I have recently conducted an experiment to show that the stat +(x)% elemental damage is bugged. It appears to be capped at 30%, after that you receive no more benefit.
The way I tested this is by casting Winter's Grasp with morrigan on a lesser shade, recording the damage, then reloading, putting on different gear and doing it again. I also tested this with cone of cold, and the results were the same.
I tested a few other things first.
#1 I am certain that wintersgrasp hits the same mob for the exact same every single time without fail. Tested extensively
#2 I performed this test both changing gear on the fly, and by rezoning and reloading after every gear change just in case stats were static until a zone. This was not the case.
#3 I also tested each % platuea using different pieces of gear, and some different slots. aka sometimes 2 rings, sometimes 1 ring 1 necklace, sometimes gloves only, or gloves and rings etc. I did this to see if particuliar item slot stacked oddly. Again this was not the case.
When I conducted the damage test morigan had exactly 53 spell power. As far as items that I used, I only used items that had ONLY +(x)% elemental damage. (this means no items that added magic or spellpower, as this would taint the test)
I used Winter's grasp for these numbers, but I also tried this same experiment with cone of cold and got the same result.
Results-
+0% cold damage 52 damage
+5% cold damage 54 damage
+10% cold damage 57 damage
+15% cold damage 60 damage
+20% cold damage 62 damage
+25% cold damage 65 damage
+30% cold damage 68 damage
+35% cold damage 68 damage
+40% cold damage 68 damage
+45% cold damage 68 damage
This is as high as I could test with the items I could find. Any higher required items that would add spellpower or magic, which would taint the test. (adding spellpowerr or magic did still boost damage, but adding a vest with 5 magic and 20% elemental only boosted me by 2 damage. obviously the elemental wasnt working)
My conclusion has to be that +(x)% elemental damage is capped at 30%.
My questions to the devs must be:
* is this a known issue?
* is this intended?
If you read this and have thought PLEASE respond. If you can perform the same test, and get the same results OR DIFFERENT, please respond.
Lets get some dev attention
+ (x)% elemental damage items are broken or capped!
Débuté par
grayfenix
, nov. 15 2009 12:24
#1
Posté 15 novembre 2009 - 12:24
#2
Posté 15 novembre 2009 - 12:42
Very thourough(sp?) tests. I'm afraid I'm in no way suited to help at the moment, but I enjoy doing things like this myself and learning game mechanics, so I'd just like to say thanks.
#3
Posté 15 novembre 2009 - 04:49
Thanks for doing the testing! I've been trying to dig through the scripts to see if I can confirm it... but so far I'm having trouble finding where to look. Ultimately, if the script handling item attributes does not specify a cap, then this would indeed be a bug.
Modifié par Vadavim, 15 novembre 2009 - 04:50 .
#4
Posté 15 novembre 2009 - 04:59
Yep, I noticed this some time ago and whinged about it. Also you should test to see which spells get a benefit from spellpower, and how much they get - chain lightning gets zero benefit from spellpower :<
#5
Posté 15 novembre 2009 - 05:23
chain lightning the only spell I can't find in the toolset
Other spells seems to be (100 + your spellpower) * a factor
like 0.3 or 0.4 depending on the spell in question.
so arcane bolt using 0.4 at 40 spellpower
would be 100 + 40 * 0.4, nukes for 56 damage.
at 50 = 60 damage
at 60 = 64 damage
it... scales very poorly +% damage items give much more damage than say 5 spellpower items
Other spells seems to be (100 + your spellpower) * a factor
like 0.3 or 0.4 depending on the spell in question.
so arcane bolt using 0.4 at 40 spellpower
would be 100 + 40 * 0.4, nukes for 56 damage.
at 50 = 60 damage
at 60 = 64 damage
it... scales very poorly +% damage items give much more damage than say 5 spellpower items
#6
Posté 15 novembre 2009 - 05:24
winters grasp is 0.36 heal is 0.4...
#7
Posté 15 novembre 2009 - 09:41
This is intentional; Fire, Spirit, Cold, Nature and Electricity damage bonuses have a cap of 30 and a floor of 0. (For the modders here, it can be changed; look at the properties.xls file and work from there).
#8
Posté 16 novembre 2009 - 10:45





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