Mage)
Spells that do Damage and Healing
Some spells, both damage the target and heal the caster. These spells have a 50% penalty to the bonus they receive, but damage gear increases both the damage and the healing of the spell equally. These spells receive no bonus from gear that only increases healing.
Examples of these spells include: Devouring Plague (Priest), Drain Life (Warlock)
Exceptions to the Rules
- Pyroblast was changed in patch 1.9 to deal 100% of +spell damage on impact and 71.4% of +spell damage to it's DoT component.
- Fireball has a small damage over time component, but is not considered a hybrid spell, so it receives only the Direct Damage bonus to its direct damage component. Spell damage gear never increases the DoT on fireball.
- Curse of Doom receives a 100% coefficient.
- Mind Flay receives around 45.7% of spell damage.
Additional notes
- +Damage amount has no effect on chance to crit with spells.
- +Healing does not apply to bandages or potions. Trinkets should no longer be affected.
- Shaman totems receive benefit from +Damage.
- Hunter Traps don't get any benefit from +spell damage.