Spell Ranks?[]
Spells are marked with "Ranks," but there is little info on what a rank is, or how to get a better rank of a given spell, or if there is even such a thing. Someone understanding what a "spell rank" is, could you please add a paragraph to this page? AngleWyrm 09:55, 30 July 2008 (UTC)
- I added a tiny bit, feel free to expand it some more. I'll even rework the look of this page too I think.
- Daworm talk / cont 11:42, 30 July 2008 (UTC)
Spell Damage Mechanics[]
I saw the "A Challenge to AoC Players" post the other day and thought I'd add some of the findings I had while I played the game which might benefit others. Much might be outdated and plain wrong as I haven't played AoC for a really long time and the data below is pretty much a result of just thinking back about how things worked about a year ago.
Basic spell damage, «D1»
Let's start with the most basic part of spell damage, «D1», without critical hits, with targets with no protection and invulnerabilities.
D1 =Base damage + (Base Damage*Base Damage Modifier) +(Magical Damage*Spell Coeffecient)
Base Damage (BD)
The base damage of a spell, as listed in the tooltip. Often a random number between two limits.
Example: The Base Damage of Smite (Rank 1) is 101-200.
Base Spell Damage Modifier (BSDM)
The coeffecient of extra spell base damage.
Base Spell Damage Modifier is the same as «+x % increase to damage or healing» if that's what the tooltip says. Or it can say «+x Base Spell Damage».
Example: The +5% Base Spell Damage modifier on the spell Smite from 5 points in the Improved Smite feat (1% per point)
Magical Damage (MD)
The extra damage which is multiplied with the Spell Coeffecient, and then applied if its element matches the Attack Rating of the spell.
Exemple: A Priest of Mitra may have 800 Bonus Magical Damage (Holy), which would be applied to spells such as Smite or Rebuke as these have Attack Rating: Holy.
Spell Coeffecient (SC)
This varies from spell to spell. It doesn't show up in any tooltip. With a single target damage spell I believe it usually follows the following formulae: SC=Spell casting time/4.
Example: The spell Smite (Rank 1), which have a casting time of 2.5 seconds, has a SC of 2.5/4=0.625
So, let's take an overall example with these 4 components (BD, BSDM, MD & SC):
Someone playing a Priest of Mitra cast Smite (Rank 1) successfully against a NPC with no protection or invulnerabilities.
The Base Damage ends up being 200.
The Base Spell Damage Modifier is 0.05 from 5 points in the feat Improved Smite.
The Magical Damage (Holy) is 48.
The Spell Coeffecient is 0.625
D1=200+(200*0.05)+(48*0.625)
D1=240
Adding Magic Damage Modifier, «D2»
Magic Damage Modifier (MDM)
One way of further improving damage would be by getting buffs which give +Magic Damage Modifier, as from fatalities. These give a straight modifier bonus to «D1».
Example: Using the previous example, the Priest of Mitra has just scored a fatality, and thus had the Fatality buff, which gives +20% Magic Damage Modifier.
D2=D1+(D1*+Magic Damage Modifier)
D2=240+(240*0.2)
D2=288
Adding Critical bonus
The damage can be further improved by scoring a crit of. I'll label the extra damage from a critical hit as «CB1»
CB1=D2*(Base Critical Damage+Critical Bonus Damage%)
Base Critical Damage (BCD)
The Base Critical is the critical damage which is applied before any Critical Bonus Damage or Tenacity is applied. It is equal to 0.5*D2.
Example: If the spell in the previous example with a D2 of 236 critted, the Base Critical Damage which would get added would be 118.
Critical Bonus Damage% (CBD%)
This gives a further bonus percentage of the damage of D1.
Exemple: A priest of Mitra has +50% Spell Critical Damage for some spells from 5 points in the feat Overwhelming Light. This brings up the damage from critting with those spells to (0.5+0.55)*D2=1*D2.
Adding Tenacity and Critigation
Against targets with a Critigaton Chance and Critigation Amount the critical damage could be decreased if they succeeded on a critigation roll. The amount decreased would be based on the targets Critigation Amount the spellcaster's Tenacity. I'll label the decreased crit bonus as «CB2»
CB2=CB1*(1-(Critigation Amount%-Tenacity%)), where if the (Critigation-Tenacity) part turns out to be negative it becomes zero.
Critigation Amount % (CA%)
The percentage of crit damage which is migated.
Tenacity % (T%)
Removes an equal amount of CA%. So with a 100 Tenacity% no critical damage can be migated, assuming that the target doesn't have more than 100 CA%.
Thus for a crit which isn't critigated, or where Tenacity% is greater or equal to Critigation Amount%:
D3=D2+CB1
If a critical hit is scored, the crit is critigated and (CA%-T%) is between 0 and 1.
D4=D2+CB2
If a critical hit is scored, the crit is critigated and (CA%-T%) is greater or equal to one, everything is migated.
D2=D2
Adding other migations...
Before moving on, let's assume the hit was a normal hit, D2. The hit would then have to go through a multiplum of three migations: Damage Deflection, Magic Migation (from Protection) and Invulnerability.
Damage Deflection% (DD%) and Penetration Rating% (PR%)
Each point of Damage Deflection adds 1 to the Damage Deflection% and each point of Penetration Rating bypass one point of Damage Deflection. For example, a Priest with 100 Damage Deflection from Hand of Mitra migates 100 % of incomming damage, unless it is bypassed by someone with Penetration Rating.
D5=D2*(1-(Damage Deflection%-Penetration Rating%))
Magic Migation % (MM%) and Spell Penetration % (SP%)
Protection rating adds to Magic Migation% wich further reduce the damage taken, while each point of Spell Penetration bypass one point of Protection rating.
Just like with Critigation and Deflection, negative Protection Migation % doesn't cause the target to take more damage as far as I know. Thus:
D6=D5*(1-(Magic Migation%-Spell Penetration%))
Invulnerability % (I%)
After going through damage deflection and Magic Migation%, the damage is modified by the invulnerabilities of the target. Unlike Damage Deflection, Critigation, and Protection, this can go into negatives, so the target can take more than 100 % damage. It can also become greater than 100%, causing spells to heal instead of doing damage.
D8=D6*(1-Invulnerability%)
Note that it doesn't matter which order these three migations are applied as they are just multiplied by eachother:
D8=D2*(1-(Damage Deflection-Penetration Rating))*(1-(Magic Migation%-Spell Penetration%))*(1-Invulnerability%)
Wrapping it up
Assuming (DD%-PR%) and (MM%-SP%) ranging from 0 to 1, we have:
Noncrit, or critigated crit with CA % greater or equal to T%:
D=(BD*(1+BSDM)+(MD*SC))*(1+MDM)*(1-DD%-PR%)*(1-MM%)*(1-I%)
Crit, not critigated, or T% greater or equal to CA%
D=(BD*(1+BSDM)+(MD*SC))*(1+MDM)*(1.5+CBD%)*(1-(DD%-PR%))*(1-(MM%-SP%))*(1-I%)
Crit, critigated, (T%-CA%) between 0 and 1
D=(BD*(1+BSDM)+(MD*SC))*(1+MDM)*(1+CB1*(1-(CA%-T%))*(1-(DD%-PR%))*(1-(MM%-SP%))*(1-I%)
Notes:
I don't know how the conversion from Protection Rating, Critigation Rating, etc actually convert into magic migation, so I just wrote "Magic Migation" and "Critigation Amount" to keep the terms apart. Apart from that I hope alle the %s I threw around caused confusion, you'll probably want to remove them and find some better wording.
I believe the easiest way to find SC for spells with varying base damage is to enter spellweaving to get the "Arcane Surge" buff which makes alle spells do maximum damage.