Parsing Spell Damage Mod.

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Cielli
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Parsing Spell Damage Mod.

Post by Cielli »

I parsed this out today, taking great care to switch out appropriate gear that was not attached to a focus or mod2...

This is a Rain/Rain/Spear/Spear parse, 100ms intervals using multibind/autofire, roughly 20 minutes in duration each parse, with varying levels of Spell Damage. Enjoy!
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Mintalee
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Re: Parsing Spell Damage Mod.

Post by Mintalee »

This is why I go for SD. :)
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Domaa Klein
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Re: Parsing Spell Damage Mod.

Post by Domaa Klein »

The 277, 376, 479 and 581 are thr amount of SD per parse?

Nice info btw thanks for posting.
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Cielli
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Re: Parsing Spell Damage Mod.

Post by Cielli »

That's correct.
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deadman1204
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Re: Parsing Spell Damage Mod.

Post by deadman1204 »

Variation in the worn focus effect completely covered any effect SD is having (which doesn't seem to be very significant).
You should reparse it without a DD focus.

The average hit for 277 SD is larger than that of 376 SD.
As well, the average normal(non-crit) hit for 581 SD is less than 277 SD.

Looking at max hits, max normal hit for 277SD is higher than 479SD.


Even if you do reparse this without a worn focus, I bet the effects of SD will be very small.
SD seems to be multiplied on a crit, and the difference on min crits is 76 damage. While the difference on max crits is only 2300 damage.
I hope I'm wrong, but this doesn't seem very promising.
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Cielli
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Re: Parsing Spell Damage Mod.

Post by Cielli »

How about... you redo the parses.

It's intended to show the effect of spell damage on a typical burn with a close-to-average ratio of rain and direct damage.

No, it's not very promising, as far as spell damage meaning very much. I think spell damage is a pretty lackluster stat, personally. If you view my magelo you'll see I have maximum hitpoint gear with no consideration for the loss of spell damage.

The descrepency in average normal hits you mentioned can be summed up by the small sample size ( 400 hits ) ... I had to take off nearly ALL of my gear to achieve 277 spell damage, making my mana pool very small, that was about as many casts as i could do mounted, with ooc regen, before going oom.

If you want a 10,000 cast parse, by all means, go do one. COme back in 10 hours ( itll take that long if you're doing 4 samples ) & then I'll pick apart YOUR numbers.
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deadman1204
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Re: Parsing Spell Damage Mod.

Post by deadman1204 »

Dude calm down.
I wasn't saying you did anything wrong.
I was just analyzing the data.
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Fleiss
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Re: Parsing Spell Damage Mod.

Post by Fleiss »

Cielli wrote:It's intended to show the effect of spell damage on a typical burn with a close-to-average ratio of rain and direct damage
Not to offend, you but I don't think your parse meet that. SD effects more than just those few spells. It hits your clickies as well. Like mentioned before, not having of many in there effects it as well. It is a 5 hit spell (meaning 5 hits of spell damage).

I know you don't find SD important, which is fine. Just don't get offended when you try to represent it to prove your point but it isn't a valid representation. In the end to each their own.
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Cielli
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Re: Parsing Spell Damage Mod.

Post by Cielli »

Rain actually benefits more from Spell damage than 'Of many' does, since spell damage has a different value based on cast time of the spell.

Of many hits 5 times, but the spell damage benefit to each strike is about .40% of the benefit spell damage grants to a Spear. So the difference is not 5x, it's about 2x . Rain is the big benefitter, it has nearly double the spell damage benefit as of many... Rain is represented here.. & while an Of many/rain/rain/Spear would have slightly more benefit, it's only about a 10% difference between the weave i parsed here. ( 10% of a 3% difference )

These parses dont even account for pet damage, which washes spell damage down even more.

The maximum benefit of a full spell damage build with augs and all the highest spell dmg gear is about 3% if you can achieve 200k dps . On average it's more like 1.5% for a 200 spell dmg spread.

Here is the formula for calculating spell damage
Potawatomi wrote:Taken from Beimieth from the EQ forums.

Spell Damage also uses a wonky formula:

Using a float value "x"

1) Find which is higher Refresh Time or Recast Time.

2) Add whichever is higher from 1) to the Cast Time of the spell to get the Total Cast Time

3) Use one of 3 formulas to find x:

a) If total cast time < 2.5 Then x = 0.25
b) If total cast time > 2.5 And < 7 Then x = 0.167 * (totalcasttime - 1)
c) If total cast time >= 7 then x = 1 * totalcasttime / 7

4) Multiply your worn spell damage by x

5) Truncate the result
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Potawatomi
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Re: Parsing Spell Damage Mod.

Post by Potawatomi »

I've used my Spell damage and Cielli's in this. They can also still be modified by crits but I don't feel like finding all the info to do it at the moment, if I get free time I may. Or if some enterprising individual has the time go for it.

At 744 Spell Damage

Bolten of Molten Steel – 1*9/7 = 1.285714285714286
1.285714285714286 * 744 = 956 Damage

Savlo of Many – 1*9.8/7 = 1.4
1.4*744 = 1041.6 – 1041 Damage

Rain of Blistersteel – 1*16/7 = 2.285714285714286
2.285714285714286 * 744 = 1700 Damage

Rain of Scythes - 1*16/7 = 2.285714285714286
2.285714285714286 * 744 = 1700 Damage

Spear of Blistersteel – 1*12.5/7 = 1.785714285714286
1.785714285714286 * 744 = 1328 Damage

Spear of Molten Magma - 1*12.5/7 = 1.785714285714286
1.785714285714286 * 744 = 1328 Damage

Fickle Magma - .167*(6.75 – 1) = .96025
.96025 * 744 = 714.426 – 714 Damage


At 570 Spell Damage

Bolten of Molten Steel – 1*9/7 = 1.285714285714286
1.285714285714286 * 570 = 732

Savlo of Many – 1*9.8/7 = 1.4
1.4*570 = 1041.6 – 798

Rain of Blistersteel – 1*16/7 = 2.285714285714286
2.285714285714286 * 570 = 1302

Rain of Scythes - 1*16/7 = 2.285714285714286
22.285714285714286 * 570 = 1302

Spear of Blistersteel – 1*12.5/7 = 1.785714285714286
1.785714285714286 * 570 = 1017

Spear of Molten Magma - 1*12.5/7 = 1.785714285714286
1.785714285714286 * 570 = 1017

Fickle Magma - .167*(6.75 – 1) = .96025
.96025 * 570 = 547
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