Similarly, there are items which grant bonuses only to certain magic schools such as fire or nature. Several equations have been proposed, but none of them provide correct results for all (or most) hybrid spells. The total amount of spell damage and healing can be tracked on the character sheet, under the Spell tab. The Bonus Damage attribute represents your spell power's contribution to general spell damage. As gear improves this number will go up since Haste stacks very will with Spell Power. This article is lacking citations and/or sources. Up to a maximum of 200%. Hunter Traps, magical shots and stings receive additive benefit, non exponential, from increased spell damage. Items with the following item suffixes will add spell damage or healing: All spell damage and healing gains stack. Spells that take longer than 7.0 seconds to cast are treated as if their casting time was 7.0 seconds, and spells faster than 1.5 sec are treated as if their casting time was 1.5 seconds. Shaman totems receive benefit from +Damage. In particular, healers commonly refer to items with only a healing bonus as +healing. That is, they have an instant duration. Holy Shield, Retribution Aura (paladin) reflects damage: Seal of Righteousness, which applies Holy damage on each melee attack: Many spells have multiple ranks. There is no minimum duration cap for over time spells. When ordering the mana efficiency of your damage and healing spells, you should consider the effects of spell power, as this may change their ranking compared to if you used only the base states of your spells. For instance, here is the calculation for Rank 7 (L80) of Insect Swarm (Druid), which is an over time spell with a chance-to-hit debuff: Examples of these spells include: In general, the order of priority is: area of effect > channeled > hybrid > [direct | over time]. Currently, the equations are unknown for hybrid healing spells. Some spells, namely Life Drains, both damage the target and heal the caster. The Bonus Damage attribute represents your spell power's contribution to general spell damage. Stamina now scales with spell power from "Touched by the Light " talent that gives spell power equal to 30% of stamina (yet other talents give 10% increase of stam, sacred duty 6% and combat expertise now 6% instead of 10% stam increase) Edited with *correct* Holy Shock calculations. There are 5 categories of spells used to calculate spell power coefficients: direct (instant-effect), over time, hybrid (has both a direct and an over time component), channeled, and area of effect. Spells with a cast time of less than 1.5 sec or greater than 7.0 sec are treated as having a cast time of 1.5 sec and 7.0 sec, respectively. The total bonus is determined by adding individual bonuses from all equipped items, all buffs, and any talents. For hybrid damage spells, the equations are: Example calculation using the Rank 14 (L80) Moonfire (Druid) spell: So the DoT portion of Moonfire (4 ticks) has a coefficient of 52.09% (~13.02% per tick). In addition, in raid content. The spell power typically varies with either the spell's casting time, duration, or both. Players often refer to this attribute as simply +damage, +dmg, or plus damage. Because there are so few hybrid healing spells, it may be the case that their coefficients are not set by equations at all, but are chosen directly by the developers. So, with full Empowered Frostbolt, the coefficient is: coef = (3/3.5) + 2*0.05 ~ 0.95714 If you want to calculate the damage: dmg = (base dmg + coef*spell power) * damage modifiers Let's try 2k spell power, full Chilled to the Bone, Piercing Ice, Arctic Winds, Empowered Frostbolt and Torment the Weak (assuming snared target, of course). Vs. well, there was a 100 % cap on over time longer... 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