I was ready to say they're not affected, until I checked with the wiki and cross-referenced with my own modifications.
The spells do take the augmented perks into account. However, the hazard areas they leave, when being cast on a surface, inflict only 20 damage per second, instead of the "advertised" 50, for non-perked destruction.
Quite sure -the Creation Kit agrees with me too.
As for the cross-reference I mentioned, it's been some time since I fixed the walls for my game and couldn't quite remember what I had done to them. So, I ran a comparison between vanilla & modded with TES5Edit. Then, I double checked with the CK.
So a Wall of Flames would deal 8 pts per second, plus leaving a hazard area that deals 20 pts per second to a creature standing in it? And with Augmented Flames 2/2, the same spell would deal 12 pts per second, plus the hazard of 20 pts per second?
The UESP shows quite different numbers for each elemental wall spell.
Guess I need to figure out how to use this CK, just so I can see what the heck is actually going on in the game...
So um, does that mean if I cast it on the ground and let the enemy walk through it, it will do 20 pts per second? So if its on the ground it is not affected by the augmented perk?
But if I cast it directly on the enemy it's 8 per second then upgraded to 12? Is that correct?
So the way I read this is if you just cast it on the ground it will not be upgraded by the augmented flames perk. That makes sense, because when I tested it, I only tested it on the ground and it seemed to not be upgraded. This has to be one of the most confusing spells in the game.
And now I am thinking the "hazard effect" will also not be upgraded with a destruction potion also.
So everything I read about it is right- it is upgraded by the perk AND it isn't!
It's not easy to explain...
We've got the Wall spell, similar to your flames/frostbite/sparks spells, but with a major difference: if it hits a surface, it calls the Hazard, another spell. The wall and the hazard are separate in the creation kit and each one, has it's own magic effect.
Now: Destruction's augmented perks, use specific keywords, in order to apply themselves to the spells that reference them. Both the wall and the hazard effects reference these, element-specific keywords. As a result, the augmented perks are being applied to both the wall and the hazard.
PS: Yes, it's like rocket science...
Yes, the hazards are being upgraded to 30pts. And if they worked as their description says, we'd be having 50pts per second, augmented to 63 (62.5) & ultimately to 75, before even dual-casting the damn things.
Ah. I interpreted your first post to mean that the hazard was separate and therefore unaffected by the Augmented perks.
(Still, probably the most misleading spell description in the vanilla game, no?)
As for dual-casting, would that affect just the 'flames' part of the spell, or the hazard as well?
It just seems like the Wall spells are so lackluster. Granted, I haven't used them much, but that's because they seem weak. (And this is coming from a guy who uses Runes enthusiastically.)
Indeed the most misleading. There's no way in the game's engine to adequately describe a spell that, if certain conditions are met (sprayed on the ground in our case), calls another spell. So, you have to come up with something to put in the triggering spell's description. That's what Bethesda did.
I believe the Hazard part was indeed meant to do 50pts at first, but got nerfed along the way.
The "No Dual Cast Modifications" flag isn't active on either the walls, or the hazards they call. Dual casting them in the game, does make a difference on both the "flames" part and the hazard -at least that's what I believe I'm seeing.