SamuraiWindu wrote:Another thing I noticed is that Haunt applies different amounts of damage reduction per portion of spell power bonus depending on Haunt’s level. For example, 1 Voidstone worth of spell power bonus provided 1% damage reduction at 1st level Haunt, 2% at 2nd level, 3% at 3rd level, 4% at 4th level, and 5% at 5th level. Why the inconsistency? Is this what is intended? I would expect 5% damage reduction per Voidstone on every level of Haunt.
Spell Power affects Haunt the same way it affects other spells. +5% Spell Power adds anywhere from 4 to 12 damage to a Phoenix Wake depending on its level, right? The number in gold gets the bonus. Haunt works a little differently in that this number decreases as you level the ability, but the principle is the same: the value of that 5% goes up each level. All abilities that don't apply Spell Power to a static value
work this way, and the only inconsistency would be if Haunt didn't.
I am not sure what you mean by “a static value,” but you need to reconsider how such spells like Haunt should apply spell power if you want to use spell power properly.
A spell like Phoenix Wake is straightforward as its primary effect is dealing damage. Phoenix Wake is easy to augment with a percentage of spell power. You simply multiply the base damage by effective spell power. Haunt is less intuitive in how to properly apply spell power.
Haunt’s primary effect changes the amount of damage the target receives. 1st level Haunt makes the target receive 100% extra damage; 2nd level, 80%; 3rd level, 60%; 4th level, 40%; and 5th level, 20%. Simply multiplying the effect % by effective spell power is gravely counterproductive. Instead, one must consider how the % affects the true expression of damage received: effective hit points.
As such, 1st level Haunt brings effective hit points to 50%; 2nd level, ~55.556%; 3rd level, 62.5%; 4th level, ~71.429%; and 5th level, ~83.333%. Applying effective spell power to effective hit points would give the true spell power of Haunt.
As a result, one Voidstone worth of spell power (+5%) would change extra damage to ~90.476%, ~71.429%, ~52.381%, ~33.333%, and ~14.286% respectively. The change in extra damage would then be ~9.524%, ~8.571%, ~7.619%, ~6.667%, and ~5.714% respectively; a grave difference from the 1%, 2%, 3%, 4%, 5% change that Haunt currently applies. Using 5% change in extra damage for every level would be a much closer estimate than what Haunt currently does. However, it is important to note that the proper application of spell power (through effective hit points) is not additive.
Two Voidstones worth of spell power (+10%) would change extra damage to ~81.818%, ~63.636%, ~45.455%, ~27.273%, and ~9.091% respectively. The change in extra damage would then be ~18.182%, ~16.364%, ~14.545%, ~12.727%, and ~10.909% respectively; or ~9.091%, ~8.182%, ~7.273%, ~6.364%, and ~5.455% per Voidstone respectively. So, two Voidstones provides less damage reduction per Voidstone than one does. This disparity becomes even greater with more Voidstines.
Twenty Voidstones worth of spell power (+100%) would produce a change in extra damage equal to 100%, 90%, 80%, 70%, and 60% respectively, or 5%, 4.5%, 4%, 3.5%, 3% per Voidstone respectively.
In short, you need to do a little math to convert base extra damage to effective hit points, then apply effective spell power, and finally convert back.
If you are interested, the attached Excel document uses the math for this (I had to compress it in a .rar to fit).
Another point of concern is why Haunt’s effects are proportioned in respect to % extra damage and not effective hit points, but that is a topic for a different discussion.