However, before you keep reading, it's well worth it to check out part 1 (covering the five main game attributes) and part 2 (covering statistics effecting physical damage). Coming up our next installment we'll talk about defensive statistics (armor, dodge, parry, resilience, etc), so stay tuned!
Applying +damage and healing to spells: Before we get into different types of spell damage and healing, it helps to understand how those numbers are applied to your spells. (It works the same way whether it's simple +spell damage, +frost damage, or +healing.)
- Spells with a cast time of 3.5 seconds or greater receive 100% of your +spell damage gear. (The extra spell damage or healing is added directly to the spell's usual damage or healing.) Spells with a cast time of less than 3.5 seconds receive a percentage of the benefit from gear -- this sort of scaling prevents spells with a short cast time from becoming more appealing as you gain more spell damage.
- Damage over time spells (and heal over time spells!) are given 100% of your +spell damage or healing, spread out over the duration of the spell, so long as they're 15s duration or greater. (Less than 15s, less spell damage/healing is applied.)
- Spells with secondary effects (i.e. they do things other than pure damage) have their usual +spell damage bonus cut in half. Examples: Warlock's Drain Life also heals, Priest's Mind Flay also slows.
- Lower level spells (level learned compared to your level) get less bonus from spell damage or healing. In general, you can expect to use your top two or three ranks of a spell without penalty. But if you want to know specifics...
- Look at the level at which a spell's power stops increasing -- yes, your current rank spells get a little boost each time you level, usually up to the point that you get a new rank of the spell. We'll consider this the spell's maximum level
- Once you're six levels higher than that, the spell will start gaining less and less of a boost from your spell damage or healing gear. (This was implemented primarily to stop healers with huge amounts of +healing gear from being able to cast low rank heals forever.)
- The specific calculation is:
- ((spell max level) + 6) / (player level) = percentage of the bonus from spell damage the spell gets (this percentage is applied on top of whatever +spell damage or healing the spell normally receives)
Spell damage: Spell damage improves the amount of damage you do with all damage and healing spells.
- Several classes have talents that will increase the bonuses given by spell damage:
- At tier 8 in the Balance tree, Druids can acquire Wrath of Cenarius, which (for five talent points) increases the +damage bonus given to Starfire by 20% and increases the +damage bonus given to Wrath by 10%.
- At tier 8 in the Fire tree, Mages can acquire Empowered Fireball, which (for five talent points) increases the +damage bonus given to Fireball by 15%.
- At tier 8 in the Frost tree, Mages can acquire Empowered Frostbolt, which (for five talent points) increases the +damage bonus given to Frostbolt by 10%
- At tier 4 in the Affliction tree, Warlocks can acquire Empowered Corruption, which (for three talent points) increases the +damage bonus given to Corruption spell by 36%.
- At tier 8 in the Destruction tree, Warlocks can acquire Shadow and Flame, which (for five talent points) increases the +damage bonus given to Shadow Bolt and Incinerate by 20%.
Spell healing: Spell healing improves the amount of healing you do with all healing spells. While you may be inclined to look for gear with +spell damage on it for its bonuses to both damage and healing, you will find that you'll get more overall healing on equal level +healing gear. (With gear of equal level and quality, you can expect to find about twice as much +healing as you would +spell damage -- so be aware if you take the +spell damage route, you're sacrificing quite a bit of healing power.
- Several classes have talents that will increase the bonuses given by spell healing:
- At tier 8 in the Restoration tree, Druids can acquire Empowered Rejuvenation, which increases the +healing bonus given to the Druid's heal over time spells (HoTs) by 20%.
- At tier 8 in the Holy tree, Priests can acquire Empowered Healing, which increases the +healing bonus given to the Priest's Greater Heal spell by 20% and increases the +healing bonus given to the Priest's Flash Heal and Binding Heal by 10%.
Arcane/fire/frost/nature/shadow/holy damage: As with straight out spell damage, any of these will improve your damage with spells -- though only spells within the indicated school of magic.
- Why choose a specific school of damage over +spell damage?
- Most casting classes have access to multiple schools of magic (Priests can use holy and shadow; Warlocks can use fire and shadow; Mages can use arcane, frost, and fire; Shamans can use nature, frost, and fire; Druids can use nature; Paladins can use holy.), so restricting yourself to one school of magic can limit your damage-dealing abilities in the other. (Also note that this can be a big problem if you run into a mob that resists your favored school of magic.)
- However, bonuses to single-school magic damage are more generously itemized than +spell damage is -- so if you pick a single school of magic and stick to it, you're likely to be able to find gear that will allow you to do more overall damage than if you only chose +spell damage gear.
Mana per 5 seconds (MP5): Grants you X amount of mana every 5 seconds, regardless of whether you're in or out of the five second rule.
- For most casters, MP5 is the preferred way to regenerate mana. Though the amount it regenerates is usually small, it works constantly and you don't have to worry about taking breaks during casting in order to regenerate more mana.
- If you're a healer and have a style of casting in spurts and then taking a break -- you may find spirit similarly appealing. Spirit can regenerate a good amount of mana (and with the right talents, can provide some regeneration while casting!), but you have to stop casting to get its full benefits, so it depends on your casting style as to whether you'd rather stack MP5 gear or spirit gear.
Spell critical strike rating: Spell critical strikes are special attacks that do 150% normal damage (though most casting classes have talents that can improve that). You can improve your chance to get spell critical strikes by equipping gear with intellect on it or by equipping gear with spell critical strike rating on it.
- Several classes have talents that improve their chance to score a critical strike with spells:
- At tier 5 in the Arcane tree, Mages can acquire Arcane Instability, which (for three talent points) increases their chance to score a critical strike by 3%.
- At tier 5 in the Fire tree, Mages can acquire Critical Mass, which (for three talent points) increases their chance to score a critical strike with Fire spells by 6%.
- At tier 7 in the Fire tree, Mages can acquire Pyromaniac, which (for three talent points) increases their chance to score a critical strike with Fire spells by 3%.
- At tier 8 in the Frost tree, Mages can acquire Empowered Frostbolt, which (for five talent points) increases the critical strike chance of Frostbolt by 5%.
- At tier 6 in the Holy tree, Paladins can acquire Holy Power, which (for five talent points) increases their chance to score a critical strike with Holy spells by 5%.
- At tier 6 in the Discipline tree, Priests can acquire Force of Will, which (for five talent points) increases their chance to score a critical strike with offensive spells by 5%.
- At tier 1 in the Holy tree, Priests can acquire Holy Specialization, which (for five talent points) increases their chance to score a critical strike with holy spells by 5%. (Yes, this will stack with Force of Will, above.)
- At tier 7 in the Shadow tree, Priests can acquire Shadow Power, which (for five talent points) increases their chance to score a critical strike with Mind Blast and Shadow Word: Death (the only Shadow spells that can crit) by 15%.
- At tier 3 in the Elemental tree, Shamans can acquire Call of Thunder, which (for five talent points) increases their chance to score a critical strike with Lightning Bolt and Chain Lightning by 6%.
- At tier 7 in the Elemental tree, Shamans can acquire Elemental Mastery, a spell which (for one talent point) increases the critical strike chance of the Shaman's next Fire, Frost, or Nature spell by 100%.
- At tier 4 in the Restoration tree, Shamans can acquire Tidal Mastery, which (for five talent points) increases the critical strike chance of their healing and lightning spells by 5%.
- At tier 8 in the Demonology tree, Warlocks can acquire Demonic Tactics, which (for five talent points) increases their critical strike chance with spells by 5%.
- At tier 3 in the Destruction tree, Warlocks can acquire Devastation, which (for five talent points) increases their chance to score a critical strike with Destruction spells by 5%.
- Several classes have talents that improve their critical strike damage with spells:
- At tier 4 in the Balance tree, Druids can acquire Vengeance, which (for five talent points) increases the damage done by spell crits by 100% (making spell crits hit for 200% normal damage).
- At tier 6 in the Arcane tree, Mages can acquire Spell Power, which (for two talent points) increases the damage done by spell crits by 50% (making spell crits hit for 175% normal damage).
- At tier 2 in the Frost tree, Mages can acquire Ice Shards, which (for five talent points) increases the damage done by Frost spell crits by 100% (making spell crits hit for 200% normal damage). Note: yes, you can have both Ice Shards and Spell Power if you really want to.
- At tier 5 in the Elemental tree, Shamans can acquire Elemental Fury, which (for one talent point) increase the damage done by spell crits by 100% (making spell crits hit for 200% normal damage). Note: this talent technically only effects your Searing, Magma, and Fire Nova Totems as well as your Fire, Frost, and Nature spells. (I think that covers all offensive spells Shamans can cast, but there's always chance I've overlooked something...)
- At tier 5 in the Destruction tree, Warlocks can acquire Ruin, which (for one talent point) increases the damage done by Destruction spell crits by 100% (making spell crits hit for 200% normal damage). Note: Destruction spells are, at present, the only Warlock spells that can crit.
- Several classes have other interesting abilities that are triggered by spell crits:
- At tier 5 in the Balance tree, Druids can acquire Nature's Grace, which (for one talent point) will reduce the casting time of the Druid's next spell by 0.5 seconds after a crit.
- At tier 4 in the Holy tree, Paladins can acquire Illumination, which (for five talent points) will cause spell crits to refund 60% of the mana cost of the spell.
- At tier 6 in the Holy tree, Priests can acquire Surge of Light, which (for two talent points) gives spell crits a 50% chance to make your next Smite spell cost no mana, but be incapable of a critical strike.
- Your chance to hit is based on the level difference between you and your target:
- Same level: 96% chance to hit (4% chance to miss).
- +1 level: 95% chance to hit (5% chance to miss).
- +2 levels: 94% chance to hit (6% chance to miss).
- +3 levels: 83% if the target is a monster, 87% if the target is a player (17/13% chance to miss). Note: the highest level raid bosses in the game are level 73, so this is the category you're going to be falling in to for end-game PvE.
- +4 levels: 72% if the target is a monster, 80% if the target is a player (28/20% chance to miss).
- +5 levels: 61% if the target is a monster, 73% if the target is a player (39/27% chance to miss).
- Regardless of gear, you'll always have at least a 1% chance to miss -- so if you're fighting equal-level monsters, more than +3% to hit is wasted.
- Several classes have talents that improve their chance to hit with spells:
- At tier 6 in the Balance tree, Druids can acquire Balance of Power, which (for two talent points) will increase the Druid's chance to hit with spells by 4%.
- At tier 6 in the Elemental tree, Shamans can acquire Elemental Precision, which (for three talent points) will increase the Shaman's chance to hit with Fire, Frost, and Nature spells by 6%.
- At tier 3 in the Restoration tree, Shamans can acquire Nature's Guidance, which (for three talent points) increases their chance to hit with spells attacks by 3%.
- A non-binary spell...
- Just does damage. That's it! This includes spells such as the Warlock's Shadowbolt, the Mage's Fireball, and the Druid's Wrath.
- Because they don't do anything besides damage, these spells can hit for full or partial damage, based on the target's spell resistances.
- A binary spell...
- Does damage and also has some sort of secondary effect. This includes spells such as the Warlock's Drain Life (which returns health to the Warlock), the Priest's Mind Flay (which slows the target), and the Mage's Frost Bolt (which slows the target).
- Because they have secondary effects, these spells will always hit either for full damage or for no damage -- since there's no good way to determine whether the secondary effect would be applied on partial resists, so Blizzard simply decided to make binary spells hit for all or nothing.
- The average number of resists you'll get = (your target's resistance / (caster level x 5)) x 0.75.
- If your non-binary spell successfully hits, a resistance check is then applied. Depending on your target's resistances, it can resist 0%, 25%, 50%, or 75% of your spell damage. (There are no in-betweens.)
- Eyonix provides us with this example of spell resistance and hit rating:
- Eyonix the Mage (level 60) fires a Frostbolt at Yeti of Doom (level 63). Eyonix is wearing a total of +6% spell hit gear. Yeti of Doom has frost resistance such that he takes 50% from level 60 frost attacks. So, here's the hit calculation:
- 0.83 (83% for +3 levels monster) + 0.06 (+6% spell hit) = 0.89 -- this is Eyonix's overall chance to hit his target.
- 0.89*0.5 (50% damage from frost) = 0.445 -- this is his target's likelihood to resist his hit.
- The game will roll a number between 0 and 1, and if it's less than 0.445, the frost bolt will hit for full damage. Otherwise, a resist message will appear. (Since Frostbolt is a binary spell which also applies a movement slowing effect on hit, it will either fully hit or be fully resisted.)
- After the resist, Eyonix decides to fire a Fireball at Yeti of Doom. Eyonix still has +6% spell hit. Fireball only does direct damage and is thus not a binary spell, so it can be partially resisted Here's the calculation:
- 0.83+0.06= 0.89 -- as above, this is Eyonix's chance to hit. It's the same regardless of whether he's using frost spells or fire spells.
- The game will roll a number between 0 and 1, and if its less than 0.89, the fireball will hit. Otherwise, a resist message will appear. After the fireball lands, the game will then apply spell resistance to determine a partial resist, if any. Assuming the yeti also has 50% fire resistance, on average, 50% of the damage will be resisted.
- If the monster or player you're attacking has 0 spell resistance, then any spell penetration gear you're wearing is wasted (resistances can't go into negative numbers).
- For PvP, a spell penetration level of 40 seems to be enough to counter the benefit given by Mark of the Wild.
- Some players say spell penetration is worthless in PvP and PvE. I say it's just very situational -- you don't know how much resistance an average monster or player will have, so you can't predict how much spell penetration gear you need, in general, to overcome resistances. Try some out, and see if it seems to help -- but your mileage may vary.
Reader Comments (Page 1 of 1)
6-23-2007 @ 4:58PM
solidsnake13 said...
Great article. As a level 66 mage, it was helpful!
Reply
6-23-2007 @ 5:03PM
brett said...
"For spells whose cast time is reduced by talents, their original cast time is used in spell damage or healing calculations."
In the case of the mage talents improved fireball and improved frostbolt, Blizzard has decided to reduce mage damage coefficients by 2% per rank of these talents.
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6-23-2007 @ 5:16PM
Greg said...
"Damage over time spells (and heal over time spells!) are given 100% of your +spell damage or healing, spread out over the duration of the spell."'
This is true only if the damage over time spell lasts exactly 15 seconds. The current formula for damage over time spells is:
spell damage coefficient = duration/15 seconds
Thus, a spell with a duration longer than 15 seconds will receive more than 100% spell damage, while a shorter spell will receive less. There are a handful of exceptions to this rule where Blizzard felt that the long duration of a spell gave it an unfair damage amount, but the bulk of DoTs / HoTs follow the above formular.
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6-23-2007 @ 5:24PM
Zorashi said...
here is a little something that i have come across seems that if you come across a creature with spell shields or so that spell penetration seems to help punch through it...try it out in underbogs on the defenders seems to work for me and mage guild member of mine and all we have been doing is increasing it more and seems to work even better....just a thought.
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6-23-2007 @ 6:27PM
Emoroan said...
Looks like someone needs a refresher course. Alot of the details in the Spell Dmg section changed in 2.0 or later.
http://www.wowwiki.com/Formulas:Plus_damage_and_Plus_healing
Channeled Spells
Cast Time of Channeled Spell / 3.5 = Total Benefit
Meaning Drain Life gets 5 / 3.5 = 1.42 / 2 (due to healing component as you already stated) = 71.4%
DoTs
Duration of DoT Spell / 15 = Total Benefit
Except in lots of fun cases like Corruption (100%), Curse of Agony (120%)
Combination Spells (damage + dot component) get even more complex. AoE Spells are different again.
Hell if anyone knows the way to apply +dmg gear to Seed of Corruption / Unstable Affliction I'd love to hear it. I haven't figured those two out yet
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6-23-2007 @ 7:14PM
Elizabeth Harper said...
Thanks everyone, I've made a few edits.
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6-23-2007 @ 8:57PM
WatcherZero said...
You wont find Twice the healing on an item as dmg, the actual ratio is for every 2 dmg you can get 3 healing, so 2:3, or 50% more healing.
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6-23-2007 @ 9:45PM
Greg said...
Still not spot on on the DoT/HoT thing. It's entirely possible for a spell to gain OVER 100% of your +damage, if it has a duration longer than 15 seconds.
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6-23-2007 @ 11:00PM
Baluki said...
You forgot to mention that Shamans have Totem of Wrath, which increases spell crit and spell hit by 3%, and the Moonkin aura, which increases spell crit by 5%.
As for Spell Penetration, I always thought that it was a straight decrease to your target's resistances. For example, if your target has 20 Fire Resistance and you have 5 Penetration, that would effectively drop your target's resistance to 15. But now that I've seen this article, maybe I'm wrong.
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6-23-2007 @ 11:19PM
Irv said...
What about instant-cast spells? How much +dmg benefit do they get?
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6-24-2007 @ 12:04AM
Oneiromancer said...
Good article, Elizabeth. I have one small addition for you: the Mage talent Empowered Arcane Missiles adds 45% of +spell damage to Arcane Missiles, while raising the mana cost by 6%. It gets skipped in the usual 40/x/x builds but I found it to be quite nice as a nearly-pure Arcane Mage.
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6-24-2007 @ 1:32AM
Nyctanessa said...
Druids also have access to arcane spells, not just nature.
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6-24-2007 @ 5:43AM
james said...
Hi all, great article and certainly got me thinking. I am a level 59 lock, I have been buying gear of late that gives me increases to spell critical and spell damage stats.
in the last 24 hours I have learnt that a) DOT spells are not affected by critical spell bonuses and b) that destruction spells are the only spells that Warlocks can critical on.
Two questions, 1) why are destruction spells the only ones a 'lock can critical on? Surely shadow bolt ought to be able to critical?
2) It would appear I have wasted money on my gear, what should I be looking for as stat bonuses? i am thinking now maybe I should be looking at intellect (to boost my mana pool) and stamina (to buff health pool). Or is my current gear going to help me? Right now I have about +280 spell damage and 16% chance of critical hit - look for Cerenvy on Darkspear.
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6-24-2007 @ 10:59AM
Slayblaze said...
You left out "At Tier 7 in the Destruction tree, Warlocks can aquire Backlash, which (for three talent points)increases their critical strike chance with spells by 3%.
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6-24-2007 @ 11:09AM
Slayblaze said...
@13
1--Shadow Bolt IS a Destruction spell, so it does of course crit. The reason that only destruction spells crit is because all other spells are either Channelled or are Damage Over Time, neither of which can crit. The one exception being Curse of Doom which can crit (I guess because it's not a true DoT and does all its damage in one punch).
2--Depends on your talent build. Destruction go for heavy +crit, Demonology go for a mixture of +dmg and +crit, Affliction go for heavy +dmg. Gear with +Int is best I think, but +Sta helps tons because we convert our own health into mana. Heavy +Sta gear keeps us in the fight a lot longer, but don't gimp your +Int and +Crit gear in the process.
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6-24-2007 @ 12:46PM
Greg said...
@15
Curse of Doom cannot crit. It has never been able to crit. It will never be able to crit.
However, that is not to say there are no affliction spells that can crit. Seed of Corruption is from the affliction school, and its AoE explosion effect can and will crit.
Also, +INT is not best. +STA is best. With life tap, stamina IS mana. It is also life. As a warlock, your key stats are STA, +damage/+shadow/+fire, and +hit/+crit depending on talent build. If an item has a great deal of INT and very little STA, chances are it is not intended for you.
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6-24-2007 @ 3:17PM
Lori said...
@15, I don't agree that +STA is better than +INT because 1 +STA = +10 health while 1 +INT = +15 mana. I don't forego +STA completely, but given a choice I'll chose more +INT. Granted, life tap tranfers health to mana but it takes a bit of time to do so. In good groups and solo (I'm demo) I take so little damage, I would rather have the mana from the start.
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6-24-2007 @ 10:57PM
Samantha said...
How does +dmg effect pally seals and judgements? I can't decide. They are instant cast, but do damage over time however you have to actually strike the enemy for the seal/judgement to do damage in most cases. Ah, it's really confusing...
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6-25-2007 @ 11:59AM
Angus said...
If it is like the Shaman weapon enchants for Flamtongue and Frostbrand the Paladin is getting 10% of their +damage added to the effect. Yep, it's crap.
You also forgot to mention the spells that do something on crit in another way. Clearcasting for Paladin and SHaman class depend on crits to get them 60% mana back or off of a spell.
So the _healing for spells over 15 seconds means they get more than 100%?
So why is the 2 minute healing stream not healing for around 400 a tick for a shaman I know? There are caps folks, and they are put there to keep some spells from being mandatory. (Healing stream could really use some love though)
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6-30-2007 @ 5:29PM
Rerolled said...
@18 (pasted from paladin faq on wow forums)
Offensive Abilities
* 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
* 20% Seal of Command
* 43% Judgement of Command
* 76% Consecration
* 43% Holy Shock
* 43% Hammer of Wrath*
* 43% Exorcism*
* 19% Holy Wrath*
* 20% Holy Shield (5% per Block)*
* 9% Avenger's Shield
* 17% Seal of Vengeance (per tick)
* 43% Judgement of Vengeance
* 0% Seal of Blood
Heals
* 71% Holy Light
* 43% Flash of Light
* 43% Holy Shock
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