Healing Scale Of Magic Dmg

Magic Damage. Magic Damage comes from spells, most commonly Class Skills and Staff Skills. Magic Damage is mitigated with Spell Resistance. If a Skill uses Magicka it will deal Magic Damage unless the tooltip specifically states otherwise. Physical Damage. Physical Damage is mostly from Weapon Skills (except Staffs) and Stamina morphs of Class. What items shoul i use to level up a heal monster? Does healing scale with magic power? Dec 12, 2014  Potions of Healing are available in the PHB and are listed as a 'common' magic item in the DMG alongside 1st level scrolls. Does this imply that potions of healing should be widely made available for pcs to purchase? If so; do potions of healing become the new CLW wand of this edition.

  1. Healing Scale Of Magic Dmg Free
  2. Healing Scale Of Magic Dmg 2017

ArcheAge Healer’s Guide by Legion

I am playing for healer in Korea and RU and now I want help you with this =]

Content:
1. Healer – who is it?
2. Basic builds.
3. Skill overview

1. Healer or in the other words ass saver. First of all I want to say that Healer is group PvP class, because in solo PvP he is very, very and very bad,if you want kill someone alone, he isn’t for you, but there is also few bonuses, without healer you can’t kill kraken and clear the dungeons, and in const party you will be always welcomed guest =]. The most important for healer is smart head, good hands and experience ofc. Also don’t forgot to use consumables for any build, defense potions (Alchemy), drink – increases HP (Cooking), food – increases spirit (Cooking).

2.1 Templar (Vitalism/Auramancy/Defense)

Good for large scale wars, high survivability.

50 level cap Build or Build

55 level cap Build

Pros:
Higher P def and Health compare to other builds
Anti stun, impale, shackle, silence
Instant self heal, which regens 2 k hp
Imunity to dmg for 12 sec, can’t move and cast spells
High block rate (40 %)
Got 1 debuff clearing spell

Cons:
No crowd control

Items:
Cloths – Stone Set gives Spirit/Stamina(increasing pdef and reduces incoming dmg by %), I was thinking about it quite much and I believe that cloths now is much better, because now healing power and magic power is separated (so it means healer need more spirit and int/sta plates is not to good now =[)
Life One Handed Club gives Spirit
Earth Shield gives Stamina
Life Lute gives Spirit
Cloak which gives +500 hp or +5 % block rate
Earings on damage reduction, necklace on health and rings on mdef

2.2 Hierophant (Vitalism/Auramancy/Witchcraft)

Good for arena and small scale wars, because can disable few enemies.

50 level cap Offensive healer Build or Supporting healer Build

55 level cap:
Offensive healer Build

Supporting healer Build

Pros:
Got 2 debuff clearing spell
Anti fear, sleep, stun, impale, shackle, silence
Got plenty of crowd control spells

Cons:
Lower P def (Compare to Templar)
Lower Health (Compare to Templar)
Vulnerable to archers and melee, because of low block rate

Items:
Cloths – Stone Set gives Spirit/Stamina(increasing pdef and reduces incoming dmg by %)
Life One Handed Club gives Spirit
Earth Shield gives Stamina
Life Lute gives Spirit
Cloak which reduces 6 % cast time or +5 % block rate
Earing on damage reduction, necklace on health and rings on cast time

2.3. Necromancer (Vitalism/Witchcraft/Occultism)

Healing Scale Of Magic Dmg Free

This build is good if you are planing to be aggresive in small scale wars, 2-5 parties. Because you can disable few opponents and got few AoE CC, but because you don’t have Auramacy, you are vulnerable to Stuns/Impales/Silence and ofc you can’t inta cast Anthithesis and lower cd on hearts and Anthithesis. Also this build is good if you are willing to level up Hierophant, because from healer he can be converted in to nice damager and level up easily

50 level cap Build

2.4. Edgewalker (Vitalims/Auramancy/Occulitsm)
Good alternative to necromancer, because he got 2 most important trees for healer, vita and aura, to lower cd and insta cast anthithesis. But because of lack in cc, like hiero, necro, or survivability, like templar, he will die fast and can’t fulfill his full potential as healer.

50 level cap Build

3. Skill overview

Auramancy(Templar/Hierophant/Edgewalker):
Thwart + Hearten – Hearten up allows you to make 3 Inspire stacks, which reduce cd of Vitalism spells:
1. Antithesis – from 5 sec to 3,2 sec cd
2. Mend – from 24 sec to 17,7 sec
3. Continuous Recovery – most important healing spell, from 30 sec to 26,4
Energy Shield – allows to insta cast Antithesis (so it means if it works for 8 sec, we can use Antithesis 3-4 times without casting time),
also convert 26 % of dmg into health.
Shrug It Off – clears you from Stun and Impale, become immune to it for 4 sec
Teleportation – gives you ability to position yourself on battlefield or run away from melee
Liberation – grants you immunity to shackle and silence for 20 sec.

Protective Wings – very useful spell in Castle siega, because grants immunity to all magic spells for 10-15 sec, while your allies is bombing with dynamite or guns enemy walls.

Templar:
Liberation + Redoubt combo – gives bonus 1000 mdef for 10-15 sec
Imprison + Protective wings – one friend said me about this combo, you can cast Imprison and then use PW, and the effect of PW will work through imprison walls.

Hierophant:
Absorb Damage – converts 7 % of dmg in to heal.
Unassailable – gives a chance to be immune to all dmg for 2 sec
Inspiration Cloak – decreases all incomng dmg -100 for 3 sec, after critical strike, very useful against archers, because make their auto attacks close to 0 =]
You can change Inspiration Cloak to Unassailable

Vitalism:
Antithesis – one of the strongest heal spells after Continuous Recovery.
Mirror Light – removes one debuff and increases received healing on 15 % (ally), on enemy it works like root for 3 sec + debuff that’s increasing received damage on 12 % and decrease received healing for 30 %
Resurgence – buff on 10 sec that heals smth about 1200 and also gives bonus for received healing from Anthesis by 16 % and Mend by 30 %.
Mend – very good healing spells, heals smth about 30+ % of hp, but eats too much mana and got high cd.
Fervent Healing – the best healing spell in game. Can be used on few target at the same time. After patch 1.0, they increased cd, but problem with hearts is still with us =[ and it’s their flight time, it means that ally get heal not instantly, but after small period of time, which can be crucial in any kind of PvP or PvE, so before using Fervet Healing it would be nice if you insta cast him with Anthithesis.
Whirlwind’s Blessing – nice buff, which increases movement and attack speed for your allies and debuffs enemies movement and attacks speed, so it means that this spell will be very useful in PvP and how good heals can continuously buff it, because buff and debuff time is 30 sec, but cd 2 min.
Quick Recovery- very useful, can save ass sometimes, because it reset all healing spells cd
Alms – reduce cast time for all skills by 6 %
Invigorated Healing – if heal crits, it heals on 50 % more
Defiance – grants 500 mdef buff for all allays within 15m
Joyous Spirit – Must be spell, because reduce cd of vitalism tree spells by 20 %.
Aranzeb’s Boon and Spirit Growth – good if you want to get max spirit which you can.

Defense(Templar):
Refreshment – Increase health on 1 k (with Bear’s Vigor bonus), also increases Mettle, when receiving dmg.
Toughen – restores 20 health every second, with bear’s vigor
Revitalizing cheer – extra self heal, at the end, with Shug It Off(Auramancy) and 3000 rage it heals smth about 2 k hp.
Redoubt – increase block rate by 25 %, also with Liberation(Auramancy) grants bonus 1000 mdef.
Invincibility – no one can attack you for 12 sec, you just stay at 1 place and if you move immunity will be gone.
Boastful Roar – with 3 k mettle dmg enemy smth about 3-4 k.
Supplemental Block – increase block rate by 15 % after sucefull block.
Shield of Stell – give 700 pdef
Spry Fortress – decrease stun and Tripped duration by 10 %
Bear’s Vigor – bonus 800 health

Witchcraft(Hierophant,Necromancer):
Augment Witchcraft – quite good passive if you want to play aggressively, because it insta cast Earthen grip and increases duration almost of all Witchcraft tree CC.
Enervate + Earthen grip combo – enervate is good because burn enemy mana and if you use earthen grip while Enervate is on enemy, then you’ll regen health, make 2-3 k dmg and snare enmy on 5-6 sec.
Bubble trap – nice CC, because puts enemy in bubble, which is flying for 5-6 sec or till someone hits him.
Purge – removes debuff and increases ally mdef by 25 % for 3 min. On enemy it clears 1 buff and changes debuff on him. Shackle on Silence and Silence on Shacke.
Courageus action – nice buff which makes ally immune to Sleep and Fear for 1 min.
Banshee Wail – good insta cast AoE cc, fears and stuns enemies for 2-3 sec.
Dahuta’s Breath – pulls enemies away, but this wave is quite small =[
Folding time – decrease cast time by 4 sec for all spells.
Mitigation – awesome spell against melee, because reduce all incoming dmg by 30 % after melee crit hit.

Occultism(Necormancer, Edgewalker):
Hell Spears – nice gap closer
Mana force – regens mana and pulls enemies away

Those 2 spell build I was using on both, Korea and RU, and they works perfectly, there is also “healers” with Songcraft, which personally I dislike. But Templar and Hierophant builds is best for pure healers =] And if compare Templar and Hierophant, Hierophant is more difficult to handle, so chose wise =]

If you got any queastion I am playing on EU Beta(Shatygon) , Nickname Legion or Amor

(The following has been converted from an old wiki page.)
DmgYou may have seen items or effects with bonuses like the following:
    'Increases healing done by spells and effects by up to 42.'
    'Increases damage and healing done by spells and effects by up to 42.'
    'Increases Fire damage done by spells and effects by up to 42.'
The common misconception surrounding these bonuses is that the item grants a random bonus between 1 and 42 for each spell cast. In actuality, each spell gets a fixed bonus that is determined by the spell type, casting time, target and/or way the spell is applied.
To determine how much +Healing, +Damage/Healing and +Damage you have, simply add together the totals from each item: these bonuses stack additively. If you had two items that each give +20 Nature damage, one that gives +10 damage/healing, and one that gives +10 healing, your healing spells would have an advertised benefit of 20 and your nature-damage spells would have an advertised benefit of 30, and all your other damage spells would have an advertised benefit of 10.
Formulas for Different Spell Types
The calculations below end in a decimal result that should be less than 1. To get the % multiply that decimal by 100.
Different types of spells have their damage and healing bonuses calculated differently. There are three base types of spells: standard, over time or a combination. Area of Effect and Channeling spells also take different bonuses. After the proper bonus is calculated, penalties are calculated to achieve the final damage.
Standard Spells
Standard spells are spells that apply all the damage or healing at one time. To determine the plus Healing or Damage benefit for these spells the following formula is used:
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(Cast Time of Spell) / 3.5

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3.5+ sec = 100%
3.0 sec = 85.71%
2.5 sec = 71.43%
2.0 sec = 57.14%
1.5- sec = 42.86%
Instant = 42.86%

Spells with a cast time longer than 3.5 seconds are capped at 100%. The casting time used in the calculation should be the base cast time before effects from talents or gear are applied. Note that the tooltip in game includes those effects; refer to a database to find the base cast times of all spells.
Examples of such spells include: Healing Touch (Druid), Frostbolt (Mage), Greater Heal (Priest), Lightning Bolt (Shaman), Shadow Bolt (Warlock)
Over Time Spell
Over Time spells apply healing or damage over a period of time in ticks. Ticks can vary from one second apart to three seconds apart. Some spells specify the length of each tick and others require testing to determine.
If a spell has less than five ticks, each tick receives one-fifth of the bonus per tick. If an over time spell has 5 or more ticks, the spell receives full benefit, divided equally between the number of ticks.
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(Number of ticks in Spell / 5) = Benefit

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1 tick = 20%
2 ticks = 40%
3 ticks = 60%
4 ticks = 80%
5+ ticks = 100% (divided equally between the number of ticks.)

Note that the cap for this calculation is 1x (100%), more ticks than five will not give you over 100% benefit. +Healing and +Damage benefit for the spell is divided equally to each tick. If talents or gear add more ticks, count the extra tick in your calculations as it may change the benefit.
Examples of these spells include: Rejuvenation (Druid), Renew (Priest), Corruption (Warlock)
Combination - Standard and Over Time Spell
Healing scale of magic dmg downloadWhy are these treated differently? Usually in all other spells discussed the damage or healing is all applied in one way. It may be delivered all at one time or split up into equal parts and distributed over time. With these spells the damage or healing is not divided equally and is applied in two or more different methods.
That Standard portion of the spell does not receive the full benefit because some of the benefit is moved to Over Time portion. So first you need to know what benefit goes to each section of the spell.
Calculation for determining the Portion to the Over Time part of the spell:
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(Number of ticks / 5) / ((Number of ticks / 5) + (Cast Time of Spell / 3.5)) = Portion to Over Time

So to get the Amount to the Regular part of the spell:Magic
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1 - Portion to Over Time = Portion to Standard

Now remember the rules for Standard and Over Time spells still apply. So we have to now consider the cast time of the spell for the Regular part and the number of ticks for the Over Time part.
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(Cast Time of Spell / 3.5) * Portion to Standard = Benefit Regular part of the spell

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(Number of ticks / 5) * Portion to Over Time = Benefit Over Time part of the spell

See the notes in the Standard and Over Time spell formula sections to note any definition of terms or explanations on how to determine the Cast Time of Spell or Number of Ticks.
Examples of these spells include: Moonfire (Druid), Immolate (Warlock)
Channeled Spell
Channeled spells have their benefit distributed evenly over the time the effect lasts, getting 100% benefit for the whole spell (not per tick). The duration of the spell cast time is used as with a standard spell to calculate the total benefit, then divided equally between the number of ticks.
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Cast Time of Spell / 3.5 = Benefit

Examples of these spells include: Hurricane (Druid), Arcane Missiles (Mage), Mind Flay (Priest), Hellfire (Warlock)
Area of Effect Spell
Area of Effect spells receive only 1/3 or 33.3% of the benefit. The cast time is used as with a standard spell to calculate the total benefit, then divided by 3.
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(Cast Time of Spell / 3.5) / 3 = Benefit

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3.5+ sec = 33.33%
3.0 sec = 28.57%
2.5 sec = 23.81%
2.0 sec = 19.05%
1.5 sec = 14.29%
Instant = 14.29%

Examples of these spells include: Tranquility (Druid), Arcane Explosion (Mage), Prayer of Healing (Priest), Hellfire (Warlock)
Note that some spells fall under the rules for multiple spell types. Hurricane, Tranquility and Hellfire for example are all Area of Effect and Channeled. Prayer of Healing is both a Standard Spell as well as an Area of Effect spell.

Healing Scale Of Magic Dmg 2017

Rules for Applying +Healing and +Damage
  1. You calculate spell time using the base spell cast time BEFORE talents and gear reductions to the cast time. (Notice that your casting time in the in-game tool tip will subtract time based on your talents.)
  2. The factor for the casting time is capped at both ends. For the purpose of these formulas, spells that take longer than 3.5 seconds are considered to have 3.5 sec, and spells faster than 1.5 sec are treated like they had 1.5 sec (this is the global cast cooldown).
  3. The number of ticks for a spell is capped at 5 for the purposes of working the equation (but bonus is divided equally between the number of ticks).
  4. Damage benefits are applied before any talents or buffs that may increase your damage by a flat percentile. Healing spells are opposite; all talents are added to the base first then healing benefits added. For example: A spell that normally deals 100 damage that receives a +10 plus damage bonus, and a 10% damage bonus from talents, would deal 121 damage. A spell that normally heals 100 damage, that receives a +10 plus heal bonus, and a 10% heal bonus from talents, would heal for 120.
  5. Spell criticals are an extra 50% of the original calculated value of the spell after benefits. So if the spell would do 100 damage or healing normally then the critical would be 150.
  6. Gear benefits are added to spells before critical hit modifications are made.

Penalty Rule
Spells learned before level 20
Many spells have multiple ranks. To avoid having players using these lower ranks to deal constant damage at a negligable mana cost, any spell with a level requirement lower than 20 has a large penalty applied. If the spell has a shorter cast time, this is also taken in to account. This level penalty can be worked out by taking off 3.75% for each level lower than level 20.
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(20 - Level Spell is Learned) * .0375 = Penalty

Additional effects
Spells with additional effects (like slow) get a 5% penalty to benefit. This penalty is applied before other penalties and to the base calculation for the spell. Example a standard spell that is also AOE with an additional slow effect would be calculated:
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((Cast Time of Spell / 3.5 ) - .05 Penalty for extra effect) / 3 = Benefit

Examples of these spells include: Entangling Roots (Druid), Mind Flay (Priest), Blast Wave (Mage), Frostbolt (Mage)
Spells that do Damage and Healing
Some spells, both damage the target and heal the caster. These spells have a 50% penalty to the bonus they receive, but damage gear increases both the damage and the healing of the spell equally. These spells receive no bonus from gear that only increases healing.
Examples of these spells include: Devouring Plague (Priest), Drain Life (Warlock)
Exceptions to the Rules
  1. Pyroblast was changed in patch 1.9 to deal 100% of +spell damage on impact and 71.4% of +spell damage to it's DoT component.
  2. Fireball has a small damage over time component, but is not considered a hybrid spell, so it receives only the Direct Damage bonus to its direct damage component. Spell damage gear never increases the DoT on fireball.
  3. Curse of Doom receives a 100% coefficient.
  4. Mind Flay receives around 45.7% of spell damage.

Additional notes
  1. +Damage amount has no effect on chance to crit with spells.
  2. +Healing does not apply to bandages or potions. Trinkets should no longer be affected.
  3. Shaman totems receive benefit from +Damage.
  4. Hunter Traps don't get any benefit from +spell damage.