I am playing as an Elementalist and i am usuing spellmight but i don't really see that my spells are strongers just that it is slurping up more mana. Is this just me staring blind and the effect of hard gameplay? how does spellmight work?
spell might
Débuté par
Vuokseniska
, févr. 23 2010 04:53
#1
Posté 23 février 2010 - 04:53
#2
Posté 23 février 2010 - 04:57
Calculation:
Spell MIght Bonus = (100 + spellpower) * .1
Additional Mana Cost = .05 * (Spell Activation Cost)
Example:
Spellscore = 20
Winter's Grasp:
Costs = 20
Dmg = (100 + 20) * .36 = 43.2
Spellmight Bonus = (100 + 20) * .1 = 12
Total dmg = 55.2
Mana Cost using Spell Might = 21
I never really use it much. You'd probably see greater effects later in the game when you have a high spellscore. Although the lower costing spells would have a good benefit as you can see it's not too bad with Winter's Grasp.
Spell MIght Bonus = (100 + spellpower) * .1
Additional Mana Cost = .05 * (Spell Activation Cost)
Example:
Spellscore = 20
Winter's Grasp:
Costs = 20
Dmg = (100 + 20) * .36 = 43.2
Spellmight Bonus = (100 + 20) * .1 = 12
Total dmg = 55.2
Mana Cost using Spell Might = 21
I never really use it much. You'd probably see greater effects later in the game when you have a high spellscore. Although the lower costing spells would have a good benefit as you can see it's not too bad with Winter's Grasp.
Modifié par x-president, 23 février 2010 - 05:05 .
#3
Posté 23 février 2010 - 05:20
Spell Might does grant a pretty big boost mid to late game, especially if you use other spellpower boosting items & effects before it. Typically I'll equip a spellpower boosting staff (my favorite is Final Reason), then use Spell Wisp, *then* activate Sepll Might.
Final Reason adds +10 Spellpower
Spell Wisp adds +5 +(existing spellpower * 0.05)
Spell Might adds +10 +(existing spellpower *0.10)
IMHO it's one of those things you either use all the time or not at all. Builds using Blood Mage or Arcane Warrior probably have the best synergy with it since either grants you access to additional "mana" either in the form of stamina boosting items or bloot magic mode ... making it easier to sustain it.
Final Reason adds +10 Spellpower
Spell Wisp adds +5 +(existing spellpower * 0.05)
Spell Might adds +10 +(existing spellpower *0.10)
IMHO it's one of those things you either use all the time or not at all. Builds using Blood Mage or Arcane Warrior probably have the best synergy with it since either grants you access to additional "mana" either in the form of stamina boosting items or bloot magic mode ... making it easier to sustain it.
#4
Posté 23 février 2010 - 05:32
well being a full elementalist and the spells in the Crushing Prison line, i don't have the points for spell wisp. But does spell wisp also reduces mana regeneration?
#5
Posté 23 février 2010 - 06:30
Vuokseniska wrote...
But does spell wisp also reduces mana regeneration?
No.
Stack both of them and you'll be able to tell a huge difference in spell damage, and staff damage. I never play a mage now without both of them. High spellpower also makes it less likely spells will be resisted by boss, and elite boss enemies.
#6
Posté 23 février 2010 - 10:46
I got about 20 mana bonus from spell might before, it just requires later levels with more spellpower.





Retour en haut






