Grommash Posted April 11 Report Share Posted April 11 Hi Maybe this belongs in discord, but its Thursday and that means office day. No discord. I believe it was explained that skill/spell level over 100 will help on secondary effects. It was explained as an illustrative example that, lets say, bash at 100 means it hit 80% of the time. Bash at 110 will hit at either 90 (80+10) or 88 (80% of 110). Doesn't matter which one, for my question. I just bring it up for context framing. My question is regarding the healing spells, and buffs. a) Buff spells at over 100 have any effect, like lasting longer or lowered chance of being dispelled? I understand that the nectar's level 60 sanct is harder to dispel, which justifies its 150k gold cost. My question is not regarding the spell level, its regarding the proficiency level beyond 100. b) Healing spells, lets say, heal spell itself, costs 35 mana to heal 100 health. rising the proficiency has any effect, like lowering mana cost, lowering post-casting tick lag, rising healed hp amount, anything at all? I understand there is great power on masks that rise spell level by 1, for casters. I am posting this question to understand if there is any benefit for that for buffs and regeneration spells. Thanks Link to comment Share on other sites More sharing options...
Implementor Kassieti Posted April 11 Implementor Report Share Posted April 11 Generally speaking, proficiency is for if you can cast it while strength (both power of the spell and duration) is heavily dependent on cast level. Nothing else is modified. Your casting speed at 2% will be the same as 105%. Mana cost is 50 when you first get the spell, or base cost if it's more. It will go down as you level until it reaches the base cost, usually in usually no more than a dozen levels. Cure light is 1d8+level/3 Cure critical is 3d8+level-6 Cure disease is contested against the spell level plague was cast at. There is an exception here as your proficiency in cure disease has a random chance to cure amorphous parasite (psi spell), depending on your proficiency. (RNG <= prof / 4) Cure poison is contested against the spell level poison was cast at. Bless is dependent on caster level, as is its duration. Create food fills you up depending on the level it was cast at. From the first time you see "you are hungry", a human will be full from two magic meals cast between level 22 and 42. It would take one cast at 43+. Create spring will cause a spring to last in ticks based on cast level. And so on. Rare is the spell that will give added benefits for over 100% proficiency and rarer still have some effect based off proficiency. Link to comment Share on other sites More sharing options...
Grommash Posted April 11 Author Report Share Posted April 11 that is very good info! I specially appreciate the dice info. I understand so proficiency is utterly pointless for spells. So the equipment effect Affects spelllvl by 1 makes it that our spells become level 51 instead of 50? I am thinking about the arena facemask. so CC is indeed more mana efficient than heal spell for moderate damage intake. I was told that, but I didn't have the info to either confirm or deny that. Thank you for disclosing the dice details. I appreciate that highly. Link to comment Share on other sites More sharing options...
Grommash Posted April 11 Author Report Share Posted April 11 Maybe heal spell could get some love? one mana reduced per level over 50? Would not be an overwhelmingly large advantage, but would still feel like a (minor) advantage. Would also bring heal ahead of cc in terms of efficiency, which I think makes sense. Link to comment Share on other sites More sharing options...
Implementor Kassieti Posted April 11 Implementor Report Share Posted April 11 1 hour ago, Grommash said: Maybe heal spell could get some love? one mana reduced per level over 50? Would not be an overwhelmingly large advantage, but would still feel like a (minor) advantage. Would also bring heal ahead of cc in terms of efficiency, which I think makes sense. While cure critical is more efficient, heal is 100 health restored now for the same lag. When your tank is dying, efficiency goes out the window. You want them alive and you need to make sure you're healing more than they're being hit for. You're restoring hp almost 75% faster with heal than you are with cure critical, on average. I think that's more than worth even the 0.625% to 6.25% efficiency difference between a L50 and L52 respective casting of cure critical over heal. Link to comment Share on other sites More sharing options...
Grommash Posted April 12 Author Report Share Posted April 12 fair point. I had to ask 🙂 Link to comment Share on other sites More sharing options...
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