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  1. #1
    Community Member Infant's Avatar
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    Aug 2010
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    Default Question about arcane AoE spells.

    Hi dear DDO spellcaster community,

    with the upcoming possibility to choose separate arcane enhancement lines independently (and not fire/cold or lightning/acid or repair/force), I was looking at different spells from acid and lightning enhancement lines and compared them to usual fire/cold spells. Here is my question:

    Are DBF, Chain Lightning and Horrid Wilting the only AoE instant damage nukes which do NOT cap their damage at caster level 15?

    This would make fire/cold still superior over other choices of 2 elemental lines to spend AP on. WoF, Incendiary Cloud and Ice Storm as persistent AoE, DBF, Cone of Cold as instant AoE and Frost Lance+Polar Ray as single-target dps. Finally Burning Blood and the new lvl 5 ice spell as single-target DoT.

    Am I missing something?

    P.S.: Was somehow hoping that the new Acid Rain could compete with WoF (making acid+cold somehow viable). But given only 4 ticks (8 secs duration) and dmg capping at 45+15d3 this would mean 4*75=300 average base damage @ lvl 20. Compared to 15*(2d6+20)=450 average of WoF. Better DPS but still less dmg overall. With max+emp on we are looking at 300/52=5,77 relative DPM of AR vs. 450/75=6 DPM of WoF. AR still behind unless for 18/2 splashes where AR is better.

  2. #2
    Community Member Jaid314's Avatar
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    Default

    90% sure DBF and horrid wilting actually do have a cap of 20 dice. it just doesn't show until you look at the spell in your spell list.

  3. #3
    Community Member Infant's Avatar
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    Default cyclonic blast

    Just read in the release notes that with U9 cyclonic blast is force-affected. Its 1d3 +3 / c.l. and now caps at 20.

  4. #4
    Community Member ddo.rsmo.pt's Avatar
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    Sep 2009
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    Default

    Heya,


    • Delayed Blast Fireball, and Horrid Wilting are/were capped at level 20. Horrid Wilting had no level cap (essencially being 20).
    • As for Wall of Fire vs <insert AoE DoT here>, you should now consider also that:
      • Wall of Fire will always last 30 secs. The other spells can be affected by Extend.
      • Wall of Fire now allows a reflex save for entering the wall, and you are assuming they always fail the save.
      • Kiting with Wall of Fire will be much less effective, and you will only be casting it when you can safely stand on one spot while they cook.
    • In my opinion, there will be generally two big choices:
      • Become Water Savant with max'ed cold damage for Polar Ray, Cone of Cold, Ice Storm, etc, and use Acid and Lighting spells for support.
      • Become Air or Earth Savant, and retain "normal" damage on the Fire and Cold spells
        • It will be harder to still have the "normal" damage to both Fire and Cold, because the total AP will be higher to max them out.

    Good luck!
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