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  • 0. +Damage and Healing Bonus %   24/01/2007 05:08:23 PST
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For my own benefit I have collected a load of simple information of the various bonuses from +damage/heal Shaman receive on their spells. It took me a lot longer than I expected so I thought I'd save all our new Shaman the hassle and post it here too.

I got most of my information from this general page:

http://www.wowwiki.com/Formulas:Plus_damage_and_Plus_healing

However, the wowwiki information is very general and perhaps flawed, so can't be applied to several Shaman spells. I will continue to update this post as I get more feedback and perform some testing personally.

Also, there are a couple of spells I'm unsure on; if anyone could post with corrections or updates it would be appreciated!



Spell +damage/healing Notes
bonus %

L.Healing Wave 43%
Healing Wave 86% Bonus not reduced by Talents.
Chain Heal 125% 71% + 36% + 18% on each "jump" respectively.

Healing Stream 5% per tick

Earthen Shield 300% 30% per proc.

Lightning Bolt 86% Bonus not reduced by Talents.
Chain Lightning 125% 71% + 36% + 18% on each "jump" respectively.
Lightning Shield 100% 33% per proc.

Flame Shock 67% 15% on shock, 52% on tick.
Frost Shock 41%
Earth Shock 41%

Fire Nova Totem 21%
Searing Totem 8% per "shot"
Magma Totem 6% per pulse

Frost brand 10%
Flametongue 10%

Flametongue Totem unknown No known damage bonus.


Updated:

1.1
Chain heal and lightning bonuses added. [Skippert]
Frostbrand Totem removed as it doesn't exist. :-D [Spakianor]

1.2
Healing Stream changed to 5% (I'm rounding up anyway, as I'm trying to keep it simple) as a comprimise between sources! [Skippert and Snorkle]

1.3
Flame Shock calculations corrected. [Lucitron]

1.4
Wowwiki link added.

1.5
Fire Nova totem and Magma totem bonuses add from personal resting (statistically poor, but seem to work)

[ Post edited by Doombar ]

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  • 1. Re: +Damage and Healing Bonus %   24/01/2007 05:20:48 PST
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CHAIN HEAL MATHS:

Info:
Chain heal = 2.5 cast
Each jump reduces healing done by 50% (without tier2)

Maths:
First hit: 2.5/3.5*100%=71.43% benefit from +heal
Second hit: 71.43% / 2 = 35.71% benefit
Third hit: 71.43% / 2 = 17.86% benefit

Conclusion:
Total chain heal +heal benefit: 125% from +heal (considering it jumps two times)
Chain heal is freaking awesome. (Tier2 bonus ignores +heal from gear so does not affect the calculations)

Q u o t e:
Flame Shock 100% 35% on shock, 65% on tick.

Incorrect. It's less than 100%, it was closer to 75% total benefit. Can't find my post anymore where I tested it. You can see for urself, just put on +0dmg and then +100dmg or so (or just use bloodfury)

Q u o t e:
Frost Shock 41%
Earth Shock 41%


Incorrect. IT's 43%. Instant cast = counted as 1.5sec cast just like lesser heal.

[ Post edited by Skippert ]

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  • 3. Re: +Damage and Healing Bonus %   24/01/2007 05:32:51 PST
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Q u o t e:
CHAIN HEAL MATHS:

Info:
Chain heal = 2.5 cast
Each jump reduces healing done by 50% (without tier2)

Maths:
First hit: 2.5/3.5*100%=71.43% benefit from +heal
Second hit: 71.43% / 2 = 35.71% benefit
Third hit: 71.43% / 2 = 17.86% benefit

Conclusion:
Total chain heal +heal benefit: 125% from +heal (considering it jumps two times)
Chain heal is freaking awesome. (Tier2 bonus ignores +heal from gear so does not affect the calculations)

Incorrect. I'll post soon.

Incorrect. IT's 43%. Instant cast = counted as 1.5sec cast just like lesser heal.


Thanks for the info on Chain heal. I assume it's the same for Chain lightning? I'll make an edit.

As for the lower damage on Frost and Earth Shock, my sources seem to indicate a 5% penalty to the bonus for spells with an additional effect.

Anyone care to offer a second or third opinion?
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  • 4. Re: +Damage and Healing Bonus %   24/01/2007 05:37:05 PST
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Healing stream is not 6% of your gear. That's mana tide. It seems to be ticking for... (note: this is checking my case and my class officer's case) 20% your +heal on each tick + the base ammount. WARNING: I AM NOT SURE OF THESE FIGURES, but it is approximatelly right.

Chain lightning is treated as a regular 2.5 sec cast spell, meaning 71.4% (of course, we'd have to factor in the new modifications to this formula to avoid downranking, eheh). It behaves just like the poster above me described chain heal.

I don't know how flame shock works, but would certainly like to >_<

Rest, I can't help you. Sorry.

Snorkle
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  • 6. Re: +Damage and Healing Bonus %   24/01/2007 05:46:20 PST
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Q u o t e:
Healing stream is not 6% of your gear. That's mana tide. It seems to be ticking for... (note: this is checking my case and my class officer's case) 20% your +heal on each tick + the base ammount. WARNING: I AM NOT SURE OF THESE FIGURES, but it is approximatelly right.

Chain lightning is treated as a regular 2.5 sec cast spell, meaning 71.4% (of course, we'd have to factor in the new modifications to this formula to avoid downranking, eheh). It behaves just like the poster above me described chain heal.

I don't know how flame shock works, but would certainly like to >_<

Rest, I can't help you. Sorry.

Snorkle

I have to agree with Spankior, 20% per tick would be insanely high... wouldn't it?

Also, mana tide and mana spring don't gain anything from +damage/healing, I believe.

My information is primarily collated from wow wiki, FYI. I'll make further checks.

EDIT:

Healing Steam rank 5: Summons a totem that heals group members for 14 every 2 seconds.

= 420 healing per party member over full duration (14/tick)
= 1500 healing per party member with +600 healing at 6% bonus per tick (50/tick)
= 4020 healing per party member with +600 healing at 20% bonus per tick (134/tick) ??

20% bonus seems way too much. I'll check and edit when I get home, unless someone confirms before hand.

[ Post edited by Doombar ]

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  • 7. Re: +Damage and Healing Bonus %   24/01/2007 05:54:57 PST
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HEALING STREAM (still downloading 2.0.6 so doing it from the head)

Rank 5: 14hp/tick

Mine ticks for about 40hp/tick, no points in restorative totems and +601 healing.

(40-14) / 601 * 100% = 4.3% of +healing per tick.

If you get 50hp/tick with 600heal and restorative totems, that means the +25% multiplies not only the base hp/tick, but also the +heal part from gear. Meaning better scaling.

[ Post edited by Skippert ]

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  • 8. Re: +Damage and Healing Bonus %   24/01/2007 06:06:42 PST
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CRAP! Sorry guys I said 20% when I meant 1/20 >_<

It's not 20%! That was a brain freeze.

Snorkle
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  • 9. Re: +Damage and Healing Bonus %   24/01/2007 08:30:43 PST
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Doesn't seem to be any Magma or Nova Totem scaling information anywhere. I'll do some tests tonight and post some estimated percentages later, hopefully then it'll be reasonably clear how it works.

Also, the only info I can find on DoTs with initial "big" damage (e.g. Flame Shock) back up my origional post but, again, I'll test to confirm.

Thanks for the input guys.
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  • 10. Re: +Damage and Healing Bonus %   24/01/2007 11:29:33 PST
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For Fire Nova I'm pretty sure it's ~12%. About Magma Totem I don't know, perhaps it's the same bonus divided between the 10 ticks, although I'm under the feeling it gets A LOT more.

About Flame Shock, I recall reading something like 23% on initial hit, and 40% on the DoT (slightly over 60%) thus becoming the best scaling shock - although Elemental Fury tends to mitigate the difference greatly.

[ Post edited by Golgoth ]

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  • 11. Re: +Damage and Healing Bonus %   25/01/2007 04:49:31 PST
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i've noticed a blue presence on these forums lately, can you guys sticky this thread?

http://ctprofiles.net/2708533

will heal for glods!
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  • 12. Re: +Damage and Healing Bonus %   25/01/2007 05:18:40 PST
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Nice thread, also reported on a sticky... though I do hope Doombar keep its updated then. :P

Now, could add that if Flame Shock works as expected then the spell coefficients should have:


Q u o t e:
(Duration / 15) / ((Duration / 15) + (Cast Time of Spell / 3.5)) = Portion to Over Time

The standard portion receives the rest:
1 - Portion to Over Time = Portion to Standard

The duration and cast time limits are then applied:
(Cast Time of Spell / 3.5) * Portion to Standard = Total bonus to Standard Portion
(Duration / 15) * Portion to Over Time = Total Bonus to Over Time Portion


I.e. 15% on the direct damage part and 52% on the DoT...

...but of course I've not tested this, so it could be utter wrong.

Spel chekers, hoo neeeds em?
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  • 13. Re: +Damage and Healing Bonus %   25/01/2007 05:26:44 PST
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Q u o t e:
Nice thread, also reported on a sticky... though I do hope Doombar keep its updated then. :P

Now, could add that if Flame Shock works as expected then the spell coefficients should have:



I.e. 15% on the direct damage part and 52% on the DoT...

...but of course I've not tested this, so it could be utter wrong.


Thanks for the sticky request! I will keep it updated when I can, I couldn't test the magma and nova numbers due to patch problems last night... but tonight hopefully!

And you're quite right, I mis-read the WoW Wiki entry and did my calculations wrong. Will update if the message boards allow me... the avatar and level update seems to have killed my ability to edit my post... :-/

Edit: Found a way to update... until the boards bork again... :-)

[ Post edited by Doombar ]

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  • 14. Re: +Damage and Healing Bonus %   25/01/2007 05:30:28 PST
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  • 15. Re: +Damage and Healing Bonus %   25/01/2007 05:59:19 PST
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Hmm... is Concussion and Call of Flame applied before or after +spelldamage?


Addendum:

Q u o t e:
Frost Shock 41%
Earth Shock 41%


Tested?

Frost Shock has a slow-effect applied, so you might expect a 5% penalty... further, it is quite big slow-effect, so you might even expect a value outside the standard formula, like Priest's Mind Flay spell.

Earth Shock offers the additional effect with spell interruption, so you might expect some penalty here also.

[ Post edited by Lucitron ]


Spel chekers, hoo neeeds em?
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  • 16. Re: +Damage and Healing Bonus %   25/01/2007 06:20:36 PST
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They don't get the usual "5% penalty for utility" applied. The 6 second cooldown are supposed to balance that. Other than that, mind flay has been buffed very recently in order to scale (much) better with gear - as all channeled spells were.

Snorkle
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  • 17. Re: +Damage and Healing Bonus %   25/01/2007 06:56:09 PST
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Q u o t e:
Hmm... is Concussion and Call of Flame applied before or after +spelldamage?


From Wiki:

Damage benefits are applied before any talents or buffs that may otherwise increase your spell damage. Healing spells are the opposite: all talents are considered first, and bonuses from gear afterward.



Q u o t e:
Tested?

My aim was to collect information from various sources and display it in one place, rather than do the number crunching myself.

However, now that I have the responsibility of a sticky I will do my best to check some of the numbers I've quoted, though the inherant range in a spells damage will make it difficult to differentiate between a few percent.

Q u o t e:

Frost Shock has a slow-effect applied, so you might expect a 5% penalty... further, it is quite big slow-effect, so you might even expect a value outside the standard formula, like Priest's Mind Flay spell.

Earth Shock offers the additional effect with spell interruption, so you might expect some penalty here also.

I have taken into account the 5% penalty in my post. Note that it's a 5% penalty on the final bonus, not a flat 5% loss.

i.e.

1.5/3.5 = 0.43
0.43 * 0.95 = 0.41
-> 41%

not

1.5/3.5 = 0.43
0.43 - 0.05 = 0.38
38%

Edit:

Not sure about Snorkles post, I can't find any info to back up the idea that the cooldown offsets the penalty. It seems logical and fair but that 2% is going to be hard to check!

[ Post edited by Doombar ]

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  • 18. Re: +Damage and Healing Bonus %   25/01/2007 07:33:27 PST
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A blue poster spoke about it back in... eh... april or may. I know it was in the end of my PVP days.

Snorkle
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  • 19. Re: +Damage and Healing Bonus %   25/01/2007 09:48:29 PST
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Q u o t e:
From Wiki:

Damage benefits are applied before any talents or buffs that may otherwise increase your spell damage. Healing spells are the opposite: all talents are considered first, and bonuses from gear afterward.


This is a bit why I don't totally trust wow-wiki...

I know for certain that patch 2.0.0 changed the formula for the Priest's healing spells, so that the talent suddenly became applied after the +healing bonus. At the same time I do remember that Druids and even Shamans complained quite loudly that their pro-damage talents were applied ahead of spell-damage gear.

There are basic formulas that allow educated guesses, but in the end, all these formulas can't really hold the ground to extensive testing. Flame Shock is probably the easiest spell to test, since it has fixed numbers. When it comes to Earth Shock and Frost Shock, then perhaps the solution is to simply test low-rank versions, where the upper and lower limit is not that pronounced... unfortunately, thanks to the new downranking formula, this is not as easy to test as before.

Well... personally I'm going for an elemental build, hence all these stats are quite interesting to me. Earth Shock vs. Flame Shock is a classic... sure Flame Shock cost less mana, but can it compete with the fact that Elemental Fury and Elemental Focus both work wonders together with Earth Shock?

How about Weapon Enhancements?... when you start to grab enough +spell damage gear, then the scaling coefficient plays a more important role.

Unt so weiter...

Spel chekers, hoo neeeds em?
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