Spell Damage
Hallo my fellow PoE players,
i have some related questions to spell damage: 1. are the following modifiers; - x% increased Spell damage - x% increased Elemental Damage with attack skills - x% increased Elemental Damage with Wand - x% increased Damage while wielding a Wand - Supported Skills deal x% more Fire Damage all increase the Damage from, for example, Fireball in the same way? 2. what else can increase the Damage of Fireball? if i follow my logic, all the modifiers above should increase the damage of Fireball but that dont make sense in my eyes because, for example, i just dropped a wand, it requires level 16 and have following modifires and stats: Physical Damage 5-9 10% increased Spell damage 15% increased Spell damage 20% increased Elemental Damage with attack skills that is a total of 45% increase in damage, if i compere this to, for example, Tulfall Tornado Wand, which is a level 65 unique wand with max +39% increase Damage for my Fireball, so the better pick for damage is my level 16 want? how is this making any sense? (im not talking about gem slots etc, just about stats and mods of the weapons) Last bumped on Dec 31, 2020, 3:20:18 PM
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" only spell damage, increased damage while wielding a wand and supported skills deal x% more fire dmg would affect fireball. fireball is not an attack, so elemental dmg with attacks is not gonna work. increased dmg with wands would only affect attacks that use the wand as a weapon. spells do not do this. for spells, the weapon you have equipped is merely a stat stick, and none of the attack properties of the wand will be relevant as for it not making sense that a lvl 16 wand beats some lvl 65 unique, this is not unexpected though (even though it doesnt in this case). the lvl of a weapon does not always translate to better |
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As jewdas12 said, Spell damage are only increased by "+x% Spell Damage" and eventual bonus on the kind of damage of that spell. In the example of Fireball, which is a Fire Spell and deals fire damage, the following bonus will increase the native damage of your fireball:
+x% Increase/More Spell Damage +x% Increase/More Fire Damage +x% Increase/More Elemental Damage +x% Increase/More Damage There are some modifiers, like "adds x-y [type] damage to spell" that will add extra kind of base damages to your spell. Those value also apply to your spell after being multiplied by the spell's Damage Effectiveness, or "Effectiveness of Added Damage". Since Fireball has 240%, this means that "adds 50-100 Fire Damage to spell" will actually add 50*2.4 - 100*2.4 = 120-240 BASE Fire Damage to your Fireball. This is also a way for your spell to deal damage that are not native - for example, "add 50-100 Cold Damage to Spells" will make your Fireball deal also 120-240 Cold damage, in addiction to the native fire damage. In case your Fireball is Level 1 (Deals 9-14 Fire Damage), you would have a Fireball that deals mostly Cold Damage, this way. Another way to make your spells (or attacks) stronger is to lower enemy's defences. Damage Penetration, Exposures and Overwhelm can help you soften up enemies' natural defenses, sometime dampening enough to make them take extra damage from your spells and attacks. Also, PLEASE do not use Unique Items as "power level" reference. In this game, there are very few unique items that can be considered as "generally better" than the average rare item for that tier - Some names I can think about are: Geofri's Crown, Atziri's Disfavour, Starforge, Mightflay, The Blood Thorn, Thousand Ribbons. They are mostly levelling uniques, and those who are not (Atziri, Starforge) have been nerfed so that they are no longer "more powerful than a rare". In this game, Unique Items are mostly made with an unique modifier that make them special, sometimes so special to turn them into build enablers. The strongest item will always be a Rare item, usually one with Item Level 84+, made after extremely costly and RNG-based crafting. Or, well, bought, of course. |
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