The arcane shot only hits the targetted Mob, and then the explosion is a separate attack that occurs simultaneously. Channeled or cast spell longer than 3.5sec is calculated as 3.5 cast spell. Arcane Resilience / Increases your armor by an amount equal to 50% of your Intellect. Lasts 10 min. Duration: n/a: School: Arcane: Mechanic: n/a: Dispel type: Magic: cost: 120 mana: Range: 0 yards (Self Only) Cast time: Instant: Cooldown: n/a: Effect #1 (2) School Damage (Arcane) Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 75 and healing spells by up to 150. Example talent bonus: Shadow Word: Pain - 18 / 3 = 6 ticks. So ignore spell crit. I have various gear that gives + shadow damage, and my wand deals shadow damage. In addition, Arcane Infused Gem Scales 1:1 with Spellpower. ... Arcane Explosion - 1.5/3.5/3 - 14.28%. Bonus is the same. You should also note that the way the spell power coefficient is calculated is a big reason as to why elemental shamans are ridiculous with gear. That is, as the number of targets your spells affect increases, the less damage you will deal to them. Increases the critical strike chance of your Arcane Explosion spell by an additional 6%. This guide has not been updated since 8.2. My character panel reflects my ranged wands attacks doing base damage + extra from gear, but tests in game reveal that my wands does only damage listed on the item regardless of how much +damage i have equipped or what is reflected in the character tab. [Arcane Intellect] (Rank 5) 56 3 80 A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of arcane energy. The trinket though, does not add the Dmg of the arcane shot itself to the aoe. I’m wondering if someone can explain this to me. Details on spell. /cast [combat] Arcane Explosion; Arcane Explosion(Rank 1) A variation of the modifier key macro above, this one will cast Arcane Explosion maximum rank if you are in combat and rank 1 otherwise, which is useful to get Rogues out of stealth for a small Mana cost. Arcane Mage in Battle for Azeroth (8.0) Up-to-date as of January 31st. (see rules above for explanation) These coefficients are before talents and gear improvements! Blasts the target with energy, dealing (45.7% of Spell power) Arcane damage.Each Arcane Charge increases damage by 60% and mana cost by 100%, and reduces cast time by 8%.Generates 1 Arcane … [Arcane Explosion] (Rank 6) 54 3 60: Causes an explosion of arcane magic around the caster, causing 243 to 263 Arcane damage to all targets within 10 yards. 100% bonus, 6 ticks = 16.66%/tick 2/2 improved sw:pain = adds 2 ticks. Causes an explosion of arcane magic around the caster, causing 57 to 64 Arcane damage to all targets within 10 yards. The following formula gives the spell damage coefficient, where X is the number of points in the talent: 142% + (15% * X) Patch changes ... [Arcane Explosion], [Arcane Missiles], [Arcane Barrage], or [Arcane Blast]. Increases your armor by an amount equal to 50% of your Intellect. 8 ticks = 16.66%/tick. Increases the critical strike chance of your Arcane Explosion spell by an additional 6%. Examples of these spells include: Arcane Explosion (Mage), Prayer of Healing (Priest), Circle of Healing (Priest) In the Burning Crusade and patch 2.0 there is a diminishing return against multiple targets. This effect is exclusive with [Ferocious Inspiration] and [Sanctified Retribution]. So the dmg on the tooltip adds whatever your spellpower is to it. Although the rotation and talents section is still relevant. … The way it works is that the coefficient is calculated before talents reduce the casting time. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw.