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. 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). The DD portion has a coefficient of 14.95%. Can only be used on the leatherworker's bracers, and doing so will cause them to become soulbound. Information about spell power can be found on the Character tab of the Character info window under the Spell heading. 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. 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 ability to downrank has been removed with the release of patch 4.0.1. Many paladin abilities receive bonus damage from both attack power and spell power. These are typically equal to or greater than the base Bonus Damage attribute. Bonus Damage shows the total amount that applies to all schools. The Spell Coefficient is the amount of bonus healing or bonus spell damage that a spell benefits from. In addition, in raid content. This was introduced during Vanilla WoW in order to counter the unforseen power of downranking spells a lot. Mousing over Bonus Damage will break down the benefit by magical school, which includes items that only affect one school. Damage spells: C = Duration / 15 Healing spells: C = (Duration / 15) * 1.88 This coefficient applies to the entire duration of the spell. Spell power increases the damage amount of damaging spells and the healing amount of healing spells. World of Warcraft Wiki is a FANDOM Games Community. 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. 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. Thus, using the previous talents, arcane shot has a spell power coefficient of 61.5%. To avoid abuse of lower ranks to have a similar effect at a negligible mana cost, any spell learned below level 20 receives a large penalty. 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. That is, if a spell heals 4 points for every 1 point of damage, 1/5 of the spell's bonus will go to damage and roughly 4/5 will go to healing. 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. Spell power coefficients do not depend on your actual level." For effects that target a specific school, it is similarly referred to by that school such as +fire. 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. 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. Prior to Patch 3.0.2, the attribute known as spell damage would only increase the effects of damaging spells and was most commonly gained by enchants. 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: Items with the following item suffixes will add spell damage or healing: All spell damage and healing gains stack. Arcane Explosion (Mage), Prayer of Healing (Priest), Circle of Healing (Priest). Channeled spells, like over time spells, have their benefit distributed over the entire duration of the spell. Channeled spells, like over time spells, have their benefit distributed over the entire duration of the spell. For example, are spell dam… 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 coefficient may be more or less than 100%, depending on various spell factors. 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). If we use the best gear currently available 1 point of Haste rating worth between 0.9000 and 0.9300 Spell Power. All gear now has a stat called "spell power" there is no talent that gives healers more +healing from spellpower or anything like that. Prior to Patch 3.0.2, the attribute known as spell damage would only increase the effects of damaging spells. The intention is for the coefficient to scale with the overall power of the spell being cast. Dividing 4/7 by 2 gives 28.57%, right in the experimentally determined range. Some paladin abilities work different ways. The bonus is split between the healing and damaging portion, roughly in proportion to the amount of healing and damage involved. The portion of your spell power which is contributed to a particular spell is referred to as the spell power coefficient. 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. Bonus Healing shows the amount that will be applied to healing spells. Spell power increases the damage amount of damaging spells and the healing amount of healing spells. Currently the reported modifier when spell power gets run through a healing spell … Thus Drain Life's bonus is applied 50%/50% to damage/healing, while Devouring Plague's bonus is split roughly 75%/25%. Trinkets should no longer be affected. The formula for this is: (20 - [Spell Level]) * 0.0375 = [Sub Level 20 Penalty] Critical effect chance. This agrees very closely with the empirical values of 52% and 15%, respectively. In general, the order of priority is: area of effect > channeled > hybrid > [direct | over time]. The Bonus Healing attribute represents your spell power's contribution to healing spells. That is, they have an instant duration. Wowhead Wowhead Links Links View in 3D View in 3D Power of the Taunka. 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. Direct spells are spells that apply all the damage or healing at one time. Because bonus healing does not apply to these spells, the 1.88 multiplier is not used for the healing portion. Wowhead Wowhead Links Links View in 3D View in 3D Rabid Power. How much that spell power contributes to the effect of a spell varies from spell to spell. In particular, healers commonly refer to items with only a healing bonus as +healing. Here are some formulas tested in the Beta version of the Burning Crusade. +Healing does not apply to bandages or potions. Over time spells apply healing or damage over a period of time in ticks. As with damage schools, this attribute is typically equal to or greater than your general Bonus Damage attribute. The Bonus Healing attribute represents your spell power's contribution to healing spells. Comentado por 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 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). As of Patch 4.0.1 the ability to downrank has been removed as well as the removal of spell power from gear. you need 100 spell power for the flamtongue damage to be increased by 10. In particular, healers commonly refer to items with only a healing bonus as +healing. 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. Typically the penalty is 5% per additional effect, but can vary according to the developers' whims. 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. It is split evenly over each tick assuming that each tick causes the same amount of damage/healing. Holy Shield, Retribution Aura (paladin) reflects damage: Seal of Righteousness, which applies Holy damage on each melee attack: Many spells have multiple ranks. Some spells may belong to more than one category. 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