View Full Forums : New mod3 skills anyone know?


Windfyre
11-22-2007, 03:29 AM
I noticed the new Mod3 skills... but I can't any site that tells me exactly what these new mod skills do...

So far I have seen Spell Damage, Heal Ability, and Clairvoyance.

Obviously I know what they do, but in what way?

Does Heal Ability heal me? help me heal other people? Is it a heal ability that goes above the regen cap?

Does Clairvoyance mean mana regen above the cap? or something completely different.

Spell Damage is so general I don't know were to begin.



Anyone have a site or a list of some kind that lets us know?

Tenielle
11-22-2007, 10:11 AM
Why the devs don't put this stuff in the manual I'll never know. Is it more fun for them if they don't bother explaining it or is it supposed to be more fun for us?

Fenier
11-22-2007, 10:14 AM
Healing Ability adds power to your direct heals.

Spell Damage adds damage to your direct damage spells.

Clairvoyance has a chance to return mana to you after casting a spell (similar to mana pres)

Moorelight
11-22-2007, 12:11 PM
Can you explain a bit further please Fen

Say an item has healing with 2 is that 2 % or 2 hp or something else or is it unsure at the moment ?

ta

Fenier
11-22-2007, 12:16 PM
I don't have hard data to make it any clearer then that right now. I did not do a lot with the mod 3s on beta like a few others did.

-Fenier

Windfyre
11-22-2007, 04:34 PM
Can you explain a bit further please Fen

Say an item has healing with 2 is that 2 % or 2 hp or something else or is it unsure at the moment ?

ta


Well if its like the other mods, then its % increase.

DaiffanFV
11-24-2007, 10:50 AM
Not all mods are like that however - for instance the Backstab mod for rogues simply adds the mod number directly to the backstab dmg. If you have 100 backstab mod, each backstab is given +100 dmg.

I suspect the new mods are either a % or a straight addition.

Yakk
11-24-2007, 12:43 PM
I think they are strait +, because at the rate they exist, +% would be far too powerful.

Elric91
11-24-2007, 04:15 PM
I think they are strait +, because at the rate they exist, +% would be far too powerful.


To be honest i hope this is'nt the case. if we have "heal ability +100" how is an extra one hundred hp on heals gonna be of any help? thats just a number, as i suspect the "healing ability" plus's will be hard to even get it that high.

Rajolae
11-24-2007, 11:33 PM
+Spell Damage and +Healing give different amounts for different spells, no one on beta was really able to pin down any rhyme or reason to it. For example, each point of +Healing was/still is I assume, provided Survival with ~+30hp healed, while for any other heal it was 1/10th that or lower. SotF was a true oddity for all of this since it has massive gains in comparison to other spells for +Spell Damage or +Healing. Neither of the mods can provide enough to send a spell over double its base healing/damage value, the first two SotF triggers will only double in the HP healed with ~130 +Healing, while the other three will get around 4000 extra HP healed which is less than double for all of them.

Clairvoyance didn't even work on beta, and afaik, still doesn't on live as I've yet to see anyone provide any evidence that it is working.

Pootle
11-30-2007, 08:12 AM
Quote from Ngreth over on the EQTraders boards -


The healing and damage mods add that much to every instant spell of the appropriate type (they are looking at how to do it with dots without it going crazy)

Clairvoyance is a CHANCE to gain that much mana every time you cast any spell.

None of these are capped. It is just controlled by the small numbers you currently see.

The Damage Shield reduction reduces the damage you take when hitting an NPC with a damage shield by that much. This one is capped. (I am not at liberty to say what the cap is, that is up to others to say)

All of these are cumulative.