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One-Stop-Shop for SoR
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Post by
450527
This post was from a user who has deleted their account.
Post by
Kciroj
How would you calculate a combination of the above talents? For example; what would the SoR Judgment coefficient be if you had both Seals of the Pure and Judgements of the Pure?
Multiplicative, as always.
So for your example it's: 1.15 * 1.25 = 1.4375 (~44% increased damage)
If you had all 4 talents and the glyphs to increase both Seal and Judgement damage you'd get (1.15 * 1.25 * 1.10 * 1.03 * 1.06 = 1.726) 72.6% increased damage vs Undead targets.
As for the other talents/buffs you listed, the increases are more complicated as Seal of Righteousness scales with both AP and SP:
Fills the Paladin with holy spirit for 30 min, granting each melee attack additional Holy damage.
So it scales with weapon speed and gains 2.2% MWS as damage for each point of AP and 4.4% for each point of SP.
The judgement works differently:
Unleashing this Seal's energy will cause Holy damage to an enemy.
So 20% of AP is added directly as damage, and 32% of spell power.
Post by
450527
This post was from a user who has deleted their account.
Post by
pezz
No, damage multipliers are always applied separately, they aren't applied to the value(s) of the coefficient(s).
It would be 1 + (0.2 X AP) + (0.32 X SP) x 1.15
Edit: Your notation is a little confusing, and you're definitely doing it the hard way, but you're more or less doing it right, and I wasn't paying close attention.
You would also want to multiply the 1 by 1.15. In this case, it pretty much makes no difference, but for most spells that would mess up your calculations.
Also, the way you've written it out is wrong. (* 0.15) is actually a very severe reduction in the final number, not an increase. To increase a number by 15%, you multiply by 1.15. You did end up with the right number though, so meh.
As for anything that increases your spell power or attack power: Those numbers only apply in working out what the final variables labeled AP and SP in your formula are going to be, as constants. They don't have any place in the actual formula.
For example: If you have Sheath of Light, the formula is:
1 + (0.2 X AP) + (0.32 X SP)
Whereas if you don't have the talent, the formula is:
1 + (0.2 X AP) + (0.32 X SP)
The only difference is, when you plug the numbers in for the variables, the variable labeled 'SP' is going to turn out to be a much bigger number.
Post by
450527
This post was from a user who has deleted their account.
Post by
pezz
Because those spells mostly have spell power coefficients only. That means you have
y
+ (
z
* SP), where
y
is the base damage, and
z
is the spellpower coefficient. Whether I add any talented bonuses to that formula inside or outside of the parentheses doesn't change the final number. The difference between those spells and the formulas for SoR is that SoR actually uses two separate coefficients, a spellpower one, and an attack power one, which makes the SoR formula more complicated.
Also, their language on that page could be slightly ambiguous. They're just saying what the final coefficient calculates as when you include cookie cutter talents in plain English, rather than going through the math.
Post by
Kciroj
No, damage multipliers are always applied separately, they aren't applied to the value(s) of the coefficient(s).
It would be 1 + (0.2 X AP) + (0.32 X SP) x 1.15
Actually, Pezz, I think Corthal is more-or-less right. He made the mistake of representing 15% as 0.15, but in the calculation of the final formula he used 1.15 anyway.
With correct placement of brackets, it'd be (1 + 0.2 * AP + 0.32 * SP) * 1.15.
Removing the brackets that gives 1.15 + 0.23 * AP + 0.368 * SP. As the "1.15" amounts a neglegible fraction of the total damage, it is essentially the same formula Corthal presented just now.
And it makes sense. If you increase the total damage of an ability by 10%, you increase both the base damage (which is neglegibly low in this case) and the scaling damage by 10%.
Post by
pezz
*Tries to remember algebra 1 from all those years ago*
I think you're right. You could interpret it (and the cleanest way to do so would probably be) as:
1 + 1.15((.23xAP) + (.32xSP))
From there you could distribute out the 1.15. The notation was a little bit less than orthodox, and it's a lot easier not to distribute it, so that threw me off, but you're right, I was wrong there.
Post by
450527
This post was from a user who has deleted their account.
Post by
pezz
I kind of made a mess of this because I thought I was actually good at really basic math, which was a dumb assumption to make, so I apologize for the confusion.
Essentially, everything that that last post is correct. The one thing you missed is that the 1.15 modifier also applies to the base damage. In the case of SoR, it's a negligible thing (.15 damage), so it really doesn't matter, but for other spells it would make an important difference.
Post by
Kciroj
It modifies the damage of the entire spell. The base damage and the coefficients. If it would only affect the coefficient, such as
some
talents
, the actual damage increase would be less,
if the base damage would be anywhere near significant.
The base damage is 1. Go figure.
Edited to add:
Anyway, Corthal, I'd imagine you had some purpose in mind when you made this thread. Are you trying to figure out what spec/gearing would be needed to deal as much damage with Judgement of Righteousness as possible?
Post by
450527
This post was from a user who has deleted their account.
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