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Spell damage talent


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The spell damage talent grants +5% spell damage. In my opinion this is not enough and makes this talent worthless when compared with other talents. What do other people think? I would like to see a buff to this talent, would make me consider investing a talent point in it.

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The spell damage talent grants +5% spell damage. In my opinion this is not enough and makes this talent worthless when compared with other talents. What do other people think? I would like to see a buff to this talent, would make me consider investing a talent point in it.

It is also the ONLY offensive thing for a Caster. -.-

 

Offensive:

Mostly AA [Haste talent won't help a caster enough, doesn't provide really any benefits for a cast]

Defensive:

Mostly Tanks

Utilities:

Mostly Support? [Energy and Energy regen is really isn't offensive].

 

There is basicly 5 things avaliable for a tank or Auto-Attack and Even 4 or so for a Support. There really is only 1 or 2 for a Caster [Cunning and Cooldown Reduction (And CDR is pretty much good for everyone)].

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The spell damage talent isn't even good on a caster. I always run 0 3 3 on casters, taking health, spell resist, cdr, energy and movement. The spell damage talent is so bad compared to these other ones that I take so why should I swap one out for it?

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I often went Damage, Spell Damage, and additional levels. I basically did this with every char or swap the lifesteal for spell damage. I found this worked... I always wanted to max my power in pubs since nobody builds spell resist... Because with 5% + yamato + 20% spell damage + Grav hurts quite alot.

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The damage output added by the cunning talent is usually not noticeable... I rarely get the talent unless I must carry as int. Perhaps viable for Dustin and rancor?

 

Int bio. If you can survive the early game till you can start jungling.

 

When you can one-hit squishies with your E Q, and moderately tanky heroes with your Yamato, E Q E...

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Int bio. If you can survive the early game till you can start jungling.

 

When you can one-hit squishies with your E Q, and moderately tanky heroes with your Yamato, E Q E...

 

Except that it is int bio that is doing the damage, not the talent.

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If you compare the spell damage talent to the 7% spell resist talent it is not that underpowered as with the basic 20% spell resist that you already get, the 7% extra resist actually only gives you 5.6% extra.

Dont forget the 180 Health and also a Active that gives +50% Spell Resistance. [Health regen kinda cancels out CDR to a degree].

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in reality yes the 5% spell damage is weak at the start of the game but gets stronger as you go on. example the 15 weapon damage at the start is almost like saying 15% damage bonus on most agility heros. on a intel hero its more like 20-25%. but as the game goes on that 15 damage becomes less %. at 200 damage its only 7.5% increased to weapon damage. well as for spells. if your hitting for 100 spell damage 5% is only 5 damage. when your up to 1k damage its worth 50 damage. so on heroes like rancor using sunflare gun. lets say 1k for gun, 1k for snipe and 1k for nuke. it ends up being a bust of 150 extra damage. in other words its worth its effect. its just not as strong early game as the 15 weapon damage.

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in reality yes the 5% spell damage is weak at the start of the game but gets stronger as you go on. example the 15 weapon damage at the start is almost like saying 15% damage bonus on most agility heros. on a intel hero its more like 20-25%. but as the game goes on that 15 damage becomes less %. at 200 damage its only 7.5% increased to weapon damage. well as for spells. if your hitting for 100 spell damage 5% is only 5 damage. when your up to 1k damage its worth 50 damage. so on heroes like rancor using sunflare gun. lets say 1k for gun, 1k for snipe and 1k for nuke. it ends up being a bust of 150 extra damage. in other words its worth its effect. its just not as strong early game as the 15 weapon damage.

 

Assuming the Rancor hasn't got any amp, and the enemy has no spell resist, since you didn't mention either, if enemy hero takes 1000 damage from sunflare gun, then it means that they have 2400 hp before gun (1000-400 = 600, 600*4 = 2400). That means, that Sunflare + Cloaksnipe alone will leave them with 400 Hp. That means that the nuke will overkill them by 600 hp. So, in other words, the talent didn't help in the slightest.

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in reality yes the 5% spell damage is weak at the start of the game but gets stronger as you go on. example the 15 weapon damage at the start is almost like saying 15% damage bonus on most agility heros. on a intel hero its more like 20-25%. but as the game goes on that 15 damage becomes less %. at 200 damage its only 7.5% increased to weapon damage. well as for spells. if your hitting for 100 spell damage 5% is only 5 damage. when your up to 1k damage its worth 50 damage. so on heroes like rancor using sunflare gun. lets say 1k for gun, 1k for snipe and 1k for nuke. it ends up being a bust of 150 extra damage. in other words its worth its effect. its just not as strong early game as the 15 weapon damage.

so basically what your saying is that end game if you can manage to burst out 3k dmg worth of spells, then the spell talent is = to 150 extra dmg, when you could just get health talent instead and have 180hp to counter it at start of the game...

seems like its way under powered to me

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One of the biggest issues with the talents is hammering out scaling. Something like Weapon Damage or HP are overly pertinent to early-game and wash out in end-game. Others like weapon speed and spell damage have to be balanced against end-game so, in turn, are rendered weak in early-game. If you make the spell damage or attack speed bonus high enough for the sake of end-game, it ends up being too strong in early game. Ideally, the talents should give a marginal bonus that remains balanced throughout the whole game. One way to accomplish this would be to make them scale with level. 9% spell damage would be quite adequate for end-game but far too strong for early game. However, if you make it 7% to start and you gain 1% per 6 levels, you get 9% for levels 12-17 and hit 10% at lvl 18. The same principal can be applied to other talents to set up a level-dynamic balance that keeps them viable from beginning to end.

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^ And if the mid game items had better scaling too. Then again the starting items are stronger than some (most) of the mid game items in terms of price alone. I think I calculated them to be about the 1300 range a piece for the Doran's items and they're only 650 (not that you needed me to calculate each item to see how effective stacking them are for mid game), but scaling has always been an issue. zzz.

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you never know when u might needs that 5%

It is also the ONLY offensive thing for a Caster. -.-

 

Offensive:

Mostly AA [Haste talent won't help a caster enough, doesn't provide really any benefits for a cast]

Defensive:

Mostly Tanks

Utilities:

Mostly Support? [Energy and Energy regen is really isn't offensive].

 

There is basicly 5 things avaliable for a tank or Auto-Attack and Even 4 or so for a Support. There really is only 1 or 2 for a Caster [Cunning and Cooldown Reduction (And CDR is pretty much good for everyone)].

haste isnt to bad in jackson or unix so ur comment is wrong
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you never know when u might needs that 5%

haste isnt to bad in jackson or unix so ur comment is wrong

I would never ever get haste for unix or jackson. In fact, most people would laugh at that thought. To get haste, you need 4 Offensive talents put in. 1 is for Cunning. But honestly the other 2? those are all for Auto-attack.

Congrats, you just wasted 2 Talents for haste, an active that has a 180 second cooldown to increase your channeling rate. Imagine if you get stunned for disabled for a short while. Then you just wasted haste on a 1.5 second channel. In my eyes, it ain't worth it. If you do get haste, might as well get Cunning, Lifesteal, Veteran, Haste, altho i think that is a major waste. Doesn't provide nearly enough benefits.

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I would never ever get haste for unix or jackson. In fact, most people would laugh at that thought. To get haste, you need 4 Offensive talents put in. 1 is for Cunning. But honestly the other 2? those are all for Auto-attack.

Congrats, you just wasted 2 Talents for haste, an active that has a 180 second cooldown to increase your channeling rate. Imagine if you get stunned for disabled for a short while. Then you just wasted haste on a 1.5 second channel. In my eyes, it ain't worth it. If you do get haste, might as well get Cunning, Lifesteal, Veteran, Haste, altho i think that is a major waste. Doesn't provide nearly enough benefits.

 

And ironically haste was changed from 50% movespeed bonus because it was deemed up for casters. Imo it still is up for casters and gives them less chance to use it as an escape with only 25% movespeed increase from the time buff.

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