So here's a fun question, with a partial, probably inaccurate solution. This is a call for the smart mudders to throw in their knowledge.
We all know that as soon as you get a new dmg spell on a legit board, you rarely use it, because it's not better than your current spell yet. My question: When is it? Here's what I've got so far, and please feel free to correct my assumptions or any mistakes, and to chime in with better knowledge:
% Chance of casting = Spellcasting + Spell Difficulty
Avg Dmg @ Current Lvl = [(min @ lvl) + (max @ lvl)]/2
Adjusted Dmg @ Lvl = Avg Dmg @ Current Lvl * % Chance of casting
Assumption: Even dmg distribution through current range
Assumption: No % Chance cap (though I know this has to be wrong,
I don't know the actual cap)
Question: How to factor in mob MR in % Chance of casting
Question: Does SpellImmunity, AC/DR, or Magic Level have anything to do with this?
I assume no, but I've been wrong before...
Little help?
edit: I guess I should mention that whatever spell has a higher Adjusted Dmg @ Lvl would be the spell to use - that's the point of this (wasn't sure if I was clear enough)
Determining Spell Damage / What Spell Should I Use?
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The Funeral Portrait
- Posts: 69
- Joined: Wed Feb 20, 2002 6:00 am
Re: Determining Spell Damage / What Spell Should I Use?
Hehe. Test them out. There is no cure-all formula/formulae for this...test them on the same monster and use the one u want.
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big dan
Re: Determining Spell Damage / What Spell Should I Use?
Assumption: No % Chance cap (though I know this has to be wrong,
I don't know the actual cap)
I believe the cap is 97%
Question: How to factor in mob MR in % Chance of casting
Target MR is not a factor in your chance to cast spells, only SC is used to determine whether you succeed at casting your spell.
From what I've read in other forums on damage reduction caused by MR: 50 MR is 0% reduction, 100 MR is 75% and 150 MR will reduce your damage by 50% with a cap of 50%. The antimagic trait also reduces spell damage by 25%, although I'm not sure if this will take it below the 50% cap. I'm also not sure if elemental resistance and MR stack (Casting a spell on a mob that is resistant to it is a pretty stupid thing to do either way).
Question: Does SpellImmunity, AC/DR, or Magic Level have anything to do with this?
Spell immunity determines the level the spell has to be in order to hit the mob. I don't believe AC/DR has anything to do with spell damage. Magic level is only for weapons, if it's what I think you're talking about...
To determine whether or not to use your new spell, it's as simple as using the formula(e) to get the min and max damage figures then compare your old spell with the new one. You'll probably find the new spell will blow for at least the first couple of levels. In some cases the new spell is useless until the old one hits its cap.
The number of strikes is also a factor. Multiple strike spells are generally more efficient so are better for scripting. Their minimum damage is higher and their max lower so they are more consistent. You're also not blowing 30 mana on the last 5 or 10 hps.
You also need to consider the type of damage (normal, hot, cold) and the target mobs resistances.
Feel free to correct any errors here, otherwise I hope I've answered your question satisfactorily albeit a little long winded :)
I don't know the actual cap)
I believe the cap is 97%
Question: How to factor in mob MR in % Chance of casting
Target MR is not a factor in your chance to cast spells, only SC is used to determine whether you succeed at casting your spell.
From what I've read in other forums on damage reduction caused by MR: 50 MR is 0% reduction, 100 MR is 75% and 150 MR will reduce your damage by 50% with a cap of 50%. The antimagic trait also reduces spell damage by 25%, although I'm not sure if this will take it below the 50% cap. I'm also not sure if elemental resistance and MR stack (Casting a spell on a mob that is resistant to it is a pretty stupid thing to do either way).
Question: Does SpellImmunity, AC/DR, or Magic Level have anything to do with this?
Spell immunity determines the level the spell has to be in order to hit the mob. I don't believe AC/DR has anything to do with spell damage. Magic level is only for weapons, if it's what I think you're talking about...
To determine whether or not to use your new spell, it's as simple as using the formula(e) to get the min and max damage figures then compare your old spell with the new one. You'll probably find the new spell will blow for at least the first couple of levels. In some cases the new spell is useless until the old one hits its cap.
The number of strikes is also a factor. Multiple strike spells are generally more efficient so are better for scripting. Their minimum damage is higher and their max lower so they are more consistent. You're also not blowing 30 mana on the last 5 or 10 hps.
You also need to consider the type of damage (normal, hot, cold) and the target mobs resistances.
Feel free to correct any errors here, otherwise I hope I've answered your question satisfactorily albeit a little long winded :)