Post by zephyr on Dec 15, 2014 20:07:52 GMT -5
The following changes will take effect 12/16/14 at 8AM EST:
- Spell damage should be back to 12/14 levels
- Spell and Heal Caps are in place - 24x base damage for spells, 7x base heal amount for heals. This should not impact any spell damage at higher level ranges, as the cap is higher than any amount of spelldmg possible once you have a spell or heal doing 1000 damage/heal. Shamans will still be healing over 14k at 70, clerics up to 70k.
- Spells with higher base damage are more valuable than spells with less, the same is now true for procs. Prior to this patch, a proc with 60 damage and a proc with 200 damage were almost identical (if you had 8k spell damage, their damage was a small fraction of the spelldmg + base dmg). So, a 100 damage spell has a max hit of 2400, while a 500 damage spell has a max hit of 12000. This will only limit spells with low damage - if you use spells and gear at your level, you should not be hitting the cap - if youre over 50, you shouldnt hit the cap either, regardless of gear.
- Lifetaps are improved.
- Healamt now functions on weapons, but it is capped at 7x base effect. A weapon with 500 heal proc will now heal for a maximum of 3500.
- Procs should function on many more weapons, but are under the 24x base effect cap that spells are under. A 100 proc weapon will cap out at 2400, and a 200 proc weapon at 4800, etc
- Spell damage should apply to every spell that causes damage, and healamt to every heal. Please report any that are not working.
- AA vendor is in the lobby, look for the goblin - Natedog was kind enough to provide the script.
This is the last of any damage changes to spells (except for bug fixes, if an individual spell is not working as it should be.)