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  1. #1
    The Hatchery
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    Jun 2010
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    Default Comprehensive Spell Power, Crit Chance, Crit Damage Breakdowns

    Thread is what it says on the tin. Now includes spell power at all levels!

    Once again I invite everyone to point out errors. There is definitely stuff I've forgotten, but it's all probably quite small. All breakdowns are on this spreadsheet.

    Spell Power totals before class bonuses:


    Ignoring Class sources, the max spellpower for each spell type at a variety of levels is:



    Class bonuses:
    Not gonna do this for every level, but you can probably figure it out. For a level 20 character, this is the total.
    I made some assumptions here, such as number of points spent in a tree. This is spell power per tree, not per class, again figure the build out on your own. "All" is added on to the other bonuses, i.e. Warlock ES gets 72 total Light spell power.

    Warlock ES: +22 all, +50 Light
    Warlock SE: +42 all
    Warlock TS: +30 all

    Sorcerer Savant: +30 all, +85 Acid/Fire/Cold/Elec, +10 Force. Requires stacking bonus by casting spells of appropriate type.

    Wizard AM: +26 all
    Wizard PM: +30 all, +31 Negative
    Wizard AM: Up to +90 with Master of Knowledge, requires casting Arcane Bolt and Arcane Blast

    FvS AoV: +41 all, +30 Fire/Force/Light. Requires stacking bonus by casting spells of appropriate type.
    FvS WP: Assuming only taking up to fourth core, +20 Fire/Light.

    Bard Swash: +20 Sonic. Requires Orb.
    Bard SS: +66 all

    Cleric DD: +45 all, +9 Fire, +6 Force, +18 Neg/Pos
    Cleric WP: +20 Fire/Light
    Cleric RS: +20 all, +81 Pos

    Druid NW: +40 Pos
    Druid SH: +46 all, +30 all except Force/Repair/Negative depending on season.

    Artificer AT: +58 all, +60 Electric
    Artificer BE: +40 all, requires charging rune arm

    Racial Bonus:

    Dragonborn: +30 (fire/elec/cold/acid)

    Gnome: +20 all

    Spell Power Feat Checklist:

    Epic Destiny Feat: 20
    Legendary Feat: 40 (Scion of Fire is recommended though, so unless you're using Fire, you get -10 SP in the desired element)
    Maximize, Empower, Intensify: 300 (does not apply to all spells)
    Empower Healing: 75 (Healing Spells only)
    Past Life Sun Elf, Bladeforged, Deep Gnome: 15/30 (Acid, Light, Repair)

    Spell Power Item Checklist:

    All spell types:
    Gear slots:


    Equipment, from Cannith Crafting, Slavelord Crafting, or named items.

    Implement, from Cannith Crafted, lootgen, or named weapons.

    Insightful, Cannith Crafting or named items.

    Quality, named items

    Competence / Insightful / Quality, for Spellcraft/Heal/Repair/Perform. From Cannith Crafting or Slavelords, various other small bonuses to these skills are available. The spell power values I found also include Heroic Greensteel +6 state item.

    Pots/Tomes:


    Alchemical : House P vendor pots. They have up to 25 spellpower for all types except force, acid, sonic, and light; +20 potions are available for these.

    Alchemical : Commendations of Valor turn in. These stack with House J pots

    Tome : Mysterious Remanants turn-in. Very small bonus so probably not worth it unless you're just floating 30k remnants or something

    Some spell types:


    150 Enhancement
    (additional) Quality
    37 Exceptional : For Fire/Cold/Ele/Acid/Pos/Neg, LGS provides stacking spell powers including a massive +150 bonus that is not found anywhere else. Maybe a bug? Who knows.

    Guild : All spell types except Force and Repair. Acid and Cold are bugged.

    Destiny Sources of Spell Power:

    Draconic tier 3: +30 Acid/Fire/Cold/Elec
    Draconic tier 4: +20 Acid/Fire/Cold/Elec. Cannot be taken for same or opposing element as tier 3 bonus

    Fatesinger core 6: +10 Sonic, Light, and Positive
    Fatesinger tier 1: +6 Sonic
    Fatesinger tier 3: +60 Sonic, +15 Force/Pos/Neg
    Fatesnger tier 3: +9 Acid/Fire/Cold/Elec. Stance, cannot be toggled with others.
    Fatesinger tier 4: +25 Positive. Stance, cannot be toggled with others.
    Fatesinger tier 4: +6 Acid/Fire/Cold/Elec/Repair. Stance, cannot be toggled with others.

    Crusader core 3: +10 Positive
    Crusader tier 1: +5 all
    Crusader tier 2: +30 Fire
    Crusader tier 3: +20 all. Requires casting Fire/Light/Pos spells to stack bonus.

    Angel tier 1: +30 Pos/Light
    Angel tier 4: +30 Pos/Light. Requires casting Light/Pos spells to stack bonus.

    Spell Power Boosts:

    Draconic core 6: +50, 20 seconds, four minute cooldown
    Wellspring of Power feat: +150, 30 seconds, three minute cooldown

    Action Boost, from class: +30, 20 seconds, 30 second cooldown
    Action Boost, from Human: +20, 20 seconds, 30 second cooldown

    Warlock Tainted Spellcasting: +25, 20 seconds, one minute cooldown

    Exalted Angel Reborn in Light gives +100 Light spell power for two minutes. Very long 10 minute cooldown though.

    Xachosian Eardweller or Meridian Fragment: +25

    Finding the spell multiplier for your desired class:

    Take the value from the table. It already includes gear, feats, most bonuses to your skill, and a reasonable Destiny.

    Then, add the spellpower you get from your class, and the stat mod to your skill (INT: Spellcraft, Repair. WIS: Healing. CHA: Perform.)

    Now, add 100, and then divide by 100. That is what the base power of your spell is being multiplied by.

    Example Maximum Spell Powers:


    Bard Maximum Sonic Spell Power at level 30:

    971 "base"
    40 CHA mod (Perform)
    86 Bard stuff
    =1,097 -> 11.97x multiplier

    Average roll of Greater Shout, using Master of Music and +3 CL/MCL from Magister (MCL of 33, may not be possible to get to CL33): 11.88 * (33d3+99) = 1,975

    Sorcerer Maximum Electric Spell Power at level 30:

    1,156 "base"
    30 example INT mod (Spellcraft)
    115 Sorcerer stuff
    =1,301 -> 14.01x multiplier

    Average roll of all the 1d3+3, capped at 20 (or 10, with Master of X), spells, such as Chain Lightning or Master of Fire Fireball, with Savant/Draconic MCL increases: 14.01 * (27d3+81) = 1,891

    Energy Burst (no Metamagics), which gets boosted by Sorcerer Savant (iirc) and Arcane Augemention item, but not Draconic CL increase, for a max'ed Sorcerer will do an average of: 10.67 * (39d15+585) = 9,876

    Cleric Maximum Heal at level 30:

    1279 "base"
    -300 (Heal only takes Empower Healing)
    126 Radiant Servant stuff
    50% Heal Scaling
    =1,105 -> 6.525x multiplier
    CL 18 Heal * 6.525 = 1,174.

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