Fervor, previously known as Final Ability Damage, is another multiplier applied after all other calculations have been made. Fervor multiplies damage/healing/etc after all other calculations. For example, if your spell would normally hit a target for 1,000 damage, after applying a fervor of 10%, it would hit for 1,100. The cap seems to be 150% based on the in-game stat going bright blue when this number is exceeded. One of the typical ways you will likely gain Fervor is to equip items with the Deception effect.
I found a match in our code which is ITEM_STAT_POTENCY -- already implemented, closing issue
From coming across this post:
https://www.reddit.com/r/EQ2/comments/5gtt5t/fervor/
Fervor, previously known as Final Ability Damage, is another multiplier applied after all other calculations have been made. Fervor multiplies damage/healing/etc after all other calculations. For example, if your spell would normally hit a target for 1,000 damage, after applying a fervor of 10%, it would hit for 1,100. The cap seems to be 150% based on the in-game stat going bright blue when this number is exceeded. One of the typical ways you will likely gain Fervor is to equip items with the Deception effect.
I found a match in our code which is ITEM_STAT_POTENCY -- already implemented, closing issue
Fervor, previously known as Final Ability Damage, is another multiplier applied after all other calculations have been made. Fervor multiplies damage/healing/etc after all other calculations. For example, if your spell would normally hit a target for 1,000 damage, after applying a fervor of 10%, it would hit for 1,100. The cap seems to be 150% based on the in-game stat going bright blue when this number is exceeded. One of the typical ways you will likely gain Fervor is to equip items with the Deception effect.
I found a match in our code which is ITEM_STAT_POTENCY -- already implemented, closing issue
From coming across this post:
https://www.reddit.com/r/EQ2/comments/5gtt5t/fervor/
Fervor, previously known as Final Ability Damage, is another multiplier applied after all other calculations have been made. Fervor multiplies damage/healing/etc after all other calculations. For example, if your spell would normally hit a target for 1,000 damage, after applying a fervor of 10%, it would hit for 1,100. The cap seems to be 150% based on the in-game stat going bright blue when this number is exceeded. One of the typical ways you will likely gain Fervor is to equip items with the Deception effect.
I found a match in our code which is ITEM_STAT_POTENCY -- already implemented, closing issue
potency is a percentage boost without a cap.
ability mod increases damage (after potency applied) up to 50% only.
stepping back:
- fervor should have the caps we currently have on potency (fervor is also known as ability mod)...
- our implementation of potency is wrong, potency should have no cap
- we need to distinguish the two, potency to be updated with no cap, fervor to be added with the existing cap potency inhibits
functionality discussion found at:
https://forums.daybreakgames.com/eq2/index.php?threads/potency-and-ability-mod-what.4316/
``` potency is a percentage boost without a cap.
ability mod increases damage (after potency applied) up to 50% only.```
Fervor is ability_modifier, it is capped at 50% (for a total of 150% adding against the original '100%' damage/heal) and is calculated after potency
-- Increases Potency of caster by 1.0%
AddSpellBonus(Caster, 659, Potency)
-- Increases Ability Mod of caster by 15.0
AddSpellBonus(Caster, 707, Ability)
Ok going through the code further
- We do add and do not cap potency for heal/damage
- Fervor is ability_modifier, it is capped at 50% (for a total of 150% adding against the original '100%' damage/heal) and is calculated after potency
-- Increases Potency of caster by 1.0%
AddSpellBonus(Caster, 659, Potency)
-- Increases Ability Mod of caster by 15.0
AddSpellBonus(Caster, 707, Ability)
fervor spell type needs to be supported, split from issue #115
From coming across this post:
https://www.reddit.com/r/EQ2/comments/5gtt5t/fervor/
I found a match in our code which is ITEM_STAT_POTENCY -- already implemented, closing issue
From coming across this post:
https://www.reddit.com/r/EQ2/comments/5gtt5t/fervor/
I found a match in our code which is ITEM_STAT_POTENCY -- already implemented, closing issue
stepping back:
functionality discussion found at: https://forums.daybreakgames.com/eq2/index.php?threads/potency-and-ability-mod-what.4316/
potency is a percentage boost without a cap. ability mod increases damage (after potency applied) up to 50% only.
Ok going through the code further
-- Increases Potency of caster by 1.0%
-- Increases Ability Mod of caster by 15.0