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    Old 05-25-2011, 04:08 PM
    elydisneo elydisneo is offline
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    Lightbulb Mages - more bang for your buck

    Since there isn't any thread dedicated to the breakdown and analysis of the Mage class, I thought I'll start one.

    First off, I like to talk about the stats for mages. The key stats for any caster type class are obviously Wisdom and Intelligence.

    Mage Stats (Looted from [URL="http://telarapedia.com/wiki/Attribute"]Rift Wiki[/URL])
    1 Wisdom = Spell Power +0.5, Mana Regen +1.5/ 10secs
    1 Intelligence = Spell Power +0.5, Spell Crit +1, Mana +10
    Spell Power = 0.2 Spell HPS/DPS
    Spell Crit = 0.04% Spell Crit

    Last edited by elydisneo; 05-26-2011 at 02:02 AM.
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    Old 05-25-2011, 04:09 PM
    elydisneo elydisneo is offline
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    Default Spell Power = HPS/DPS = Profit

    [SIZE="5"]Spell Power = HPS/DPS = Profit[/SIZE]

    What they do not tell you is how your Spell DPS actually translates to damage on your spells. Dozen of critter deaths and countless lv15 mobs later, I believe I have the answer.

    I am going to use my mage, Nylarthotep as an example. My lv 41 mage has a Spell Power of 442, which translates to 88.4 Spell HPS/DPS.

    My normal Rank 8 Void Bolt does 98 - 102 dmg, on a critter, it hits for 274 - 278 dmg. The difference here is a total of 176 dmg, this is exactly twice the amount of 88.4 Spell HPS/DPS. This holds true for most single target nuke spells but still require verification.


    Damage Formula (Single Target Spells)
    Spell DPS x2 + Base Spell Damage = Total Damage ±1

    Damage Formula (DoTs)
    Spell DPS x1.75 + Base Spell Damage = Total Damage ±1

    Damage Ticks for DoTs
    Spell Duration / 1.75 = Number of Ticks (may have some discrepancies)

    Example: Dark Touch
    (88.4 x1.75) + 225 = 379 ± 1 Dmg

    If you picked up 1 point of Dark Power under the Warlock tree or any other Spell Damage boosting abilities, the game will auto adjust the base damage of your spells as you can see on the description.



    This +2% also applies to your Spell DPS, so taking that into account

    New Damage Formula (Single Target Spells)
    Y(Spell DPS x2) + Base Spell Damage = Total Damage ±1

    New Damage Formula (DoTs)
    Y(Spell DPS x1.75) + Base Spell Damage = Total Damage ±1

    [SIZE="1"]*Where Y is equals to the total percentage increase[/SIZE]


    *Please note that in the game itself, decimals are taken into account. If my calculations are correct, the decimals go down to o.o1*

    I am still experimenting with the calculations for AoE spells and Charge based spells.

    Last edited by elydisneo; 05-26-2011 at 02:14 PM.
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    Old 05-25-2011, 04:14 PM
    elydisneo elydisneo is offline
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    Default Maximizing Spell Crits

    [SIZE="5"]Maximizing Spell Crits[/SIZE]

    1.5 x Total Spell Damage = Total Spell Crit Damage

    To really maximize your crits, here are some Passive Abilities you might want to look at.

    [URL="http://rift.zam.com/en/ability/5000000610/Potency"]Potency[/URL] - Req 20 pts Warlock
    (Max 5% Spell Crit)

    [URL="http://rift.zam.com/en/ability/5000000747/Biting-Cold"]Biting Cold[/URL] - Req 0 pts Elementalist
    (Max 5% Spell Crit)

    [URL="http://rift.zam.com/en/ability/5000000583/High-Voltage"]High Voltage[/URL] - Req 0 pts Stormcaller
    (Max 10% Spell Crit to all Air Spells)

    [URL="http://rift.zam.com/en/ability/5000000620/Improved-Fireball"]Improved Fireball[/URL] - Req 0 pts Pyromancer
    (Max 15% Spell Crit to Fireball)

    All passive abilities stack, so if you took 5 points in both Potency and Biting Cold, you get a flat 10% Spell Crit.

    5% Spell Crit = 125 Spell Crit = 125 Intelligence

    So to get 25% Spell Crit, we need 625 Intelligence and assuming that each top tier gear gives an average of 25 Intelligence and with a total of 20 gear and planar slots we can go up to 500 Intelligence.

    Last edited by elydisneo; 05-26-2011 at 04:54 AM.
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    Old 05-25-2011, 04:16 PM
    elydisneo elydisneo is offline
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    Default I've got Soul

    [SIZE="5"]I've got Soul[/SIZE]
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