Principle of degraded casting
The client stores a bonus factor for each level of healing or damage spell: the healing bonus or spell damage multiplied by this factor is the extra part of the level above the base value. For spells that take effect directly, the factor is roughly proportional to the casting time. 3.5 seconds to cast the spell will get 100%, and the instant cast will be calculated as 1.5 seconds. For spells that take effect continuously, the factor will be divided into each jump.
Low-level spells have lower base points and lower mana consumption, but their coefficients do not necessarily decrease. The more equipment buffs, the closer or even higher the effect of each mana point of a low-level spell. When using a low-level spell to save mana or only replenish one HP, you do not need to cast a large heal. This is a degraded spell.
The value for each level in the table = Base + Factor × Bonus. Base increases slightly with the character's level until the client writes the upper level limit for that level. Talents that increase their effect by a percentage in Talent and Gain amplify the overall result; talents that reduce mana cost or cast time have the same effect on each level and generally do not change which level is most cost-effective.
When is it worth demoting?
For example, a Level 30 Shaman's Healing Wave has a 200 healing bonus: 5 levels have been learned. The highest level 5 costs 200 mana, and the average healing is 526. Level 4 costs 155 mana, and the average healing is 438. The same amount of mana, and level 4 has 7.5% more healing than level 5. The higher the healing bonus, the greater the difference.
Therefore, when the damage is not heavy and the mana is tight, it is more economical to use a low level spell; when the target is only short of a small amount of HP, there is no need to cast a large healing that overflows most of it. Conversely, when the single healing amount of a low level spell is small and the target's HP drops quickly, the healing amount per second cannot keep up, and then the highest level spell should be used. The damage spell is usually used directly at the highest level, and the low level spell is only used when it is attached to the effect (such as slowing).
Forever Limit on low level spells
Forever added a new comment to the character panel's healing bonus and spell damage prompt: Spell levels that are much lower than your current level receive less benefit from healing bonus or spell damage and have a lower chance of triggering class skills. Classic Era did not have this comment in the prompt.
In other words, after the level increases, the level learned early will receive less and less bonus, and the method of triggering talent effects by relying on Level 1 spells will also become more and more ineffective. The exact amount of reduction is not written in the client, so the calculator does not deduct this part: those lines in the table whose level is much lower than your current level, please regard them as the upper limit. The actual effect will be subject to the in-game spell prompt. Low level spells left on the action bar, remember to upgrade to a higher level after upgrading.
Difference between Forever and Classic Era
In Classic Era client, the level coefficient of learning before level 20 is discounted: for every level lower than level 20, the coefficient is 3.75%. Forever client does not have this discount. For example, if Minor Healing is level 1 (level 1 learning), Classic Era only gets 12.3% healing bonus, Forever is 42.9%. Of the 398 spell levels shared by the two clients, 112 have higher coefficients in Forever, of which 75 were learned before level 20.
A number of healing spells have their base points lowered in Forever: 92 of the 103 healing ranks on both sides heal less than Classic Era without bonus. Greater Healing rank 1 heals 794 - 894 in Forever, Classic Era 899 - 1,013. Minor Healing rank 1 heals 223 in Forever, Classic Era 101 at 60 levels and 400 bonus healing. Strong Heal Level 1 is 1,212 and 1,324 respectively.
Forever also has 8 spells that Classic Era doesn't have, such as Chastise, Shadow Word: Annihilation, Wild Growth, Torrent, Arcane Wrath, Frostfire Arrow, Torture, and Burn. When switching to Classic Era, these spells are still displayed as Forever. Additional rules added by the server are not written into the client, and the calculator only calculates the values in the client.
Where does the value come from?
Spell list, learn level, mana cost, cast time, base, growth per level, bonus factor, and hops are all read directly from the spell data tables of the two clients. Classic Era client does not write coefficients on the levels of Holy Light and Holy Light Flash, but instead places them on the support spells of the same name, and the calculator matches them according to learn level. True Word: Shield has no coefficient in Classic Era client. Here, use Forever client coefficient to set discount below 20 levels, for reference only.
A complete list of spells by class level can be found in the Spellbook:
