Spell Power & Healing Mechanics
The underlying engine rules and per-class core coefficients of Spell Power and Healing Power
for 1.18.1.
Nanami's mangosd refactor uses this archive as its baseline.
I · Core Engine Rule: The 3.5-Second Law
Blizzard established an absolute truth when designing the Vanilla engine: the slower a spell casts, the more spell power it scales with. Baseline: 3.5 sec = 100% coefficient. All spells derive from this formula.
II · Per-Class Data Models
Click a class tab to view its core spell coefficients and distribution.
Mage
The Mage's spell power model is the most textbook. Fire lacks slow effects, so Fireball as a 3.5s spell scales at full 100%, making it the highest-growth direct damage in late game. Frostbolt, despite being 3.0s, is hit by Blizzard's strict ×0.95 penalty due to its double slow.
Textbook template. Imp. Fireball talent (3.0s) doesn't affect the 100% coefficient.
Calc: (3.0 / 3.5) × 0.95 = 81.4%.
Each of the 5 missiles takes 20% — totals 100%.
Calc: (1.5 / 3.5) × 0.95 ÷ 3 = 13.6%.
Calc: (1.5 / 3.5) ÷ 3 = 14.3%.
✦ Turtle 1.18 Additions · Direct DMG/Heal Only
Filtered from 82 mage-family additions by effect IN (2,10) OR aura IN (3,8) — only spells that actually deal damage or heal have meaningful spell-power coefficients. Other 79 entries are passive talents / triggers / forms, listed separately if needed.
Warlock
The Warlock is the Vanilla-era spell power black hole. Shadow Bolt follows standard scaling. But the real pain is the DoTs: hardcoded limits cap long-duration DoTs like Corruption and Curse of Agony at 100%, causing diminishing returns for multi-DoT builds.
Core single-target output. Standard (3.0 / 3.5).
>15s but capped at 100% (~16.6% per tick).
Same cap as Corruption; spell power yield per tick is very low.
Very special hybrid: 20% direct + 45% DoT = 65% total.
Highest DPS AoE. Group target → 33% total.
✦ Turtle 1.18 Additions · Direct DMG/Heal Only
Filtered from 92 warlock-family additions — only 1 entry directly deals damage (Dark Harvest = shadow DoT). The remaining 91 are passive talents, demonless tree mods, stones, banish-type CC, and curse modifiers — they don't have their own SP coefficient.
Priest
Priest healing leans heavily on slow high-rank spells (Greater Heal at 85.7%). Power Word: Shield is hardcoded at a pitiful 10% — treated as too hard to balance as an instant absorb. Shadow Priest core: Shadow Word: Pain — the only Priest DoT scaling at full 100%, multiplicatively boosted by Shadowform.
Main big-heal staple.
Emergency heal. Standard (1.5 / 3.5) = 42.8%.
Multiplicatively boosted by Shadowform-class % damage talents.
Built-in severe slow penalty applied.
Spell power coefficient is hardcoded at 0.1.
✦ Turtle 1.18 Additions · Direct DMG/Heal Only
Filtered from 107 priest-family additions — 7 direct DMG/heal/DoT/HoT entries. The other 100 are buffs (Ascendance, Apotheosis transforms), Enlighten/Chastise scripts, mind-control, talent passives — no own SP coefficient.
Paladin ✦ with Nanami exclusive changes
In standard 1.12, Prot/Ret Paladins had abysmal spell power yields. But in 1.18.1, Paladins enjoyed a mechanical revolution! New abilities convert spell power into melee damage (Holy Strike), and Prot gained a flagship spell with SP coefficient (Righteous Aegis). The result: the birth of true "Shockadin" gameplay on Nanami.
Paired with Illumination talent crit-mana-back, sustains very well at 71.4% SP.
Main spam-heal for tanks. Highly reliant on +healing gear.
[Nanami Exclusive] Deals weapon damage plus ~20% SP as holy damage.
[Nanami Exclusive] 31-pt Prot talent. Instant direct, follows (1.5/3.5). 5-min CD doesn't affect per-cast SP ratio.
Standard instant scaling (1.5 / 3.5).
Prot's tank-pull staple. Total 33% (~4.1% per tick over 8 ticks).
✦ Turtle 1.18 Additions · Direct DMG/Heal Only
Filtered from 115 paladin additions (the largest rework) — 6 direct DMG/heal/HoT entries. Holy Shock (#51786) is a DUMMY effect that dispatches to linked DMG/heal sub-spells, so the parent ID isn't listed here. The remaining ~108 are seals, judgements, talents, taunts.
Shaman
Chain Heal is the most elegantly designed AoE healing spell in Vanilla: not only does the primary target take 71.4% SP, but each bounce inherits the SP coefficient too. Shock spells, being instants, are uniformly locked at 42.8%.
Ele shaman main output. Standard rules.
71.4% on first target, diminishes on bounces.
Has slow but standardized to instant baseline for shock balance.
Best AoE heal — bounce targets also get full SP scaling.
Standard fast-heal model.
✦ Turtle 1.18 Additions · Direct DMG/Heal Only
Filtered from 134 shaman additions (the most of any class) — only 4 direct DMG/heal entries. The remaining 130 are totems (apply auras to area, not direct), shield buffs, Stormstrike-type weapon scripts that trigger linked spells, taunts, and passive enhancers.
Druid
Druid coefficients span a huge range. Starfire as a rare 3.5s direct spell scales at full 100%; Wrath gets only 57.1%. Regrowth and Moonfire are the game's hardest-to-compute hybrid spells (direct + DoT): SP is split proportionally between direct and DoT — neither portion scales well.
Moonkin nuke. No slow, full 100% scaling. Strongest single-cast spell late-game.
Calc: 2.0 / 3.5 = 57.1%. Fast but low SP scaling.
Slow big-heal, full scaling. (Downranks lose scaling due to shorter cast time.)
Calc: 12 / 15 = 80%. Each of 4 ticks gets 20%.
Extremely fragmented: ~18.8% direct + ~51% HoT.
✦ Turtle 1.18 Additions · Direct DMG/Heal Only
Filtered from 128 druid additions — 4 direct DMG/heal/DoT entries. Efflorescence (#51397) and Aessina's Bloom (#52567) are scripted heal-zone summons whose actual healing comes from linked spawned objects, so the parent IDs aren't here. Remaining 124 are forms, passives, idols, Idol of Laceration, Innervate, etc.