Spell Dmg Vs Global Spell Dmg !FULL!
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The mechanics of these effects evolved over the years and now we have multiple mechanics being used in the game depending on the spell or effect. This post explains all the different mechanics and defines the terminology that is used in our theorycraft wiki, which defines how effects work in the AMR simulator.
30% Rule refresh is how most actively cast periodic effects work now. You may also see this called Pandemic. This is because warlocks were given a passive spell called Pandemic which allowed them to refresh DoTs in this way. The mechanic was eventually extended to the whole game. When a periodic effect is cast on a target that already has the effect, the lesser of: the remaining duration of the effect or 30% of the base duration of the effect is retained and added to the base duration of the effect. That is the new duration of the effect on the target. The currently scheduled tick will still occur as scheduled.
Hasted Interval (Ticks) is the most common haste scaling for active spells. The interval is calculated as Base Interval / (1 + Haste). In this example: 3 / (1 + 0.25), or 2.4 seconds. The updated tick schedule for this spell would be:
Hasted Duration is another way to scale periodic effects with Haste. Not very many effects use this method. This effectively Snapshots your haste at the time you cast/apply the effect. You will sometimes see the term snapshot or snapshotting when talking about periodic effects. In this case, it means that full duration and tick schedule of the DoT is determined at the time it is applied. No change in Haste will affect that schedule. Here is the schedule for our example spell with 25% Haste:
Hasted Cooldown is yet another way to allow a periodic effect to scale with Haste. This is only used on effects that are not meant to be maintained with 100% uptime. Haste is allowed to affect the actual cooldown of the spell, letting you cast it more often.
Some periodic effects will tick immediately when they are applied. This tick does not interact in any way with the refresh mechanics of the effect. Refreshing one of these effects will maintain the tick schedule per the refresh rules, but add the immediate tick at the time of the refresh. Many spells have this type of behavior, but the immediate tick is actually a separate spell effect (and spell id) in the game.
Spell Power is the caster equivalent of Attack Power, however Spell Power is not directly granted by Intellect or Spirit without talent conversions. Spell Power increases the damage of most spells, and some proc effects, however not everything that deals elemental damage scales with Spell Power.
Generic Haste Rating provides melee and ranged haste reducing the attack time of your auto attacks, as well as spell haste which reduces the cast time of spells, as well as the global cooldown. But the global cooldown cannot be reduced below 1 second.
Breath holding spells might be a frightening experience for children and consequently for their parents. Breath holding spells may occur in children who have a normal neurological exam and in children who meet age-appropriate developmental milestones, but normally breath-holding spells do not affect the subsequent neurological development of a child. Breath holding episodes usually follow an inciting event in which the patient is being disciplined, is angry, or is being irritated, etc. Then an episode of crying and breath holding episode may occur which may proceed to loss of consciousness. These episodes may be prevented by distracting the child and by avoiding the triggers. This activity reviews the evaluation of breath holding spells and the role of the interprofessional team in managing this condition and educating the parents.
Objectives:Describe the cause of breath holding spells.Discuss the impact of breath holding spells on neurologic development.Outline management options for breath holding spells.Summarize the interprofessional team response to evaluating a patient with breath hold