Post by endros on Nov 29, 2015 22:21:03 GMT
Edit: Obligatory - Take with a grain of salt as i cannot forsee what custom spells are going to be like. But i'd assume the scaling issue of the speldmg/heal will hold true.
Hey Free,
You mentioned that we get +23 (if i remember correctly) spell dmg / healing for each point we have of wis/int?
I was curious about this and wasn't sure where to post. So i hope suggestions was an ok area?
Anyways..
I'm a bit concerned about using spelldmg and healamt for stat scaling as these two stats affect each spell differently, and for the most part, punish hybrids and fast casted spells (wizards, bst/ranger nukes, essentially all paladin heals, cleric flash heals, etc).
I would have hoped that stats would scale by % base (kind of like the orb clickies we have, so say 1 int gives 0.5% spell dmg, or something of the like - The numbers just a made-up one to show an example).
The reason being is +spelldmg and +healamount are run off coefficients of spells. The formula is below. Spell Damage cannot crit and do not affect DoT type spells (poor Necros and Shamans). Heal amount CAN crit, but does not affect HoT type spells. Therefore they only affects nukes and casted heals.
Formula for Spell damage stat: (Cast_Time + Recast_Time) / 7 * Spell_Damage = bonus damage per hit of spell
Formula for Healing Amount stat: (Cast_Time + Recast_Time) / 7 ] * Heal_Amount = bonus healing per hit of spell
As you can see above, any instant or fast casting spells benefit very little (0.25) of their spelldmg/heal amt while longer cast time spells/recast timers increase this effect substantially. It punishes any flash healing (cleric fast heals, all paladin heals, ranger nukes, beastlord nukes, many wizard nukes, HoTs from shaman/druid/cleric/paladins, and all dots). While its a great tertiary stat to find on gear, i'm not sure its a great scaling mechanism in itself.
This info is taken from the links below. I'm not great at explaining things, but you can read through it here to see what i mean:
everquest.wikia.com/wiki/Spell_Damage_(Equipment_Stat)
everquest.wikia.com/wiki/Heal_Amount_(Equipment_Stat)
I bring this up because you are going to have a helluva time balancing classes when every spell is affected uniquely based off of a persons stats + the spells cast times + the spells refresh time, etc.
An example of this: In game my ranger in raid/solo gear has +562 spell damage. Which means his Summers Mist Rk 3 will get an additional 140 damage on cast that cannot crit. Thats in almost full Best-in-slot. It effectively makes the spells not worth casting as i'd be missing melee dmg for even 0.5 seconds.
The biggest problem though (if this wont be a problem for custom spells) - Is that fact DOTS and HOTS arent affected by this, and spell dmg cannot crit. These are the three hugest problems i can see ahead of time.
Anywho, just some feedback that i've been noticing while steadily testing some things out here.
Cheers,
Endros/Gray
Hey Free,
You mentioned that we get +23 (if i remember correctly) spell dmg / healing for each point we have of wis/int?
I was curious about this and wasn't sure where to post. So i hope suggestions was an ok area?
Anyways..
I'm a bit concerned about using spelldmg and healamt for stat scaling as these two stats affect each spell differently, and for the most part, punish hybrids and fast casted spells (wizards, bst/ranger nukes, essentially all paladin heals, cleric flash heals, etc).
I would have hoped that stats would scale by % base (kind of like the orb clickies we have, so say 1 int gives 0.5% spell dmg, or something of the like - The numbers just a made-up one to show an example).
The reason being is +spelldmg and +healamount are run off coefficients of spells. The formula is below. Spell Damage cannot crit and do not affect DoT type spells (poor Necros and Shamans). Heal amount CAN crit, but does not affect HoT type spells. Therefore they only affects nukes and casted heals.
Formula for Spell damage stat: (Cast_Time + Recast_Time) / 7 * Spell_Damage = bonus damage per hit of spell
Formula for Healing Amount stat: (Cast_Time + Recast_Time) / 7 ] * Heal_Amount = bonus healing per hit of spell
As you can see above, any instant or fast casting spells benefit very little (0.25) of their spelldmg/heal amt while longer cast time spells/recast timers increase this effect substantially. It punishes any flash healing (cleric fast heals, all paladin heals, ranger nukes, beastlord nukes, many wizard nukes, HoTs from shaman/druid/cleric/paladins, and all dots). While its a great tertiary stat to find on gear, i'm not sure its a great scaling mechanism in itself.
This info is taken from the links below. I'm not great at explaining things, but you can read through it here to see what i mean:
everquest.wikia.com/wiki/Spell_Damage_(Equipment_Stat)
everquest.wikia.com/wiki/Heal_Amount_(Equipment_Stat)
I bring this up because you are going to have a helluva time balancing classes when every spell is affected uniquely based off of a persons stats + the spells cast times + the spells refresh time, etc.
An example of this: In game my ranger in raid/solo gear has +562 spell damage. Which means his Summers Mist Rk 3 will get an additional 140 damage on cast that cannot crit. Thats in almost full Best-in-slot. It effectively makes the spells not worth casting as i'd be missing melee dmg for even 0.5 seconds.
The biggest problem though (if this wont be a problem for custom spells) - Is that fact DOTS and HOTS arent affected by this, and spell dmg cannot crit. These are the three hugest problems i can see ahead of time.
Anywho, just some feedback that i've been noticing while steadily testing some things out here.
Cheers,
Endros/Gray