My lvl 51 death wizard just learn his first sun spell and decided to use it on his scarecrow which we all know does 400 damage and heals fir half that... why is it when I enchant scarecrow his attack only increases to 467 when the sun spell said "+100"?!
so I figure ok maybe it was a drawback because scarecrow is all-enemy hit and it heals me too... so I enchant my Skeletal Pirate same deal it's attack when from 430-510 to 497- 577...
I brought this up a while ago. What's happening is that 66% is being added to the attack and 33% is being added to the healing. Because death does 2/3rds damage and heals half of that, it actually works out to 100 points.
half of 67 is 33 (rounded down) 67 + 33 = 100 67 gets added to damage while 33 gets added to the healing
However, if what you say is true about Skeletal Pirate (I didnt even check it) then that is a bug, big time, since it should add the full weight to a NON healing spell
My lvl 51 death wizard just learn his first sun spell and decided to use it on his scarecrow which we all know does 400 damage and heals fir half that... why is it when I enchant scarecrow his attack only increases to 467 when the sun spell said "+100"?!
so I figure ok maybe it was a drawback because scarecrow is all-enemy hit and it heals me too... so I enchant my Skeletal Pirate same deal it's attack when from 430-510 to 497- 577...
What on earth is going on here?!
Death spells that drain life are treated differently. All the information is on the Wizard Central wiki under the death spells. You have to click on each spell and scroll down to see the damage:
Ah, but your Scarecrow isn't pure damage. It's a health swap. The Sun spells work a bit differently on those. Because you are getting health back, the Sun enchantments give less to swaps. On spells like Pirate or Banshee that do straight damage you'll get the stated boost. On swaps like Vampire, Wraith, and Scarecrow is will give the lower amount. 2/3 is added to the spell, and 1/3 comes back as health. .
So if your enchant is +100 you'll get all that added to damage spells, but 67 to swaps and the other 33 back to you.
congrats you people completely solved only half the issue...
we know now that drain attacks work differently but that does not answer why his pirate which is a normal attack does not get the full boost of the sun spell, this is a bug worth addressing.
I just tested it with both Colossal and Strong and they both worked the right way on all non-healing spells:
Strong (100) + Banshee (245-305) equals (345-405) - boosted properly Strong (100) + Dark Sprite (65-105) equals (165-205) - boosted properly Strong (100) + Poison (40+435) equals (90+485) - boosted properly (half to initial hit and half to over time effect) Strong (100) + Skeletal Dragon (200+810) equals (250-860) - boosted properly (half to initial hit and half to over time effect) Strong (100) + Skeletal Pirate (430-510) equals (530-610) - boosted properly
Colossal (275) + Banshee (245-305) equals (520-680) - this gets boosted correctly Colossal (275) + Dark Sprite (65-105) equals (340-380) - this gets boosted correctly Colossal (275) + Poison (40+435) equals (178+573) - this gets boosted as correctly as it can since 275 divided by 2 yields a decimal Colossal (275) + Skeletal Dragon (200+810) equals (338 +948) - this gets boosted as correctly as it can since 275 divided by 2 yields a decimal Colossal (275) + Skeletal Pirate (430-510) equals (705-785) - this gets boosted correctly
I find no bug with the sun spells on non-healing death spells. The only issue that anybody ever had is that with the life sap spells, it adds 2/3 to hit and 1/3 to life sap (equaling 3/3) and at that point, it's just the wording that needs to be changed.