|This is the talk page for discussing improvements to the Curse of Mortality article.|
Is there any way to cancel this spell, otherwise at 100+spellpower (even if spellpower is 0) the math indicates that it will do 1000 hp of damage and the targeted character will be unable to heal himself (or be healed by others) my characters are in the 200-300+ hp range (level 17) and they've been hit twice and it was basically time to reload?
The descriptions looks kind of fishy. 50+0.5*Spellpower over 20 seconds is really weak. That's less damage than Flame Blast and it's spread out over 20 seconds.Mudeye (talk) 20:19, October 30, 2013 (UTC)
- You're right: the value should be 100.0 + (0.5 * spellpower). -Sophia (talk) 22:10, October 30, 2013 (UTC)
- That sounds like a closer number. I was even wondering if it was more like (100+Spellpower)*0.1 every 2 seconds for 20 seconds. That would be more in line with spells like Walking Bomb or Tempest.Mudeye (talk) 17:02, October 31, 2013 (UTC)
Per the spellscript: float fDamage = (100.0f + GetCreatureSpellPower(stEvent.oCaster)) * CURSE_OF_MORTALITY_DAMAGE_FACTOR; ApplyEffectDamageOverTime(stEvent.oTarget, stEvent.oCaster, stEvent.nAbility, fDamage, CURSE_OF_MORTALITY_DURATION, DAMAGE_TYPE_SPIRIT); CURSE_OF_MORTALITY_DAMAGE_FACTOR is 0.5. --220.127.116.11 (talk) 08:48, May 5, 2015 (UTC)