I had only had thoughts of this before, but it is confirmed now. I mention this as I have tested it with my Warlock. --Treekebab (talk) 09:48, May 27, 2010 (UTC). 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. --WurmD, Shaman, Warlock, and Druid coefficients are listed with untalented values first, and then talented values in parenthesis. If the tooltip says "The bonus healing effects of your spell is increased by x%", the coefficient is multiplied by x%. Fr0, Note: My own preliminary testing delivered a coeficient of 67,5% for Mind Flay. 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. 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. That's why the numbers are all something.5, and I took the limits of the value as ±.5 from there. 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. Comentario de 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. I've updated the Druid coefficients (damage spells only) to include all applicable talents (Improved Moonfire, Moonfury, and Wrath of Cenarius). I am actually hitting for 675, which is using the co-eff of 20%. I'm no expert at math but if someone could double check it for me, it seems to be correct. The reasoning is nicely revealed by the 2.4 PTR patch notes - "Empowered Rejuvenation: This talent now properly affects the final heal from Lifebloom." Death Knight coefficients Source: Tankspot. Empowered rejuvenation adds 10.9% to the HoT not 20%. Комментарий от 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. For example the Spell Power Food has 46 Spell Power, but the Haste food has only 40 haste. 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. 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 come across several spells on a couple classes that seem to have incorrect coefficients posted. It looks like it's the result of repeated testing and statistical averaging. 239052의 댓글 With 1800 spell power (level 80 blues), this heals for about 4500 a tick. Comentario de 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. 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) Which, is not too shabby. Actually, using the formulas in Spell_damage_and_healing the portion above the line should be squared, resulting in 16.6 and 99.4. The HoT gets exactly half of what it should, 0.7 of your +heal. 100% bonus, 6 ticks = 16.66%/tick 2/2 improved sw:pain = adds 2 ticks. 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. Macintosh Macintosh PC. --Erdluf 12:59, 6 September 2007 (UTC). I will do some testing, and update, if nobody beats me to it. I'm sure that these were not inaccurate numbers at one time, but seeing as how spell damage coefficients are one of the most fluid mechanics in the game, many of them have been rendered inaccurate as the game has evolved. 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. The calculation for total damage of the initial Immolate spell is ((Base + Co-eff of 20%) x 1.1 x 1.25). Possibly Ret Aura has an extremely small coefficient? These are generally damaging abilities, however there are exceptions. 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. Some abilities scale with attack power. 4/7 / (4/7+1.4) = 16.6 and Samalander 23:45, 16 December 2007 (UTC), I tested it on the PTR 3.0 as well, and it seems to be closer to ~35%. I just did some tests on Seal of Vengeance. --Erdluf 12:18, 20 March 2008 (UTC), I did some tests with Holy Fire. +30 Spellpower only works 100% on Spells with 3.5 sec castingtime, on Instantcast is only 43% = + 12,9 SpP. Attack power can be obtained from a number of sources: 1. (see rules above for explanation) These coefficients are before talents and gear improvements! The largest World of Warcraft (WoW) information site, featuring guides, news, and information on classes, professions, covenants, raids, transmog, and more. Should talents which increase overall damage (and not the benefit from spell damage) be included? 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. 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. 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. Please replace the old information with up to date information. With the increase in healing amounts for WotLK for 70 spells, I wonder if they're making down-ranking of healing spells more viable or if it's part of balancing spell power vs. damage/healing. Or possibly from Judgment of the Crusader? You can see this in Gems and in Buff Food. I updated the article for this. Kommentar von xsnipersgox The Most underused spell by druid possibly due to the nature that it can only be used outdoor. Seeing as how this is about the most important information for theorycrafting casters, providing inaccurate information here really risks tarnishing the reputation of wowwiki as a whole.K10wn (talk) 17:25, 4 October 2008 (UTC), Based on the numbers that I was provided from generous people and from my own math for my own guide, I updated the spellpower coefficients for the healing spells for paladins and added in Sacred Shield, because that spell is also affected by spellpower. These numbers are correct from various theorycrafters as taken from http://www.elitistjerks.com and from various other sites. Thus, using the previous talents, arcane shot has a spell power coefficient of 61.5%. 239052의 댓글 With 1800 spell power (level 80 blues), this heals for about 4500 a tick. Excellent for grinding out pre-WotLK rep or for farming areas for massive return in gold on the AH. Bonus is the same. Take your favorite fandoms with you and never miss a beat. The direct heal is about 30%. (see rules above for explanation) These coefficients are before talents and gear improvements! The regrowth coefficient was listed at approximately 28-29%. The other 9.1% should be being added to the final heal, but isn't being. Many paladin abilities receive bonus damage from both attack power and spell power. It appears that no one has tested the coefficient for Holy Nova. It's 42.86% if there's nothing weird about the spell. It seems reasonable, then, to surmise that 28.57%, or two sevenths is the precise coefficient for the initial burst of regrowth. Testing clearly shows that ER multiplies the coefficient by 1.20. Regrowth is a 2 second cast (normally 4/7) followed by a 21 second HoT (normally 1.4). Instant cast spells are considered 1.5 second cast times. In addition to today's earlier hotfixes, Blizzard has pushed even more hotfixes onto live servers, which includes the announced change to Bonesmith Heirmir, a nerf to Power Word: Shield for Priests and a change to the amount of materials needed to craft a Shadowlands Legendary Base Item. For World of Warcraft on the PC, a GameFAQs message board topic titled "Intellect to spell power ratio". So far, this complies neither with the previous assumption of 75%/25%, nor with the actual proportions. The casting time affects the % amount of damage/healing bonus you get from your spell power. Agilityincreases melee attack power for Rogues and Shamans, while Hunters, Rogues and Warriors gain ranged AP for every po… Damage Per Power Calculator is a World of Warcraft Classic AddOn that looks at a Spell's information, Low Damage, High Damage, Power Cost, Cast Duration, and displays extra useful information in a pop up frame when hovering your mouse cursor over a spell in an action bar or the Spellbook.. Comentado por 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. I was able to confirm the DoT and Judgement coefficients that were already there, and I added in the coefficient on the 20 bonus damage that is incurred when the DoT is refreshed and there are already the maximum number of applications. --Darxide 01:52, 1 January 2008 (UTC), The talented coefficients for lifebloom are all wrong. Up to a maximum of 200%. You do need the squaring to get the right values for Moonfire. 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 … For the healing portion, I did not test long enough to get the actual minimum and maximum (the difference between them was quite small), but the min and max were within the range of values that come from assuming a 16% coefficient for the healing. Character levelcontributes attack power to all classes except mages, priests and warlocks 2. Currently, I have no Undead priest, but I believe it was and still is 43%. Power leveling is leveling very easy with good loot through dungeons. You can see this in Gems and in Buff Food. 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. http://www.wowhead.com/?search=Ferocious+Bite#abilities, https://wowwiki.fandom.com/wiki/Attack_power_coefficient?oldid=2854224. Dividing 4/7 by 2 gives 28.57%, right in the experimentally determined range. Edited with *correct* Holy Shock calculations. All abilities use ranged attack power unless otherwise specified. Dividing 4/7 by 2 gives 28.57%, right in the experimentally determined range. It's not a good idea because of itemization cost. Always up to date with the latest patch (9.0.2). 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 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. -- Alayea (talk / contrib) 22:31, 16 October 2016 (UTC), Palading healing coefficients have been updated, https://wow.gamepedia.com/Talk:Spell_power_coefficient?oldid=5846159. When I finish my full set, I should be at about 400ish spell damage, which will make the life drain proc huge, about 435 or … This may include rewriting sections to ensure they are clear and concise, and. The Spell Coefficient is the amount of bonus healing or bonus spell damage that a spell benefits from. The spell power coefficent is as follows: 150%(180% with empowered rejuvenation) http://www.wowwiki.com/Spell_power_coefficient Hunter conversion values do not include the effects of the [Wild Hunt] pet talent. Zaldinar 04:35, 14 November 2007 (UTC), The regrowth coefficient was listed at approximately 28-29%. I've included in the US & UK English dictionaries some Warcraft specific proper nouns, including the zone names, and all dungeon and raid boss names. The enhancement talent [Mental Quickness] causes 30% of attack power to be gained as spell power, indirectly increasing the effectiveness of all spells. 1.4 / (4/7+1.4) = 99.4 Because this is the class I want to play. Example talent bonus: Shadow Word: Pain - 18 / 3 = 6 ticks. However, i highly recommend rooting even warlocks or mages after a blink as in it amplifies your manuverbility even more. 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. ...for example : Earthshock7/450Mp + ((43%)+30 SpP )= 531 Dmg + 12,9 Dmg = 543,9 Removing all but the first paragraph, as well as changing the categorization, should suffice. --L337n00b 18:27, 7 July 2007 (UTC), Indeed - I'm often annoyed at the preference to supply a statistical figure rather than just the most obvious explanation. Doh! "Spell power coefficient is an intrinsic property of a spell that determines how much bonus damage or healing it gets from the spell power attribute accumulated from gear, buffs, and talents. Typically, this follows the formula: [Cast Time of Spell] / 3.5 = [Coefficient]. Typically, this follows the formula: [Cast Time of Spell] / 3.5 = [Coefficient]. 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. Misspelled watches the chat messages you type, highlighting any misspellings and offering suggestions for any misspelled words it finds. Anyway, I'm inclined to believe the correct numbers for Regrowth are very close to 29% and 71%. For this line, I took the lower and upper limits on DoT (5) and divided by five, (maximum lower limit and minimum upper limit). The regrowth coefficient was listed at approximately 28-29%. Kommentar von 9250 With holy talents, this spell does 10% more healing, costs 15% less mana, and casts .5 seconds faster. --bfx 15:24, 23 March 2007 (EDT). 100% bonus, 6 ticks = 16.66%/tick 2/2 improved sw:pain = adds 2 ticks. I love the spell power enhance shaman build. Regrowth is a 2 second cast (normally 4/7) followed by a 21 second HoT (normally 1.4). Dieser Effekt ist stapelbar.Die Heilung ist außerhalb eines Schlachtzugs um 100% erhöht. The Spell Coefficient is the amount of bonus healing or bonus spell damage that a spell benefits from. The only issue I found while playing one was that spell power didn’t modify totem damage until I think 1.11 or .12. remember that casttime might differ on lower lvl spells, wich must ofcourse be taken in consideration! --Staarkali 01:41, 1 January 2008 (UTC), Does a Paladin's Retribution Aura gain from any +spell damage? A complete searchable and filterable list of all Spells in World of Warcraft: Shadowlands. I have noticed that fully raid buffed, my Ret Aura will gain +1 and sometimes +2 to the damage it reflects. 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) In terms of Itemization cost Spell Power is cheaper then Haste rating. Pretty easy to test for any resto druid, the 20% addition is way off. This week was the first live show on Wowhead's Twitch Channel - follow us to be notified when we stream! It should be the reverse process: apply reasoning to get a figure which looks right given trivial testing, and THEN try to disprove it by finding any case which disagrees. This page finally needs a consistent look. Warning This is Horde only guide First, What is plvl? In terms of Itemization cost Spell Power is cheaper then Haste rating. Testing now, on the 3.0 PTR, and appears now that Devouring Plague is been changed from 80% coefficient, to a 24 seconds duration coeffcient; so ~160%. --Erdluf 18:27, 19 March 2008 (UTC), My testing showed the Regrowth HoT to be very close to 70% (between 60.9% and 70.1%). --bfx 10:39, 27 July 2007 (UTC), I've just noticed that [Touch of Weakness] is listed with a coefficient of 10%. 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. For example the Spell Power Food has 46 Spell Power, but the Haste food has only 40 haste. Regrowth is a 2 second cast (normally 4/7) followed by a 21 second HoT (normally 1.4). I found that the coefficient is 16% (±0.3%). For dungeon/heroic/raids, this spell is a godsend. Edited with *correct* Holy Shock calculations. Instant cast spells are considered 1.5 second cast times. Many paladin abilities receive bonus damage from both attack power and spell power. Sometimes a 3 second spell really is just 3/3.5... --Mekkapiano 10:21, 10 July 2007 (UTC), The split is not 50/50. The coefficient may be more or less than 100%, depending on various spell factors. Please double check for me. Jede Heilung heilt das Ziel zusätzlich im Verlauf von 8 sec um 16 Gesundheit. 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). 819 Fire Damage, 5/5 Emberstorm and 5/5 Imp Immolate. Corruption and agony are not receiving 100% bonus from spell … This line shows the amount of damage incurred by one tick of a stack of five applications. I just did some tests on Holy Nova and edited in my results. To get the 16%, I spammed holy nova on some mobs and recorded the minimum and maximum damage until the difference between the two was the same as the difference between the minimum and maximum listed in the tool tip. Kommentar von 9250 With holy talents, this spell does 10% more healing, costs 15% less mana, and casts .5 seconds faster. --bfx 05:37, 30 August 2007 (UTC). MB the target (Replenishment for the win) then sear away. 1 for rank 1 fireball, 6 for rank 2 etc.) Channeled or cast spell longer than 3.5sec is calculated as 3.5 cast spell. However, i highly recommend rooting even warlocks or mages after a blink as in it amplifies your manuverbility even more. Some spells are clearly just 1.5/3.5 but there's 42.86% and 42.73% in different spells. 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). 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). My average was slightly higher than that, but not enough samples to be sure. It is actually incorrect. 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