It will only add to spell damage. The amount added is purely based on casting time, it has no random factor. Anything with a base casting time of 3.5sec or higher (cast time reducing talents are ignored) will give you full increase with every cast. So a mage chain casting fireball (talent points in there or not) will get the full +30 every cast. It's already a fairly linear progression. One formula that comes fairly close is: spell points = 4. LEVEL ^ (1 + LEVEL/100), rounded to the nearest integer. At level 1 this gives you 4 spell points; at level 5 you have 22 spell points; at level 11 you have 57 spell points; and by level 20 you have 146. Spell penetration is the 'anti spell resistance' trait. It counters or ignores a certain amount of the enemy's spell resistance. If you look at your character sub menu you'll see that you have your own bit of spell resistance. This is used to calculate how much of an enemy's spell is mitigated.
I have an idea for a house rule that I'm planning on using in my next campaign that I wanted to run by you. It combines the Spell Point and the Slow Natural Healing Variant Rules from the DMG and an idea that I had. Like the Spell Points Variant Rule, instead of keeping track of spell slots, spell-casters have a certain amount of spell points that they can spend to cast spells with different levels of spells costing different amounts of points. However instead of gaining a flat amount every certain level up (depending on the class), spellcasters gain a number equal to a Spell Dice + their Casting Modifier. For every class the dice is a d4 except for the Sorcerer, who gets a d6 (I'll explain later.) Full-Casters get a Spell Dice every level, half-casters get one at level 2 and every odd level thereafter, and bonus-class casters get one at 3rd level, 4th level, and every third level thereafter. The first time that a character would gain a Spell Dice, instead of rolling they gain an amount of Spell Points equal to the maximum amount that could be rolled on the Spell Dice plus their spellcasting modifier.
The second part of the rule is where the Slow Natural Healing Variant Rule comes into play. Not only will I be using this base rule, but also using it with my Spell Points. Instead of regaining all of their lost Spell Points on a long rest, you can spend a number of your Magic Dice, roll them add your Spellcasting modifier (multiplied by the number of dice you spent), and you regain that many Spell points. You regain half-your maximum Spell Dice up to your maximum at the beginning of your Long Rest. Everyone has a number of Spell Dice qual to the amount of times they've gained Spell Points.
The reason I gave Sorcerers a higher Spell Dice is because (a) I want Sorcerers to be more useful than they currently are, and (b) I'm conflating Sorcery Points with Spell Points. To conflate Sorcery Points with Spell Points, Metamagic abilities cost an amount of Spell Points double of how many Sorcery Points they would cost.
What do you guys think? I'm all for constructive criticism.
The second part of the rule is where the Slow Natural Healing Variant Rule comes into play. Not only will I be using this base rule, but also using it with my Spell Points. Instead of regaining all of their lost Spell Points on a long rest, you can spend a number of your Magic Dice, roll them add your Spellcasting modifier (multiplied by the number of dice you spent), and you regain that many Spell points. You regain half-your maximum Spell Dice up to your maximum at the beginning of your Long Rest. Everyone has a number of Spell Dice qual to the amount of times they've gained Spell Points.
The reason I gave Sorcerers a higher Spell Dice is because (a) I want Sorcerers to be more useful than they currently are, and (b) I'm conflating Sorcery Points with Spell Points. To conflate Sorcery Points with Spell Points, Metamagic abilities cost an amount of Spell Points double of how many Sorcery Points they would cost.
What do you guys think? I'm all for constructive criticism.
ESO FAQ >> What Are Types Of Damage
- Flame, Frost, Shock Damage
- Bleed, Poison, Disease Damage
In ESO there are a number of different damage types with associated effects, strengths and weaknesses. You will often see these referenced in the tooltips of abilities. You will see references to Magic Damage, Physical Damage and more. This tells you which type of damage is being applied to the target. The type of damage is important to note, because it determines what stats mitigate its damage and which buffs will increase its damage.
All types of damage are mitigated by either Spell Resistance OR Armor (Physical Resistance).
The different damage types are also effected by various buffs and passives, not to mention Champion Points. Adw cleaner pour mac.
Quick Reference
Type | Effects Damage | Mitigated By |
Magic Damage | Spell Damage Max Magicka Spell Crit | Spell Resistance |
Flame Damage | Spell Damage Max Magicka Spell Crit | Spell Resistance |
Frost Damage | Spell Damage Max Magicka Spell Crit | Spell Resistance |
Shock Damage | Spell Damage Max Magicka Spell Crit | Spell Resistance |
Physical Damage | Weapon Damage Max Stamina Weapon Crit | Armor (Physical Resistance) |
Bleed Damage | Weapon Damage Max Stamina Weapon Crit | Armor (Physical Resistance) |
Poison Damage | Weapon Damage Max Stamina Weapon Crit | Armor (Physical Resistance) |
Disease Damage | Weapon Damage Max Stamina Weapon Crit | Armor (Physical Resistance) |
Magic Damage
Magic Damage comes from spells, most commonly Class Skills and Staff Skills. Magic Damage is mitigated with Spell Resistance.
5e Dmg Spell Points
If a Skill uses Magicka it will deal Magic Damage unless the tooltip specifically states otherwise.
Physical Damage
Physical Damage is mostly from Weapon Skills (except Staffs) and Stamina morphs of Class Skills. Physical Damage is mitigated by Armor (also called Physical Resistance).
If a Skill uses Stamina it will deal Physical Damage unless the tooltip specifically states otherwise.
The damage received from falling is also classified as Physical Damage.
Flame, Frost, Shock Damage
These damage effects are like Magic Damage but they also have slightly different additional effects. Flame, Frost and Shock Damage are still mitigated with Spell Resistance but they also have their own additional mitigation – Flame Resistance, Frost Resistance and Shock Resistance. These secondary mitigation apply on top of Spell Resistance. So for example Flame Damage will first be mitigated with Spell Resistance and then Flame Resistance before applying damage.
Flame Damage
Flame Damage has the chance to apply the Burning Status Effect which applies Flame Damage over time to the target. This effect deals moderate damage over 3 seconds.
Flame Damage will also have the chance to cause the Explosion Effect on NPC targets which are particularly susceptible to fire – such as zombies, troll and stranglers. The Explosion Effect deals a burst of Flame Damage but can only effect NPCs and not enemy players.
Vampires take 25% increased Flame Damage.
Frost Damage
Frost Damage has the chance to apply the Chilled Status Effect which reduces the target movement speed by 40% for 4 seconds.
Shock Damage
Shock Damage has the chance to apply the Concussion Status Effect which reduces the damage of the target by 15% for 4 seconds.
Bleed, Poison, Disease Damage
There is also Bleed Effects, Poison Effects and Disease Damage in ESO which can come from various Skills like Poison Arrow and also Weapon Enchants.
Bleed Damage
The Bleed Effect can be triggered from a number of Weapon Skills like Blood Craze (Dual Wield) and Cleave (2H) and applies a damage over time to the target. Bleed Damage is mitigated with Armor (Physical Resistance).
Poison Damage
5e Dmg Spell Points Chart
Poison Damage can come from a variety of sources but most commonly from Poison Arrow (Bow) and Lethal Arrow (Bow). A number of Dragonknight ability morphs deal Poison Damage. Poison Damage has the chance to proc the Poison Status Effect which deals Poison Damage over 12 seconds. Poison Damage is mitigated by Armor (Physical Resistance).
Werewolves take 25% increased Poison Damage while in Werewolf form.
Dmg Spell Points
Disease Damage
Disease Damage comes from Weapon Enchants and and also from a number of Nightblade ability morphs. Hard drive cleaner eraser. Disease Damage has the chance to proc the Diseased Status Effect which reduces the healing received by the target by 15% for 10 seconds. Disease Damage is mitigated with Armor (Physical Resistance).
D D Dmg Spell Points
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