How Much Damage Does Consecration Get From Spell Dmg

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  • Still true Now lets say a spell without CD does 200% weapon dmg. 1) 100 - 300 / 1.0 AS = 200 DPS cost X1 Mana 2) 50 - 150 / 2.0 AS = 200 DPS cost X2 Mana.But now i'm a wizzard or a witch doctor!!! I have a left hand and my left hand does.+20-40 dmg. lets say a spell with 8 sec CD does 200% weapon dmg. 1) 120 - 340 dmg spell cost X1 Mana 2.
  • Spell damage amplification. Spell damage can be directly amplified. Spell damage amplification of multiple sources stacks additively. The amplification does not only affect spell damage dealt against enemies, it also causes damage afflicted to allies or the own unit to get amplified.
Hello exiles! I have a question regarding how damage works here. Mainly I want to know about spell damage. How it works? I mean, if I have a staff with 10% spell damage increase, which skills damage will it increase? Kinda logically thinking this would increase only castable skills, like fireball etc, but I am not sure about all that, so maybe some1 can clarify this for me. Also about elemental damages. If I have a Str based skill, let's say Ground Slam. I know that it has weapon damage based damage, but also it has some fire damage added, will spell damage increase do anything and will fire damage increase do anything? Also the same with Dex based skills, like Elemental hit. As the skill itself has only elemental damage, I would assume that even spell damage would do something, but I think that it won't help, if it does - tell me. And with that Elemental hit - if I have 20% fire dmg increase and I have added fire dmg increase support gem, will that 20% fire dmg increase add to that base fire dmg of the skill or also that support gem added damage. Also let's say I have a skill which has no fire dmg, but I add a support gem with fire dmg and also I have that 20% fire dmg increase on my wep - will it change anything? I know these are kinda many questions and they all are similar, but yeah, I just want to know how my damage is calculated, cause I just got my 1st Unique, which is a lvl13 staff with fire dmg and spell dmg increases and I was thinking about making a Templar, but I know that I will use Ground slam, maybe Elemental hit too, and Fireball skills + Fire traps. I wanted to know which of those skills will my Fire dmg increase and spell damage increase actually affect.
Please, anyone who knows something about all this stuff, help me understand my damage. :P
With best regards,
TheEnforcer.
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Posted by
ログよし
on Jun 29, 2012, 12:50:17 AM
That is a big ol' wall o' text you got there.
Let's say you have a wand with innate 10% spell damage, a mod on it that has an additional 30% spell damage, a shield with 15% spell damage, 50% spell damage from skills and 25% increased fire damage.
Spells that deal fire damage will now do (1 + 0.1 + 0.3 + 0.15 + 0.5 + 0.25)x damage. Aka: 230% damage.
Cold/Lightning spells will only deal 205% damage (missing the 25% increased fire).
Last edited by TheRabbit303 on Jun 29, 2012, 12:54:24 AM
Posted by
TheRabbit303
on Jun 29, 2012, 12:53:36 AM
'
That is a big ol' wall o' text you got there.
Let's say you have a wand with innate 10% spell damage, a mod on it that has an additional 30% spell damage, a shield with 15% spell damage, 50% spell damage from skills and 25% increased fire damage.
Spells that deal fire damage will now do (1 + 0.1 + 0.3 + 0.15 + 0.5 + 0.25)x damage. Aka: 230% damage.
Cold/Lightning spells will only deal 205% damage (missing the 25% increased fire).

Well, that is the part which I kinda understand myself. I mainly want to know what happens with Ground slam and Elemental hit. As Ele hit is dex skill, It shouldn't be affected by spell damage increases, as far as I understand, only elemental ones will add damage for, let's say, that Ele hit or Ground slam.
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Posted by
ログよし
on Jun 29, 2012, 1:07:53 AM
Skills that deal damage based o n a weapon (Ground Slam, Elemental Hit, ect) are Attacks.
Skills which are not attacks are Spells.
Attacks deal Weapon Damage. Some attacks also deal Secondary Damage, which is not affected by weapon-specific modifiers, but is not spell damage. An example of this is Infernal Blow - the initial hit is weapon damage, and affected by anything that affects weapon/melee/insert-type-of-your weapon-here damage. The explosion is not based on your weapon damage - it's secondary damage. It's not affected by anything specific to weapons, but is affected by generic increases to all damage, or to specific types of damage it's dealing (usually fire, but other damage types can be added)
Some spells deal no damage (auras, curses, etc). Spells which deal damage (usually) deal Spell Damage, which is affected by damage modifiers that increase/reduce spell damage. An exception would be Detonate Dead, which deals secondary damage (see above), and is thus not affected by spell-specific modifiers. This is both for balance, and because thematically the spell doesn't directly do damage, it causes a corpse to explode, and the corpse, rather than the spell directly, deals damage to nearby enemies.
Please let me know if any of this is unclear and I will attempt to refine my explanation to the point you understand.
Posted by
Mark_GGG
on Jun 29, 2012, 1:27:59 AM
Spells: List a critical chance on them.
Attacks: Don't.
Posted by
TheRabbit303
on Jun 29, 2012, 2:38:58 AM
'
Spells: List a critical chance on them.
Attacks: Don't.
Not entirely true - Secondary damage, being not based on a weapon, needs a critical strike chance from the skill as well, so attacks which deal secondary damage will list a critical strike chance. Infernal Blow does, and I believe Lightning Strike does as well - a holdover from an old version of the skill that dealt secondary damage which took a while to be noticed and removed - it's out in 0.9.11
Posted by
Mark_GGG
on Jun 29, 2012, 2:42:37 AM
'
Skills that deal damage based o n a weapon (Ground Slam, Elemental Hit, ect) are Attacks.
Skills which are not attacks are Spells.
Attacks deal Weapon Damage. Some attacks also deal Secondary Damage, which is not affected by weapon-specific modifiers, but is not spell damage. An example of this is Infernal Blow - the initial hit is weapon damage, and affected by anything that affects weapon/melee/insert-type-of-your weapon-here damage. The explosion is not based on your weapon damage - it's secondary damage. It's not affected by anything specific to weapons, but is affected by generic increases to all damage, or to specific types of damage it's dealing (usually fire, but other damage types can be added)
Some spells deal no damage (auras, curses, etc). Spells which deal damage (usually) deal Spell Damage, which is affected by damage modifiers that increase/reduce spell damage. An exception would be Detonate Dead, which deals secondary damage (see above), and is thus not affected by spell-specific modifiers. This is both for balance, and because thematically the spell doesn't directly do damage, it causes a corpse to explode, and the corpse, rather than the spell directly, deals damage to nearby enemies.
Please let me know if any of this is unclear and I will attempt to refine my explanation to the point you understand.

Thanks for the info. Now it's clear to me. I was kinda thinking the same, but wanted to be sure. And you explained the thing with 2ndary damages, I thought that they are affected by weapon specific modifiers.
Thanks. :)
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Posted by
ログよし
on Jun 29, 2012, 9:50:47 AM
'
Spells: List a critical chance on them.
Attacks: Don't.

I find it easier to determine whether an ability is a Spell or Attack by checking if it has an 'Attack time' or a 'Casting time' on my action bar.
Posted by
Ryjeon
on Jun 29, 2012, 5:53:15 PM
Completely new to the game (bored/frustrated with Diablo and have heard good things about PoE - enjoying so far), so I have a basic question. Is spell damage, cast time, and/or cast speed at all based on physical damage and/or weapon swing speed?
Posted by
leroyyrogers
on Jul 9, 2012, 4:40:53 AM
no, spells such as fireball, sparks, ect. Do not benefit from a weapons dps or attack speed at all. However magic weapons and above can spawn with mods that can still effect spells. Such as spell damage, elemental damage (the % ones, not the dmg range ones) crit chance, ect. These mods can spawn on weapons (not just wands, the typical spell user weapon).
Posted by
Lionguild
on Jul 9, 2012, 5:00:23 AM
Consecration
  • Increase Your Spell / Weapon Damage

Charge is a spell which temporarily increases the maximum damage of the three God spells by 10 (providing the player is wearing the corresponding god cape). The spell requires a Magic level of 80. Magic Dart is a spell that increases in damage the higher the player's Magic level is. At 50, the base maximum hit is 15 and at 99 it is. I’m wondering if someone can explain this to me. I have various gear that gives + shadow damage, and my wand deals shadow damage. My character panel reflects my ranged wands attacks doing base damage + extra from gear, but tests in game reveal that my wands does only damage listed on the item regardless of how much +damage i have equipped or what is reflected in the character tab. I’m going to use Wizard spells for this, and calculate the average of the direct damages, so using wish to summon a boulder over an enemies head doesn’t count.

Your Spell and Weapon Damage (also called Spell Power and Weapon Power) is used to determine the damage or healing power of your abilities.

Spell Damage

Spell Damage, along with Max Magicka, determines the damage and healing of abilities which use Magicka.

Weapon Damage

Weapon Damage, along with Max Stamina, determines the damage and healing of abilities which use Stamina.

Increase Your Spell / Weapon Damage

There are lots of ways you can increase your Spell and Weapon Damage.

Your Weapon

The weapon that you wield into a fight has the biggest impact on your Spell and Weapon Damage values. You’ll notice that all weapons of all types give a damage stat on them – this is both Spell and Weapon Damage and when you equip that weapon your character sheet will reflect this.

You can increase the damage given by your weapon by increasing its Level as you Level up and by increasing your weapons quality. A weapon comes in one of five quality types; increasing the quality of a weapon increases its stats equivalence to adding another Level.

White – Normal

Green – Fine (+1 Level Stats)

Blue – Superior (+2 Level Stats)

Purple – Epic (+3 Level Stats)

How Much Damage Does Consecration Get From Spell Dmg Work

How Much Damage Does Consecration Get From Spell Dmg

Gold – Legendary (+4 Level Stats)

Item Sets

Lots of Item Sets increase your Spell or Weapon Damage.

  • An example of Weapon Damage is Hunding’s Rage.
  • An example of Spell Damage is Julianos.

Other

How Much Damage Does Consecration Get From Spell Dmg File

  • Jewelry Enchants
  • Buffs (Temporary)
    (Sorcery, Brutality)
  • Potions (Temporary)
  • Mundus Stones
    (The Apprentice, The Warrior)




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