11:19 pm, February 19, 2016
1,569
Comprehensive Spell Power, Crit Chance, Crit Damage Breakdowns
Thread is what it says on the tin. Since max DC and max spellpower build are usually exclusive to each other, this will be its own thread. Also I can't edit thread titles.
Once again I invite everyone to point out errors. There is definitely stuff I've forgotten, especially the bonuses to Spellcraft/Perform/etc, but it's all probably quite small. All breakdowns are on this spreadsheet.
I assume pure classes. Figure out the other builds for yourself.
Non-Class/Destiny Sources of Spell Power:
Ignoring Class and Destiny sources, the max spellpower (ignoring various small bonuses to Spellcraft/Repair/Perform/Heal) for each spell type is:
Fire: 783
Acid: 798
Posi: 783
Cold: 783
Forc: 571
Elec: 783
Neg: 783
Soni: 586
Ligh: 616
Rep: 601
Metamagics can add on to these, for up to 300 more spell power (375 for Positive). INT/WIS/CHA mod will add spell power from the skill bonus.
Spell Power Feat Checklist:
Epic Destiny Feat: 20
Legendary Feat: 40
Maximize, Empower, Intensify: 300
Past Life Sun Elf, Bladeforged, Deep Gnome: 15/30
Spell Power Item Checklist:
All spell types:
150 Equipment
36 Implement
24 Psionic : TF T3 weapon. Lootgen and ToEE weapons can provide a larger equipment bonus, but will not have an orange slot for Meridian Fragment and will have a smaller implement bonus
77 Insightful : Lootgen weapons/gloves. 77 is highest reported value I think. Gloves are ideal, but if you don't need the LGS item (which provides a ton of spell power, but not to light or force or sonic) a weapon works fine.
22 competence / 11 insightful / 6 quality : LGS skills item, for Spellcraft/Heal/Repair/Perform. A bit of a tough fit for some builds, if you just use a colorless augment you only lose 24 spell power. Gauntlets of the Arcane Soldier give +20 to spellcraft.
25 Alchemical : House J vendor pots. I believe they have 25 SP for all spell types,
25 Alchemical : Commendations of Valor turn in. These reportedly stack with House J pots
27 Quality : Legendary TS/HoX armor. Legendary Boundless gets +25 Quality spell power as well.
24 Psionic : Meridian Fragment. Xachosian Eardweller as well. For LE raids you can probably ignore this, getting hit is bad.
2 Tome : Mysterious Remanants turn-in. Very small bonus so probably not worth it
Total slots taken: one hand for TF weapon, weapon/gloves for insightful, a slot for skill bonus.
Some spell types:
150 Enhancement
10 (additional) Quality
37 Exceptional : For Fire/Cold/Ele/Acid/Pos/Neg, LGS provides stacking spell powers including a massive +150 bonus that is not found anywhere else. Maybe a bug? Who knows. Caster DPS is still trash.
15 Guild : All spell types except Force and Repair.
Total slots taken: one hand for TF weapon, one hand for LGS weapon, gloves for insightful, a slot for skill bonus.
Destiny Sources of Spell Power:
Draconic tier 3: +30 Acid/Fire/Cold/Elec
Draconic tier 4: +20 Acid/Fire/Cold/Elec. Cannot be taken for same element or opposing element as tier 3 bonus
Fatesinger core 6: +10 Sonic, Light, and Positive
Fatesinger tier 1: +6 Sonic
Fatesinger tier 3: +60 Sonic, +15 Force/Pos/Neg
Fatesnger tier 3: +9 Acid/Fire/Cold/Elec. Stance, cannot be toggled with others.
Fatesinger tier 4: +25 Positive. Stance, cannot be toggled with others.
Fatesinger tier 4: +6 Acid/Fire/Cold/Elec/Repair. Stance, cannot be toggled with others.
Crusader core 3: +10 Positive
Crusader tier 1: +5 all
Crusader tier 2: +30 Fire
Crusader tier 3: +20 all. Requires casting Fire/Light/Pos spells to stack bonus.
Angel tier 1: +30 Pos/Light
Angel tier 4: +30 Pos/Light. Requires casting Light/Pos spells to stack bonus.
Sentinel tier 3: +25 Positive
Primal core 1: +30 all. Requires maintaining stacks of Spirit.
Primal tier 1: +10 Sonic
Shiradi cores: +10 all
Shiradi tier 2: +15 all
Class Sources of Spell Power:
I made some assumptions here, such as number of points spent in a tree. This is spell power per tree, not per class, again figure the build out on your own. "All" is added on to the other bonuses, i.e. Warlock ES gets 72 total Light spell power.
Warlock ES: +22 all, +50 Light
Warlock SE: +42 all
Warlock TS: +30 all
Sorcerer Savant: +30 all, +85 Acid/Fire/Cold/Elec, +10 Force. Requires stacking bonus by casting spells of appropriate type.
Wizard AM: +26 all
Wizard PM: +30 all, +31 Negative
FvS AoV: +41 all, +30 Fire/Force/Light. Requires stacking bonus by casting spells of appropriate type.
FvS WP: Assuming only taking up to fourth core, +20 Fire/Light.
Bard Swash: +20 Sonic. Requires Orb.
Bard SS: +66 all
Cleric DD: +45 all, +9 Fire, +6 Force, +18 Neg/Pos
Cleric WP: +20 Fire/Light
Cleric RS: +20 all, +81 Pos
Druid NW: +40 Pos
Druid SH: +46 all, +30 all except Force/Repair/Negative depending on season.
Artificer AT: +58 all, +60 Electric
Artificer BE: +40 all, requires charging rune arm
Spell Power Boosts:
Draconic core 6: +50, 20 seconds, four minute cooldown
Wellspring of Power feat: +150, 30 seconds, three minute cooldown
Action Boost, from class: +30, 20 seconds, 30 second cooldown
Action Boost, from Human: +20, 20 seconds, 30 second cooldown
Warlock Tainted Spellcasting: +25, 20 seconds, one minute cooldown
Example Maximum Spell Powers:
Bard Maximum Sonic Spell Power:
886 "base"
35 example CHA mod (Perform)
66 Fatesinger tier 1, 3
15 Shiradi tier 2
86 Bard stuff
=1,088 -> 11.88x multiplier
Average roll of Greater Shout, using Master of Music and +3 CL/MCL from Magister (MCL of 33, may not be possible to get to CL33): 11.88 * (33d3+99) = 1,960
Sorcerer Maximum Element Spell Power:
1,083 "base"
15 example INT mod (Spellcraft)
30 Draconic tier 3
9 Fatesinger tier 3
15 Shiradi tier 2
115 Sorcerer stuff
=1,267 -> 13.67x multiplier
Average roll of all the 1d3+3, capped at 20 (or 10, with Master of X), spells, such as Chain Lightning or Master of Fire Fireball, with Savant/Draconic MCL increases: 13.67 * (27d3+81) = 1,845
Average roll of Polar Ray with Savant/Draconic MCL increases: 13.67 * (32d3+96) = 2,187
Acid gets a small bump from Deep Gnome past lives.
Energy Burst (no Metamagics), which gets boosted by Sorcerer Savant (iirc) and Arcane Augemention item, but not Draconic CL increase, for a max'ed Sorcerer will do an average of: 10.67 * (39d15+585) = 9,571
FvS Maximum Light Spell Power:
916 "base"
20 Crusader tier 3
60 Angel tier 1 + 4
15 Shiradi tier 2
91 FvS stuff
=1,102 -> 12.02x multiplier
Average roll of Sun Bolt, using Master of Light and +3 CL/MCL from AoV (MCL of 28): 12.02 * (28d4+112) 2,188
Force:
871 "base"
15 Shiradi tier 2
5 Crusader tier 1
60-ish class bonus, give or take depending on class
=951 -> 10.51x multiplier
Greater Ruin does 10,510
Ruin does 5,255
Max stacks of Arcane Pulse does 5 * 10.51 * (3d6+6) = 867
Once again I invite everyone to point out errors. There is definitely stuff I've forgotten, especially the bonuses to Spellcraft/Perform/etc, but it's all probably quite small. All breakdowns are on this spreadsheet.
I assume pure classes. Figure out the other builds for yourself.
Non-Class/Destiny Sources of Spell Power:
Ignoring Class and Destiny sources, the max spellpower (ignoring various small bonuses to Spellcraft/Repair/Perform/Heal) for each spell type is:
Fire: 783
Acid: 798
Posi: 783
Cold: 783
Forc: 571
Elec: 783
Neg: 783
Soni: 586
Ligh: 616
Rep: 601
Metamagics can add on to these, for up to 300 more spell power (375 for Positive). INT/WIS/CHA mod will add spell power from the skill bonus.
Spell Power Feat Checklist:
Epic Destiny Feat: 20
Legendary Feat: 40
Maximize, Empower, Intensify: 300
Past Life Sun Elf, Bladeforged, Deep Gnome: 15/30
Spell Power Item Checklist:
All spell types:
150 Equipment
36 Implement
24 Psionic : TF T3 weapon. Lootgen and ToEE weapons can provide a larger equipment bonus, but will not have an orange slot for Meridian Fragment and will have a smaller implement bonus
77 Insightful : Lootgen weapons/gloves. 77 is highest reported value I think. Gloves are ideal, but if you don't need the LGS item (which provides a ton of spell power, but not to light or force or sonic) a weapon works fine.
22 competence / 11 insightful / 6 quality : LGS skills item, for Spellcraft/Heal/Repair/Perform. A bit of a tough fit for some builds, if you just use a colorless augment you only lose 24 spell power. Gauntlets of the Arcane Soldier give +20 to spellcraft.
25 Alchemical : House J vendor pots. I believe they have 25 SP for all spell types,
25 Alchemical : Commendations of Valor turn in. These reportedly stack with House J pots
27 Quality : Legendary TS/HoX armor. Legendary Boundless gets +25 Quality spell power as well.
24 Psionic : Meridian Fragment. Xachosian Eardweller as well. For LE raids you can probably ignore this, getting hit is bad.
2 Tome : Mysterious Remanants turn-in. Very small bonus so probably not worth it
Total slots taken: one hand for TF weapon, weapon/gloves for insightful, a slot for skill bonus.
Some spell types:
150 Enhancement
10 (additional) Quality
37 Exceptional : For Fire/Cold/Ele/Acid/Pos/Neg, LGS provides stacking spell powers including a massive +150 bonus that is not found anywhere else. Maybe a bug? Who knows. Caster DPS is still trash.
15 Guild : All spell types except Force and Repair.
Total slots taken: one hand for TF weapon, one hand for LGS weapon, gloves for insightful, a slot for skill bonus.
Destiny Sources of Spell Power:
Draconic tier 3: +30 Acid/Fire/Cold/Elec
Draconic tier 4: +20 Acid/Fire/Cold/Elec. Cannot be taken for same element or opposing element as tier 3 bonus
Fatesinger core 6: +10 Sonic, Light, and Positive
Fatesinger tier 1: +6 Sonic
Fatesinger tier 3: +60 Sonic, +15 Force/Pos/Neg
Fatesnger tier 3: +9 Acid/Fire/Cold/Elec. Stance, cannot be toggled with others.
Fatesinger tier 4: +25 Positive. Stance, cannot be toggled with others.
Fatesinger tier 4: +6 Acid/Fire/Cold/Elec/Repair. Stance, cannot be toggled with others.
Crusader core 3: +10 Positive
Crusader tier 1: +5 all
Crusader tier 2: +30 Fire
Crusader tier 3: +20 all. Requires casting Fire/Light/Pos spells to stack bonus.
Angel tier 1: +30 Pos/Light
Angel tier 4: +30 Pos/Light. Requires casting Light/Pos spells to stack bonus.
Sentinel tier 3: +25 Positive
Primal core 1: +30 all. Requires maintaining stacks of Spirit.
Primal tier 1: +10 Sonic
Shiradi cores: +10 all
Shiradi tier 2: +15 all
Class Sources of Spell Power:
I made some assumptions here, such as number of points spent in a tree. This is spell power per tree, not per class, again figure the build out on your own. "All" is added on to the other bonuses, i.e. Warlock ES gets 72 total Light spell power.
Warlock ES: +22 all, +50 Light
Warlock SE: +42 all
Warlock TS: +30 all
Sorcerer Savant: +30 all, +85 Acid/Fire/Cold/Elec, +10 Force. Requires stacking bonus by casting spells of appropriate type.
Wizard AM: +26 all
Wizard PM: +30 all, +31 Negative
FvS AoV: +41 all, +30 Fire/Force/Light. Requires stacking bonus by casting spells of appropriate type.
FvS WP: Assuming only taking up to fourth core, +20 Fire/Light.
Bard Swash: +20 Sonic. Requires Orb.
Bard SS: +66 all
Cleric DD: +45 all, +9 Fire, +6 Force, +18 Neg/Pos
Cleric WP: +20 Fire/Light
Cleric RS: +20 all, +81 Pos
Druid NW: +40 Pos
Druid SH: +46 all, +30 all except Force/Repair/Negative depending on season.
Artificer AT: +58 all, +60 Electric
Artificer BE: +40 all, requires charging rune arm
Spell Power Boosts:
Draconic core 6: +50, 20 seconds, four minute cooldown
Wellspring of Power feat: +150, 30 seconds, three minute cooldown
Action Boost, from class: +30, 20 seconds, 30 second cooldown
Action Boost, from Human: +20, 20 seconds, 30 second cooldown
Warlock Tainted Spellcasting: +25, 20 seconds, one minute cooldown
Example Maximum Spell Powers:
Bard Maximum Sonic Spell Power:
886 "base"
35 example CHA mod (Perform)
66 Fatesinger tier 1, 3
15 Shiradi tier 2
86 Bard stuff
=1,088 -> 11.88x multiplier
Average roll of Greater Shout, using Master of Music and +3 CL/MCL from Magister (MCL of 33, may not be possible to get to CL33): 11.88 * (33d3+99) = 1,960
Sorcerer Maximum Element Spell Power:
1,083 "base"
15 example INT mod (Spellcraft)
30 Draconic tier 3
9 Fatesinger tier 3
15 Shiradi tier 2
115 Sorcerer stuff
=1,267 -> 13.67x multiplier
Average roll of all the 1d3+3, capped at 20 (or 10, with Master of X), spells, such as Chain Lightning or Master of Fire Fireball, with Savant/Draconic MCL increases: 13.67 * (27d3+81) = 1,845
Average roll of Polar Ray with Savant/Draconic MCL increases: 13.67 * (32d3+96) = 2,187
Acid gets a small bump from Deep Gnome past lives.
Energy Burst (no Metamagics), which gets boosted by Sorcerer Savant (iirc) and Arcane Augemention item, but not Draconic CL increase, for a max'ed Sorcerer will do an average of: 10.67 * (39d15+585) = 9,571
FvS Maximum Light Spell Power:
916 "base"
20 Crusader tier 3
60 Angel tier 1 + 4
15 Shiradi tier 2
91 FvS stuff
=1,102 -> 12.02x multiplier
Average roll of Sun Bolt, using Master of Light and +3 CL/MCL from AoV (MCL of 28): 12.02 * (28d4+112) 2,188
Force:
871 "base"
15 Shiradi tier 2
5 Crusader tier 1
60-ish class bonus, give or take depending on class
=951 -> 10.51x multiplier
Greater Ruin does 10,510
Ruin does 5,255
Max stacks of Arcane Pulse does 5 * 10.51 * (3d6+6) = 867