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Posts with tag spellpower-coefficient

Totem Talk: Restoration stats and spells at level 85

Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shamans. Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration will show you how, brought to you by Joe Perez, otherwise known as Lodur from World of Matticus and host of the BDTU: Lore edition podcast.

So last week, we went over a series of common questions players were asking about restoration shaman changes in both the Cataclysm beta and patch 4.0.1., and the week prior, we talked about healing in heroics and normal dungeons. With everything going through massive amounts of changes and still two months to go before the release of the Cataclysm, some things are starting to feel like they are becoming settled and stable.

Luckily for us, restoration shaman seem to be pretty settled, with maybe a little minor tweaking necessary before the full release. Today I'd like to talk about some of the numbers you can expect to see when you hit level 85. I'm talking about the base mana costs, stat values you will need to know and to start talking a little bit about the coefficient of healing spells you can expect come Cataclysm.

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Filed under: Shaman, (Shaman) Totem Talk

Theorycraft 101: Spellpower

Theorycrafting was once just a thing for the geekiest of geeks, the hardest of the hardcore, the most nerdiest, basement dwelling-est, living with mom-est gamers out there. As the World of Warcraft has grown in popularity and end-game raiding content has become more and more accessible, however, theorycrafting has become something that is relevant to the everyday casual gamer as well. Through sites such as Elitist Jerks, more and more people have become exposed to the deeper mathematical concepts that drive this game. Such sites, however, are often fraught with convoluted, difficult-to-follow information and strings of calculations that can be hard for users to understand. I will admit that there are many times when the math some of the players post in these places can go way over my head.

To that end, there have been many easy-to-use tools developed in order to simplify the aspects of theorycrafting into a practical application that players can use. Things such as Rawr or Simcraft have become a very popular source of information regarding theoretical data and how it can be used within the game, giving access to information such as talent spec choices and gearing upgrades. Even still, such programs are not without their flaws, and often the theoretical mechanics used by such programs can be rather confusing to follow. It's my wish to bring theorycrafting to the general population in a different approach. Instead of merely tossing out information at random with the hopes that someone out there will grasp the concept, I wish for people to understand the basics that fuel theorycrafting by presenting it in such a way that is easy to understand.

To that end, I wish to present the theory behind the mathematical calculations for spellpower. How does spellpower scaling function? What effect does the stat really have for increasing a player's power? Why does spellpower behave the way that it does? These are all questions that form the basic principles behind theorycrafting, and it is the allure of figuring such things out that draws people to theorycrafting. As the game becomes more accessible to more people, so too should the theory that drives it.

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Arcane Brilliance: Statistically speaking



Arcane Brilliance is a Mage column on a weekly spawn timer. It shows up all of a sudden on your computer screen or your iphone and starts wandering about, waiting for somebody to come shake it down for loot. What does this rare and wondrous column drop, you may ask? It drops a magical potion that, when imbibed, grants the magical ability to waste about 15 minutes of your employer's time reading a column about Mages. Hurry up and tag it, before the guy in the next cubicle does!


I'm listening to a playlist full of old NES chiptunes as I write this, Zanac, Ninja Gaiden, Mega Man, Crystalis, Shatterhand, Tecmo Super Bowl, Legacy of the Wizard--just some awesome old stuff, some of which comes from composers who went on to become even more awesome. I love the game music from that era; I find it absolutely amazing what those guys could make that tiny sound chip do. And yes, I am a massive and unrepentant dork. Why do I bring this up? I have the playlist on shuffle, and the overworld theme from Dragon Warrior just played, and it got me thinking about this week's subject: stats.

Dragon Warrior was my first role-playing game. It was my first exposure to such concepts as experience points, and leveling up, and hit points. Stats in games of that era were pretty simple. You had strength, which affected how hard you hit things, and agility, which...made you more agile? Who knew? That was about it. Hit points measured how many whacks you could take before you died, and magic points ran out as you used spells. There wasn't a whole lot to it.

When I first started playing WoW, knowing which statistics were important to my Mage and which weren't was comparatively simple too. As you leveled, you looked for intellect and spirit. At max level, you learned the value of a few other stats, like spell crit, spell damage, and spell hit rating. Generally, if it said "spell" in front of it, your Mage wanted it. Now, though, we have so many different stats--one covering every aspect of every spell we cast, and so many different ways to customize the amounts of each that your Mage's gear has--that it can be quite daunting trying to decide which ones to prioritize. Follow me through the break where we'll discuss the various caster stats and the relative value of each to our class.

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Filed under: Mage, Analysis / Opinion, Features, Raiding, Guides, Classes, Talents, (Mage) Arcane Brilliance

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