DDO information project/Magic

DDO numbers vs. PnP numbers
Most of the numerical effects in the Wiki, especially for spells, are taken from their PnP counterpart. When possible, numbers are specially formatted to indicate whether or not they have been verified in DDO: If you cannot see the difference between the two numbers above (or if the verified number is in normal font), then it means you must edit the page to know whether a number has been verified in DDO (note that we may experiment with different formattings in the future).
 * - verified number
 * - PnP number, unverified in DDO

Note to contributors: if you edit this page, you'll notice that verified DDO numbers must be written, while PnP numbers must be written. Please try to keep this convention across the whole site as much as you can. Not only this allows us to play at will with the formatting (font, color, ...) of numbers, but it is also a way to know which numbers have been verified and which need being investigated. If you are unsure about a number even if it does not come from the PnP version, just don't put any template formatting on it.

The DDO numbers project
Turbine has not released the detailed numerical effects of spells, as well as a few other feats or enhancements. One major goal is to find them out by ourselves. I suggest the following: try to use a spell as many times as you think necessary, each time writing down any numerical effect you can measure (e.g. the damage, the duration, etc.). Then come back to this very same page and copy your numbers here, with any relevant information that would be necessary to interpret them. Once we have enough numbers, we can deduce the exact formulas used by Turbine. For offensive spells, I suggest to stick to the normal difficulty and to standard monsters, in order to make comparisons easier. For distances, see the talk page of this topic for a suggestion I made earlier. Among the relevant information related to a spell's effect, don't forget to mention for instance your casting ability, your potential enhancements that may change the results, etc.

Just add below a new subsection for each spell / feat / etc, in alphabetical order. Don't worry if you cannot find out how to interpret the results, all we need is raw data.

A similar project for arcane spells can be found here: http://www.ddo.com/forums/showthread.php?t=4356  The wiki section for the wizard and sorcerer spells is being updated as information becomes available.

Acid Splash

 * Caster: Kobold Shaman CR1 (normal) on 4 HD character
 * Effect: 1,1,1 Acid damage

Bless
Current belief: +1 attack bonus, 1 min/level, need to figure out other bonuses


 * Cleric L1, Wis 14: +1 attack bonus, 1 min
 * Most likely a mistake (a L2 cleric should double-check): Cleric L2, Wis 14: +2 attack bonus, 2 min, cooldown 2s
 * Cleric L3, Wis 14: +1 attack bonus, 3 min

Bull's strength
Current belief: +4 strength for 1 min/level


 * Cleric L3, 14 Wis: +4 strength for 3 min

Cause fear

 * Cleric L1, Wis 14: on the first kobold in Sewer rescue, lasts 3s\
 * Note: read on the ddo forums that the effect may disminish when cast more than once, this is to be tested
 * Caster: Kobold Shaman CR1 (normal) on 4 HD character
 * Effect on successful will save: Shaken vor 5 seconds. Multiple castings reset the duration to 5 sec but don't increase it further
 * Shaken effect: -2 Attack, -2 on saves, -2 skills

Chill touch

 * Caster: Gertis Apprenctice (Missing Ward) CR1 (normal) on 4 HD character
 * Effect: 2,3,2,2,3,3,2,2,3,2,3,2,2 negative Energy Damage on suc. reflex save
 * Effect: 5,6 negative Energy Damage on failed reflex save
 * Effect: -1 Str on failed fort save


 * Caster: Gertis Apprenctice (Missing Ward) CR1 (hard) on 4 HD character
 * Effect: 2,2,2,2,2,3,2,2,2,3,3,2,2,2,2 negative Energy Damage on suc. reflex save
 * Effect: 4,5 negative Energy Damage on failed reflex save
 * Effect: -1 Str on failed fort save


 * Caster: Necromancer Gerti (Missing Ward) CR2 (normal) on 4 HD character
 * Effect: 6,5,4,5,5,5,4,5,4,5,5,5,6,5 negative Energy Damage on suc. reflex save
 * Effect: 10,10 negative Energy Damage on failed reflex save
 * Effect: -1 Str on failed fort save

Combat expertise

 * 30s cooldown that prevents casting spells (with Cleric L1)

Cure light wounds
Current belief: 1d6 + 2 + 1/level (max +?), needs experiments at higher levels to find the max bonus (currently verified up to L3), needs more experiments as damage spell to assess its efficiency against undead, needs experiment with Wis different than 14 to make sure it makes no difference

Analysis: 4(0.16) 6(0.16) 7(0.18) 8(0.14) 9(0.22) 10(0.13) compared to expected: 4(0.17) 6(0.17) 7(0.17) 8(0.17) 9(0.17) 10(0.16) => hypothesis confirmed
 * Cleric L1, Wis 14 on non warforged: 9,7,7,5,8,9,9,6,8,5,7,9,9,6,8,9,7
 * Same with devotion 1: 7,7,6,9,9,6,6,8,6,8,9,9,8,8,6,7,4,4,7,8,9,4,9,6,7,9,9,9,8,9,7,10,7,8,10,10,10,4,8,8,7,9,9,7,4,10,7, 4,6,4,9,9,9,6,6,8,10,10,7,7,4,6,10,9,10,9,8,6,6,9,4,6,6,7,8,7,7,9,4,4,4,10,10,9,7,8,9,7,6,6,10,4,8,4,10,4,4
 * Same on warforged: 6,3,4,4,5,5
 * Did further experiments at L2 and L3 that confirmed the above formula
 * Cleric L1, Wis 14, damage on skeleton in newbie area: 2,3,6,5

Cure moderate wounds
Current belief: 2d6 + 4 + 1/level (max +?), needs experiments at levels higher than 3

Analysis: (0.04) 10(0.02) 11(0.08) 12(0.14) 13(0.18) 14(0.16) 15(0.19) 16(0.13) 17(0.02) 18(0.03) 19(0.01) compared to expected: 9(0.03) 10(0.06) 11(0.08) 12(0.11) 13(0.14) 14(0.17) 15(0.14) 16(0.11) 17(0.08) 18(0.05) 19(0.03) => hypothesis confirmed (would just need a larger sample to get closer to expected)
 * Cleric L3, Wis 14: 16,16,14,16,9,15,14,18,15,16,12, 14,15,12,14,14,13,15,9,14,16, 13,17,13,16,15,15,13, 11,15,11,14,15,14,13,12, 14,11,9,11,15,13,19,13,15,14, 16,11, 15,13,15,18,9,13,11, 16,13,15,15,12,12,13, 12,12,11,17,16,15,12,13,14,13,12, 13,12,15,14,16,14,13, 11, 15,15,14,13,18,12,13,12,12, 10, 16,16, 14,10

Defensive fighting

 * Cleric L2: +2 to AC, -3 to attack, cancels Combat expertise

Divine favor

 * Cleric L3, Wis 14: +2 attack bonus for 1 min

Divine vitality

 * DV I, Cleric L1, Wis 14, Cha 16: 21,16,18,20,17,19,15,16,18,20,16,19,17,18,20, 16,15,20,21,14,18,18,18,16,18,17,18,17,20,19,18,18,20,16,16,16,16,16,16,16,15,18


 * DV I, Cleric L2, Wis 14, Cha 16: 18,18,16,19,17,14,18,16,15,17,14, 16,17,17,22,15,18,18,18,20,18,15,17,18,16, 14,20,16,19,22,17,14,16,18,13, 19,18,19,20,19,16,17


 * DV I, Cleric L3, Wis 14, Cha 16: 15,15,18,18,17,20,16,18,20,17,17,15,20,19,19, 19,18,18,17,19

Lay on hands
Current Belief: The amount is believed to be calculated as ( 10 + Paladin Level ) * CHA modifier


 * Paladin L2, Cha 16 (+3 Modifier): 36 hp
 * Paladin L5, Cha 16 (+3 Modifier): 45 hp
 * Paladin L5, Cha 18 (+4 Modifier): 60 hp
 * Paladin L5, Cha 21 (+5 Modifier): 75 hp

Magic Missle

 * Caster: Kobold Shaman CR1 (normal) on 4 HD character
 * Effect: 4,5,5,5,5,5 Damage, no save


 * Caster: Shaman Shiress (Garrisons missing pack) (normal) on 4 HD character
 * Effect: 4,5,5,5,5,4

Protection from evil

 * Cleric L1, Wis 14: 1 min

Ray of Enfeeblement

 * Caster: Gertis Apprenctice (Missing Ward) CR1 (normal) on 4 HD character
 * Effect: -6 Str, no save, duration: 1 minute


 * Caster: Necromancer Gerti (Missing Ward) CR2 (normal) on 4 HD character
 * Effect: -6 Str, no save, duration: 2 minutes

Shield of faith
Current belief: (2 + 1/6 levels) deflection bonus to AC for 1 min/level (max probably like in PnP, +5 at L18)


 * Cleric L1, Wis 14: +2 deflection bonus to AC, 1 min
 * Cleric L2, Wis 14: +2 deflection bonus to AC, 2 min
 * Cleric L3, Wis 14: +2 deflection bonus to AC, 3 min
 * From a dev on DDO forums: "Once the character reaches level 6, the deflection bonus from the Shield of Faith spell increases to 3"

Spell points

 * Cleric L2, 14 Wis: 152 spell points

Summon monster I

 * Cleric L1, Wis 14: 1 min
 * Cleric L2, Wis 14: 1 min

Touch of idiocy

 * Caster: Kobold Shaman CR1 on 4 HD character
 * Effect:-3 Int, -4 Wis, -4 Cha, no save

Turn undead
Current belief: the max HD affected seems to be given by the same table as at the d20 srd. I'm not sure about what the turning damage means (2d6 + your cleric level + your Charisma modifier as per 3.5e, should be only 1d6 in DDO after the 4.5 nerf). Duration of stun should also be timed.


 * Cleric L1, Cha 16. Range 1.43s. Roll -> HD: 5->0, 10->2, 15->3, 20->5
 * Cleric L2, Cha 12. 16 ->4
 * Cleric L3, Cha 16. 2 -> 1, 8->3