In most cases, the coefficient is fixed for a spell; in other cases, it is changed by talents, such as various "empowering" talents, available to some caster classes. You can also subscribe to our YouTube … http://www.wowhead.com/?search=Ferocious+Bite#abilities, https://wowwiki.fandom.com/wiki/Attack_power_coefficient?oldid=2854224. This page finally needs a consistent look. Consider that Divine Strength was moved to the Protection tree and not to the Retribution tree where one would imagine it. MB the target (Replenishment for the win) then sear away. I love the spell power enhance shaman build. Additionally, the retribution talent [Sheath of Light] causes 30% of attack power to be gained as spell power, indirectly increasing the effectiveness of all spells. Is this going to be an issue in classic wow. At some point someone had undone some of the Moonfury contribution, for reasons unknown --Erdluf 13:04, 6 September 2007 (UTC), Immolate is listed as receiving 27.5% of Fire Damage if the talents Emberstorm (+10% Fire Dmg) and Improve Immolate (+25% Initial Immolate Dmg) are taken. Many paladin abilities receive bonus damage from both attack power and spell power. The spell power coefficent of lifeblooms heal over time and direct heal values are as follows: HOT-66.84%(80.21% with empowered rejuvination) DH-65.5%(77.4% with empowered rejuvination) The spell power coefficient starts at 14.4% for rank 1, then scales up to its peak value of 50% at rank 5 (obtained at level 34). Therefore Haste rating has to be 12.5% more valuable then Spell Power for it to be worthwhile. I mention this as I have tested it with my Warlock. --Darxide 01:52, 1 January 2008 (UTC), The talented coefficients for lifebloom are all wrong. its calculated by this formula: (Level * 3/20 + 1) / 4 where level is the level you can first obtain the spell (i.e. Should talents which increase overall damage (and not the benefit from spell damage) be included? While it's a bit clunky to use by anyone not specced holy, a properly talented raiding priest uses this spell to its maximum potential. Without any point in Holy talents, my results were that the DD receives between 83% and 87% and the DoT receives approximately 16.5% (there was a slight fluctuation from one HF to another). Misspelled watches the chat messages you type, highlighting any misspellings and offering suggestions for any misspelled words it finds. If the tooltip says "The bonus healing effects of your spell is increased by x%", the coefficient is multiplied by x%. These are generally damaging abilities, however there are exceptions. The Spell Coefficient is the amount of bonus healing or bonus spell damage that a spell benefits from. Currently, I have no Undead priest, but I believe it was and still is 43%. 3. Consider that Divine Strength was moved to the Protection tree and not to the Retribution tree where one would imagine it. Edited with *correct* Holy Shock calculations. --bfx 05:37, 30 August 2007 (UTC). or am I simply missing something about hunters (for which I admit my knowledge is quite poor)? However, i highly recommend rooting even warlocks or mages after a blink as in it amplifies your manuverbility even more. Doh! So, with full Empowered Frostbolt, the coefficient is: coef = (3/3.5) + 2*0.05 ~ 0.95714 If you want to calculate the damage: dmg = (base dmg + coef*spell power) * damage modifiers Let's try 2k spell power, full Chilled to the Bone, Piercing Ice, Arctic Winds, Empowered Frostbolt and Torment the Weak (assuming snared target, of course). --ElginRoko 15:28, 13 February 2008 (UTC), I had put those numbers in. Should the highest ranks be used, or only a value independet of rank (for example. The HoT gets exactly half of what it should, 0.7 of your +heal. I updated the article for this. Jede Heilung heilt das Ziel zusätzlich im Verlauf von 8 sec um 16 Gesundheit. I think it is reasonable to conclude that this is how they arrived at the coefficient for regrowth, the spell is in two parts and each part gets half the amount of coefficient that a spell of that type normally would. I'm no expert at math but if someone could double check it for me, it seems to be correct. 4: the rank of the spell, or actually wich lvl you got the spell. Bonus is the same. It looks like it's the result of repeated testing and statistical averaging. Additionally, the retribution talent [Sheath of Light]causes 30% of attack power to be gained as spell power, indirectly increasing the effectiveness of all spells. Instant cast spells are considered 1.5 second cast times. The calculation for total damage of the initial Immolate spell is ((Base + Co-eff of 20%) x 1.1 x 1.25). Kommentar von Kaziel My view on this ability is it's intent is to move Protection Paladins away from using spell damage power weapons and armor and towards normal weapons, and armor with STR, and STA. That's why the numbers are all something.5, and I took the limits of the value as ±.5 from there. Does Devouring Plague actually get 100% instead of 80% ((24/15)/2). 100% bonus, 6 ticks = 16.66%/tick 2/2 improved sw:pain = adds 2 ticks. ...for example : Earthshock7/450Mp + ((43%)+30 SpP )= 531 Dmg + 12,9 Dmg = 543,9 I've come across several spells on a couple classes that seem to have incorrect coefficients posted. Power leveling is leveling very easy with good loot through dungeons. --User:Hypehuman 29 April 2008. The largest World of Warcraft (WoW) information site, featuring guides, news, and information on classes, professions, covenants, raids, transmog, and more. --bfx 15:24, 23 March 2007 (EDT). Can someone explain "Spell power"? The other 9.1% should be being added to the final heal, but isn't being. All the damage numbers alternated between two adjacent integers, and so I assumed that the "real" value was somewhere between the two. Empowered rejuvenation adds 10.9% to the HoT not 20%. If the healing spellpower coefficients do seem high, keep in mind that it also incorporates the improved healing you get not only from talents but also from Blessing of Light being incorporated into the baseline healing abilities.Qygibo (talk) 19:22, 14 February 2009 (UTC), After rereading, I was incorrect in stating that the spellpower coefficients posted were taking into account talents; they are base coefficients. It's nice in situations where your group pulls more than they thought they were going to, especially when you have the talent to make it threat-free and on a 4-min cooldown. Edited with *correct* Holy Shock calculations. How to quest:Words Of Power Want to make money ($$$) with Youtube ? An attack power coefficient is a ratio representing the rate at which attack power is converted to bonus damage (or something else, such as [Anti-Magic Zone]'s damage prevention or [Shamanistic Rage]'s mana gain), for example an ability with an attack power coefficient of 20% would receive 1 bonus damage per 5 points of attack power. In addition, in raid content. S/he could also spec into Spiritual Guidance, Enlightenment and possibly even Spirit of Redemption (for the 5% Spirit bonus) for a healthy boost to spell power. I'm assuming 20 x 1.1 x 1.25 was used to reach this conclusion. Bonus is the same. --Erdluf 18:30, 19 March 2008 (UTC), The tooltip of Empowered Touch/Wrath of Cenarius says that it "... gains an additional x% of your bonus healing effects", meaning x% is added to the coefficient. I believed that Empowered Rejuvenation would add 20% to the coefficient (similar to the way Wrath of Cenarious adds 10% to the Wrath coefficient). Dividing 4/7 by 2 gives 28.57%, right in the experimentally determined range. Hunter conversion values do not include the effects of the [Wild Hunt] pet talent. The mage ones, for example. Using the 27.5 co-eff and using the standard ((Base + Spell Dmg) x 1.1 x 1.25) formula, I should be hitting for 759. Many paladin abilities receive bonus damage from both attack power and spell power. I have noticed that fully raid buffed, my Ret Aura will gain +1 and sometimes +2 to the damage it reflects. Therefore Haste rating has to be 12.5% more valuable then Spell Power for it to be worthwhile. A priest with 2/2 Searing Light, 2/2 Focused Power, 5/5 Holy Specialization and 3/3 Focused Will will see a 1 x 1.1 x 1.04 = 1.144 = 14.4% modifier and an 8% critical chance bonus on Smite. Kommentar von 9250 With holy talents, this spell does 10% more healing, costs 15% less mana, and casts .5 seconds faster. Macintosh Macintosh PC. I've updated the Druid coefficients (damage spells only) to include all applicable talents (Improved Moonfire, Moonfury, and Wrath of Cenarius). Please replace the old information with up to date information. It is actually incorrect. I am actually hitting for 675, which is using the co-eff of 20%. Please double check for me. Dividing 4/7 by 2 gives 28.57%, right in the experimentally determined range. --Staarkali 01:41, 1 January 2008 (UTC), Does a Paladin's Retribution Aura gain from any +spell damage? Strengthincreases melee attack power for the heavy armor classes Warrior, Paladin and Death Knight, and also for the cloth wearing classes (strangely enough), and by a lesser amount for the agility based classes Rogue, Hunter and Shaman. Your heals are also increased by a percentage of your healing power, so because rank 1 healing wave has a 12.3% spell power coefficient (seen here:) it would heal for 22 instead of 10 if you were to have +100 spell power on your gear. It's not a good idea because of itemization cost. The spell power coefficent of the direct heal, and heal over time is as follows: DH-approx 54%(64.8% with Empowered Rejuvenation) HOT-131.6% (157.9% with Empowered Rejuvenation) The coefficient may be more or less than 100%, depending on various spell factors. However, reported actual results seem to be much closer to 29% and 71%, so maybe they don't do the squaring for heals? I've heard that the coefficient for the healing was 16%, and my results are consistent with this, although they had a much larger margin of error. Richwarf (talk) 10:24, May 27, 2010 (UTC) (tag added a few days later), Rather than deleting the article, it should be kept as an explanation of a game term. Build 18988 spell details added after the video! Heilt ein verbündetes Ziel um (173% of Spell power) Gesundheit sowie im Verlauf von 12 sec um weitere [(43.2% of Spell power) * 1] Gesundheit.NachwachsenDie Initialheilung hat eine um 40% erhöhte Chance, einen kritischen Effekt zu erzielen, wenn das Ziel bereits mit 'Nachwachsen' belegt istMondkingestaltKann in Mondkingestalt eingesetzt werdenInkarnation: Baum des LebensBaum des … The direct heal is about 30%. Pretty easy to test for any resto druid, the 20% addition is way off. It seems reasonable, then, to surmise that 28.57%, or two sevenths is the precise coefficient for the initial burst of regrowth. The regrowth coefficient was listed at approximately 28-29%. The old numbers were from + to healing, and they have been adapted to reflect + to spellpower.Qygibo (talk) 20:57, 14 February 2009 (UTC), This article could use spell and attack power coefficients for hunter and warloc pet abilities. +30 Spellpower only works 100% on Spells with 3.5 sec castingtime, on Instantcast is only 43% = + 12,9 SpP. TheoryCraft is a addon that is tried and true for vanilla wow which has all the correct spell coefficients in its program and updates your tooltips to show how much low and high end damage a spell does, its crit % and dps of the spell. Excellent for grinding out pre-WotLK rep or for farming areas for massive return in gold on the AH. It's not a good idea because of itemization cost. I'm a lvl 80 hunter on Ragnaros. In both cases, I'd tend to think wowwiki, as a exhaustive wiki, should include knowledge from an aware hunter, or possibly (if this is the case) just a single sentence to state that hunter arcane spell damage do not receive any increase of damage from gear. Heilt alle Verbündeten innerhalb von 40 Metern im Verlauf von 8 sec um [(59% of Spell power) * 5] Gesundheit. I also adjusted the spellpower value of Holy Shock when it is used as an offensive spell. Warlocks have a fun curse called Curse of Shadows, which further increases arcane dmg done to the target by 10% (when the lock is specced into it). So far, this complies neither with the previous assumption of 75%/25%, nor with the actual proportions. Typically, this follows the formula: [Cast Time of Spell] / 3.5 = [Coefficient]. Kommentar von 457013 The following is a list of all abilities/talents/gear that improve Rejuvenation (I have every intention of keeping this post up-to-date; although i will only include the lowest level tier gear i come across - ie: no tier 10.5 if the set bonus is the same, just tier 10): *=Added in 4.0.1 Gear. Should DoTs/HoTs have their total value, their tick value or both listed? Some abilities scale with attack power. Sana (173% of Spell power) p. a un objetivo amistoso y otros [(43.2% of Spell power) * 1] p. durante 12 sec.RecrecimientoLa sanación inicial tiene un 40% más de probabilidad de tener un efecto crítico si el objetivo ya está afectado por RecrecimientoForma de lechúcico lunarSe puede usar en forma de lechúcico lunarEncarnación: Árbol de vidaÁrbol de vida: Lanzamiento instantáneo. , that is n't being lvl you got the spell power Food has 46 power... By 1.20 good idea because of itemization cost spell power didn ’ t modify totem damage until think. 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