Please delete this

Please delete this post.

This is expected. The talent increases the bonus by a relative 20%-100%, not an absolute 20%-100%. The critical strike bonus for spells in Classic is 50% by default, which gets increased to 100% (50% + 50% * 100%) with 5/5. All other critical strike damage increase talents function in this same way (eg Elemental Fury, Mortal Shots, Impale, Ice Shards, etc).

From what I can tell with Nature’s Grace it did not affect the GCD until patch 3.0.2, which is well and truly beyond the scope of Classic realms.

PS https://us.forums.blizzard.com/en/wow/c/wow-classic/wow-classic-bug-report/199

Woops wrong forum. Just to correct you, all spell critical strike in classic untalented is a flat 150% bonus. IDK what retail has nowadays but good luck.

I was there. The spell critical bonus was 50%, making for 150% total damage/healing from a spell crit. It wasn’t until 5.0.4 (MoP) that it became a 100% bonus baseline for all spells, though healing became 100% in 4.2.0 and specific specs received 100% bonus baseline for damage in 4.0.1 (Cataclysm).

The only spell-based spec to ever see a 150% bonus (thus 250% total) is Elemental Shaman.

where exactly did you get your source from? Do you speak from your WoW Vanilla or WoW Classic experience?

https:// classic.wowhead. com/guides/classic-wow-stats-and-attributes-overview#:~:text=own%20offensive%20stats.-,Spell%20Critical%20Strike%20Chance,of%20a%20spell’s%20normal%20damage.

It is mentioned on WoWhead classic that spell criticals for Classic only version of the game hits for 150%.

50%? I think you mean 150% based on what you have been saying thus far… Or is this your way of computing math?

Also regarding this point:

There is 5 talent point in vengance. Each point put increases the critical spell damage by 20%. When you say relative, what do you mean exactly? You mean to say the tooltip is actually misleading?

You mentioned (50% + 50% *100%) Let me see if I understand this correctly.

Let’s say starfires hit for 1K unbuffed without crit

+50% spell crit chance = 1000 X 0.5 = 500 crit damage–> Comes from baseline (no talents)
+50% spell crit chance = 1000 X 0.5 = 500 crit damage–> Comes from ???
*100% spell crit chance multiplier = x1 → comes from vengance

So what you are saying is…
500 + (500 *1) = 1000 (total critical spell damage I receive)
Total damage I get from a starfire crit = 1K (normal)+ 1K (crit)

However, if I am following the information on WoWhead classic, assuming it is correct, the formula should be:

Total overall damage for crit: (150% + 100%) = 250%

+150% spell crit chance = 1000 X 1.5 = 1500 crit damage–> Comes from baseline (no talents)
+100% spell crit chance multiplier = 1000x1 = 1000 → comes from vengance

In other words, according to WoWhead Classic my total damage should be:

1500 + 1000 = 2500.

Am I missing something here?

What I am really trying to say is:

-Where did you get the +50% baseline crit from?
-Where does this additional unknown +50% spell crit chance multiplier come from?

This character was rolled shortly after 1.3 went live. I had a long time experiencing the game as it was back then, including all the various changes over time, and deviation from what was the case in patch 1.12 save a few minor QOL updates would be against the spirit of the Classic realms entirely (not to mention wildly altering the game balance, such that it is anyway).

50% is the bonus critical strike damage, which is also the specific wording used in the tooltip of the talent in question. 150% is the total damage of a critical strike, taking into account the 100% base spell damage and the 50% additional critical strike damage (assuming no talented bonuses).

The tooltip itself isn’t misleading - just potentially not worded as well as it could be given the results. It’s not alone as many tooltips miss a few words for the sake of readability.

If you compare it to talents which increase your critical strike chance such as Improved Moonfire it would appear one or the other is wrong. These other talents add directly to your critical strike chance, so if you start at 20% and then add points you will see it rise directly to 22%, 24%, etc, to 30% at 5/5. This is an absolute increase as the 2% is simply added on like you were adding two numbers together - (20 + 2)% … (20 + 10)% - though an increase to a single spell won’t be reflected on your character sheet.

Vengeance and its ilk, however, are added on relative to the damage being altered. Keeping in mind that the critical strike damage bonus is 50% (total damage 150%), going 1/5 will increase that bonus by 20% of its amount - or 20% of 50%, which is 10%. So at 1/5 your critical strike damage bonus becomes 60%, bringing the total damage from a critical strike to 160% of a normal attack. At 5/5 points you gain a 100% relative increase to that 50% bonus, or another 50% of the base damage, bringing the bonus damage to 100%, or the total attack damage to 200%.

This is the baseline spell critical damage modifier, or critical damage bonus, and was until 4.2.0 for healing and 5.0.4 for damage. It is not a chance amount, but rather a fixed damage increase as a result of dealing a critical strike.

I’m unsure which multiplier you’re speaking about here. Unless this is in direct relation to the additional 50% damage caused by doubling (ie Increasing by 100%) the critical strike damage bonus using a talent such as Vengeance.

The formula would be something along the lines of f(x) = d (100% + 50% (100% + 20%x)), where x is the number of points in Vengeance and d is the baseline damage of the skill on a normal hit. A normal hit would simply be f(x) = d.

So if your spell (Starfire if you want - doesn’t really matter) hits for 1,000 damage baseline (d = 1,000), assuming a critical strike occurs the total damage would be:

0/5 Vengeance: f(0) = 1,000 (100% + 50% (100% + 20% * 0)) = 1,000 + 500 = 1,500
5/5 Vengeance: f(5) = 1,000 (100% + 50% (100% + 20% * 5)) = 1,000 + 1,000 = 2,000

If there’s a guide on WoWHead which varies from this, the guide is in the wrong.

I see, thanks for the info :+1: