Spell School Enchantments ADD vs. MULTIPLY
fzzyhmstrs opened this issue ยท 3 comments
Our TSMP players were noticing today that "Energize" wasn't seeming to affect their damage very much. Important Note: the damage is question is from an Amethyst Imbuement spell, not a Spell Engine one, so the compatibility layer is also there
Looking into the Spell Power source, it seems like the enchantments are set up in the configs to be MULTIPLY
type, but in the enchantments themselves, are ADD
. In the case of Energize, that would mean a full set of Energize 5 gear would only give +0.6 spell power (at default config levels, 0.03 * 20). This doesn't seem intentional to me, as even starter Wizards gear gives more base spell power than this.
Considering instead MULTIPLY
in the enchantment definition, you would achieve 1.6x multiplier, 60% increased spell power, which seems much more in line with expectations.
Ok, so I found out where I was getting confused, I missed that there are actually two layers of operation in play. The complaint from the player is from the change in the enchantment behavior as far as I can tell.