Devilseye said:well if your deathsight, and add +skill on that.
your nukes will be harder,
try it on a lvl 1 mob near Camelot
without skill: 400dmg..
with skill: 600 (or what ever )
dunno if it also increase the amount of power you get from a powertab.. but find out your self
Debuffs said:think it increases dmg from base nukes and the variance on specs, not 100% sure tho.
Kathal said:+ skill make you hit harder with baseline nukes.
I have tested this with my WL (+-4 hex) vs my bb.
Hmm, now you say it. . . . thats a bit oddAmorina said:you have baseline hex?
It's the other way around if I get your right.Debuffs said:think it increases dmg from base nukes and the variance on specs, not 100% sure tho.
Flimgoblin said:it's not quite like that...
unlike heals and buffs where variance is based on how much your spec is below the spell level (e.g. 35 rejuv spec casting a level 47 baseline rejuv spell has variance, 35+12 won't)
Spec Nukes are based on "spec vs enemy level"
i.e. 44 spec in smite, nuking a level 50 will have variance. 44+6 will have no variance.
Spec over the targets level gives an extra ~0.5% damage increase per point.
Not entirely sure if the variance on base nukes is like this as well would have to try 30+11 spec using a level 50 nuke on a level 40 monster for that but I imagine it's the same as spec nukes (or possibly two lots of variance e.g. variance based on the spec vs spell level + variance based on spec vs monster level)
scorge said:casters have no skill...
scorge said:Nutty - earth theurg
sadtan - fire wizzy
Mind - Sorceress
Alaron said:Zebolt is right. Here are two examples to illustrate the effect of +skill:
Example 1: Level 50 base-line DD.
- If your modified skill is less than 50, then +skill will decrease the damage variance, until your modified skill equals 50.
- If your modified skill is greater than or equal to 50, then +skill will increase your damage by a small amount. That is, it will bring you closer to your damage cap.
Example 2: Level 47 spec-line DD (base skill is at least 47).
- Any +skill will increase your damage by a small amount. That is, it will bring you closer to your damage cap.
Note: +skill will not increase your damage cap and it will not give you access to higher level spells.
Jobbegea said:if we assume +rr = +skillpoint aswell.
qama banshee (50+11+6 at rr7) had a cap damage of his basenuke of 806 damage. he dinged rr8 later so he gets 1+skill (50+18) and his cap damage raised for a whoopy 3damage : 809 damage.
so i assume +skill does affect cap damage, but not that much.
Flimgoblin said:Specline nukes don't get variance from spell level, they get it from the target level.
Baseline nukes get the same target level variance - whether they get an additional spell level variance is unproven, but likely (gifv test!)
anioal said:First of all, lets define "spell damage variance"
from my knowledge that means hittin the same target with the same spell repeatedly then notice any variance in damage. If the damage varies (sp?) then we have the so called "spell damage variance"
now lets see when this occur:
1. for spec spells we have no damage variance
2. for baseline spells we have variance only when spec+skills+rr is lower than spell level.
to be more specific lets take my chanter's case
light spec: 22, +skills: 11, +rr:2, grand total: 35
base light nuke spell level: 50
i always have damage variace when casting the damn nuke because my spell level is way above spec+skills+rr
example2: my vw has a lvl45 base life tap and i get no damage variance because i have 38 spec arboreal + 7 arboreal skill + 2 rr and that means i have my arboreal line above the spell level.
conclusion: if u plan / have to use base spells then u have to cap +skills to lessen the variance
note: same goes for heals