First, go read this over at Pink Pigtail Inn. If you’ve already read that, great! It’ll save me some ‘splainin.
I’m going to get a little more mathy here, at least in concept.
Thing about Amp/Damp magic is that the increase in damage only affects spells/heals that have a coefficient attached to them. The increase/decrease effect is treated just like any other + healing or + damage effect.
For example, if you’ve got Dampen Magic up and another mage casts a spell at you, his spell damage is treated 120 points below what it would normally be. If he has 890 spell damage, when he casts a spell it you, it’s damage is calculated as if he had 770 spell damage.
Regardless of the spell. Meaning, that the increase/decrease in damage follows the rules of coefficients.
If you have amplify magic up on yourself, and a Paladin casts Holy Light on you, the healing that spell does is not increased by exactly 240.
Holy Light has a coefficient of 71.43%, meaning that 71.43% of 240 will apply to the heal.
Remember that this number doesn’t apply to the spells directly, not really; it merely changes the spellpower value of whoever casted that last spell appropriately, in a mathematical sense.
Now, what’s interesting is when I throw various mobs or bosses into that equation.
The majority of bosses and some elite NPC’s do not have any native spell power, and the majority of the spells they cast do not have coefficients. You follow?
Of the various mobs in the game, their spells are casted with either a 100% spell coefficient, or a 0%.
Against mobs with a 100% coefficient, Amp/Damp magic will work exactly as advertised.
Against mobs with a 0% coefficient… well. The increase to damage from Amplify Magic will do nothing whatsoever, as will the reduction from Dampen Magic.
Just as an example, take Hex Lord Malacrass. Spirit Bolts do not have a coefficient. Dampen Magic will not reduce the damage taken from this; Amplify Magic will not increase the damage taken.
But of course, it would be too easy if a list of what mobs/spells are affected, and what are not. Not even all spells casted by the same mob/boss are effected the same way.
Take Archimonde. None of his abilities are affected by Amp/Damp, except Doomfire. Doomfire does increase/decrease accordingly, but as a DoT, each tick is only increased by something insignificant… 30, I think. What with it being a damage over time ability and all.
Naj’entus? That massive amount of frost damage? Unaffected by Amp/Damp. Feel free to Amp the entire raid to give all the healers a free +240 healing.
I know there was a list somewhere, maybe on elitist jerks or something, that listed precisely what encounters would be served best by amp/damp magic. I’ll see if I can find it…
If I can’t, well, maybe some enterprising mage out there would be willing to test? I’m in no position right now for raiding, what with the raiding guild shattered and all the other guild’s at my progression level being largely filled with idiots.