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"Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 5mins."
Does this 10% damage increase, increase the damage of all of my spells by 10% since my spell damage is based off weapon damage?
I'm theory crafting my release day build for Core and want to be very offensive, at least until it starts to hurt. If it does increase spell damage, force weapon's 15% damage increase with slight knockback chance seems like a must for a glass cannon.
I had the exact same question and browsed the official forums and the consensus answer is: YES - the bonus does increase spell damage.
More importantly, the procs (life-steal, knockback, etc) apparently ALSO work with spells. I found the logic on this more questionable, but I think it's correct.
Again - this is not personal knowledge, but what I gathered from reading a few threads on this topic in the official forums.
Others pointed out that the usefulness is so-so because you're trading an active skill slot for essentially another passive. Also, Familiar can get you a 12% damage boost while also doing 30% on its own.
Yes, it applies to all offensive damage you will deal.
For the spell slot argument: We'd need a way to calculate DPS, but I think that improving all your damage by 30% is well worth the slot. Technically, even if you had 6 slots worth of offensive spells, you wouldn't be casting all of them at once. Plus, adding that to the fact that skills are more or less supposed to deal similar damage when put into similar circumstances (single target vs aoe vs dots...), you probably wouldn't want more than 1-2 single target, and 1-2 aoe. Increasing these by 30% is huge. You'd do more damage with arcane orb + magic wep than with arcane orb + disintegrate, despite having "one less spell".
Procs to work with spells.
As for the familiar argument: The familiar shoots very slowly, in a small aoe (only if runed, too, and you lose the damage bonus there). 12%+30% single target every 2-3 sec can't be worth 30% to all of your attacks.
Well without the bonus working on spells I'm not sure what usage the skill would have for a wizardUnless it would work on only physical damage but there are too few skills like this.
So you can pretty much assume the skill and runes work on your spells, and since so far experience seems to agree it's a safe bet.
Only take if you want the rune effect, otherwise familiar seems better for the +%damage. Venom rune may be a good option though if you really want +damage.
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