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Old 04/02/07, 7:03 PM   #151
TheOnly
Don Flamenco
 
Gnome Warlock
 
Dragonblight
Originally Posted by Playered View Post

I'll not touch on the glancing/unavoidable-resist issue but both have no counters and are simply annoying, I honestly cant recall enough mostly-factual figures to work out if they are equal or not currently.
Unavoidable resist is 6% dps loss for casters approximately. Glancing is definitely bigger for melee (and absent entirely from hunters).

The principle I'd like to see is that overall, the combination of all these effects per level dps drop should be about the same for all damage dealing types. Caster (DD, DoT, Binary, or not), Ranged, and Melee (yellow and white, dual weild and not) should be very similar. Dual weilding melee may be similar to casters in the %hit department, but is vastly different than other melee and hunters. Glancing is not equal to unavoidable resists, and the resists are not consistent across binary/non-binary spells or DD versus DoTs. Ranged dps has no equivalent to glancing or unavoidable resist.

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Old 04/02/07, 7:16 PM   #152
Anedris
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Steamwheedle Cartel
As long as all DPS classes are worth bringing to raids (and therefore the ones with less utility can output more damage to compensate for the desirability of the utility of the others) does it really matter where that damage comes from? You could increase the DPS on all melee weapons or you could decrease the glancing rate - both will increase the DPS of the melee classes, so does it really matter which you do?

It seems like Blizzard has decided that melee DPS (which should have a small advantage due to their increased vulnerability to short range PBAoEs and the like) isn't quite where they want it to be and so they'll change something. If the end result makes mages (or hunters or warlocks or whatever) undesirable in raids then they'll change something else (and yes, it will probably take them months to make that change, as people have pointed out they're not exactly prompt about these things). I agree that spell penetration is a silly stat, but it seems like there's a large argument here that's basically just over detail in the larger picture.

As to the rest, thank you Blizzard for finally saying something. I do really hope they do something to mana potions (5 minute cooldown would be wonderful) but any movement on consumables is good news. And trash, and itemization, etc. Of course we'll have to see how it pans out, and I'm sure at least some of our hopes will be disappointed, but it's a start.

(Good news that they're actually going to test BT on the PTRs too. Hopefully we get less Vashjs because of it.)

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Old 04/02/07, 7:20 PM   #153
TheOnly
Don Flamenco
 
Gnome Warlock
 
Dragonblight
Originally Posted by Nite_Moogle View Post
If we're going to nitpick: it's quite possible that I'm wrong, but I believe the exact circumstances were that spell penetration never had any effect with a warlock applying CoE/CoS. The instances where mobs even had spell resistance to begin with are rare, but the reason that SP was universally maligned was none ever had more than 75 resistance to something so the curses made it completely obsolete.

Not quite. Mobs have 8 resist to all (including holy) per level above you when you are level 60. This works out to 2% dps loss per level above you. I haven't seen the data for level 70 to know if it is still 8 resist per level or if that has scaled to remain effective 2% damage loss per level above.

This has NOTHING to do with curse of shadow/elements. Those spells, and spell penetration gear, do not remove these innate level difference based resists and take a MoB to 0 resist. That resist is just there no matter what.

Whether there is a warlock around in your group or not, spell penetration is useless.

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Old 04/02/07, 7:21 PM   #154
Keline
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Mazrigos (EU)
Originally Posted by Davidson View Post
It wasn't actually buffed before, they removed resilience to up the other stats.
my glad BP still has 25 resilience

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Old 04/02/07, 7:24 PM   #155
TheOnly
Don Flamenco
 
Gnome Warlock
 
Dragonblight
Originally Posted by Anedris View Post
As long as all DPS classes are worth bringing to raids (and therefore the ones with less utility can output more damage to compensate for the desirability of the utility of the others) does it really matter where that damage comes from? You could increase the DPS on all melee weapons or you could decrease the glancing rate - both will increase the DPS of the melee classes, so does it really matter which you do?
Actually, yes it does matter a great deal.

Lets take the extreme. Glancing blows cut your dps on level 73 bosses by 50%. Ok, doulble the weapon damage and class skills to compensate. Good idea?

Another class (I'll call them "Hunters") have no glancing. Their dps is roughly similar to the above melee after the melee get the double damage to compensate.


OK, now some trash mobs (level 70, 71) or PvP. Suddenly the first group has DOUBLE the dps of the Hunters on these targets.

Glancing and other level based damage reduction has to be even across classes and damge types or else there will be significant imbalance somewhere. Make them equal dps for same level targets, and the one with worse reduction has issues on bosses. Make them equal on bosses, and those with poor scaling have an advantage in pvp and against trash and low level targets.

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Old 04/02/07, 7:34 PM   #156
Grogzor
Huntard Extraordinaire
 
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Draenor
Originally Posted by TheOnly View Post
Actually, yes it does matter a great deal.

Lets take the extreme. Glancing blows cut your dps on level 73 bosses by 50%. Ok, doulble the weapon damage and class skills to compensate. Good idea?

Another class (I'll call them "Hunters") have no glancing. Their dps is roughly similar to the above melee after the melee get the double damage to compensate.


OK, now some trash mobs (level 70, 71) or PvP. Suddenly the first group has DOUBLE the dps of the Hunters on these targets.

Glancing and other level based damage reduction has to be even across classes and damge types or else there will be significant imbalance somewhere. Make them equal dps for same level targets, and the one with worse reduction has issues on bosses. Make them equal on bosses, and those with poor scaling have an advantage in pvp and against trash and low level targets.
Hunters have been dealing with this for a long time...you buff our dps and we become Overpowered in PvP, we become Overpowered in PvP and they nurf some of our abilities hurting us in PvE.

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Old 04/02/07, 7:35 PM   #157
Davidson
Don Flamenco
 
Human Death Knight
 
Stormrage
Originally Posted by Keline View Post
my glad BP still has 25 resilience
Interesting.... they removed resilience from the warrior gladiator items when they added more stats.

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Old 04/02/07, 7:46 PM   #158
Thezilch
Piston Honda
 
Undead Priest
 
Kil'Jaeden
Issues with caster DPS, and physical DPS counterparts:

- Consumables: Mana potions are significantly more powerful to a caster than equal cooldowns for physical DPS. Consumable changes could nerf caster DPS significantly, for better (cost) or worse (DPS positioning).

- Synergy: Debuffs are far more powerful when consumed by casters. Shadowpriests past two or stacking Warlocks (or even Mages) deteriorates quickly because of debuff slots and personal buffs not stacking for the raid (Re: Invulnerabilities, Misery, etc). Physical DPS could use more debuff synergy, not just personal contribution.

- Tailoring / gear / itemization: Simply put; I will maybe see side-grades in Hyjal / BT. As it stands, I could live without the 1-2 situational upgrades I will see from SSC / TK. As already voiced numerous times, cloth crafting supersedes other crafts by leaps and bounds, and what can we expect when physical DPS breaks ground with raid drops (assuming T5-zone drops are revamped properly)? Shadowpriests / Mages are glass cannons to be competitive with the top of meters. Physical DPS / Warlocks are sitting pretty at 60-80% increased STA.

- Shadowpriests (in particular): We have approached Fury Warrior Status. While we can't necessarily perform two raid rolls, we bring so much to a raid through other means. Our DPS begets more mana and begets more DPS. Like 1.0 rage for fury, DPS increases exponentially (not necessarily just personal DPS).

I'm threat capped anyway, so I don't see much progression as a player. Hopefully this doesn't detour from my will to play. 130% ranged threat is very much not real (from numerous experiences). MT TPS can ultimately deteriorate with upgrades, so I can only expect to be capped sooner.

=====

Personally, I find Shadowpriests and Warlocks being much more wanting to prove themselves. They've never had their fame and are throwing down at all cost to show their worth. And depending on consumable changes, it could be more than enough to put a significant dent in this effort.

Currently, top DPSers are frontloaded from consumables, gear, and capped on progression. Physical DPS has tons of room to grow, and I only see these patch notes as a bandaid. The bandaid will only need to be replaced as the tables turn.

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Old 04/02/07, 8:21 PM   #159
Sanctus
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Orc Shaman
 
Hyjal
I'm a bit worried as an enhancement shaman, but I'm wondering how much of the new threat will be counteracted by an increase in druid/warrior threat? If warriors and druids aren't glancing as much either then they should gain only a little less than the rest of us melee right? It would be interesting to hear the white/yellow proportions on warrior, shaman, rogue and paladins to really digest how this is going to affect both melee dps and dps potential.

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Old 04/02/07, 8:29 PM   #160
Hozz
Don Flamenco
 
Tauren Warrior
 
Suramar
Originally Posted by Anaram View Post
Overtuning end bosses I can live with but overtuning trash is just ridiculous. Taking months to fix it is almost unforgivable. When faced with TBC endgame in a guild with 20 hours of 25-man raiding per week I've been forced to conclude that raiding is no longer fun. It's the same old except with more farming, more trash and less bosses. I think there are a few great encounters in TBC such as Aran and Nightbane. A lot of Karazhan encounters are entertaining and newly tuned Magtheridon is very nice also.

SSC essentially made me decide to quit serious raiding in WoW. 20 hours of 25-man instance time per week barely gets us 6-hours of boss learning. Maybe we could be faster but I don't want raiding to feel like the kind of work it currently does. Seeing those 35-40 people we had online during raids just a few weeks back go below 25 is disheartening. I no longer want to be constantly in search of replacements - I want to be able to raid on a schedule where attrition isn't that great and where we can still see new interesting bosses. To me it no longer really matters that they finally choose to fix this - too many people are gone for good and I fear more yet will be gone before this goes live. I don't even want to think about summer attrition. I'm sure there are others in a similar situation, but then again there's not much new to that. Same thing was going on with AQ and NN also. I guess same thing will keep on going and new people will take the place of the old.

Yet one can only think: if only, if only...
My guild is at this point and we have yet to kill Mag.

They need to make raiding more fun/more worthwhile AND make the entire game accessible to more people. What I mean by the latter? Remove or significantly reduce the cost to respec. Its ridiculous that I have to spend 100G to be semi-competitive on an Arena team and then go back to being able to tank for a 25 raids.

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Old 04/02/07, 8:44 PM   #161
Whitemane
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Orc Hunter
 
Tarren Mill (EU)
Sheesh, upping melee dps. Already have rogues pushing 950 DPS or so, the results of this will be scary.

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Old 04/02/07, 8:54 PM   #162
 Shifft
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Shifft
Draenei Shaman
 
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Originally Posted by Whitemane View Post
Sheesh, upping melee dps. Already have rogues pushing 950 DPS or so, the results of this will be scary.
When Incinerate warlocks can break 1000 DPS just by sitting back and spamming their nuke, that hardly seems like a problem to me.

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Old 04/02/07, 9:02 PM   #163
Scheme
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Scheme
Undead Rogue
 
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Originally Posted by Sanctus View Post
It would be interesting to hear the white/yellow proportions on warrior, shaman, rogue and paladins to really digest how this is going to affect both melee dps and dps potential.
As 15/41/5 roughly 60% of my damage is white, 30% yellow, and 10% poisons. Even so, at this point we have no real idea of how it's going to affect our damage output, since we don't know exactly how they're going to reduce the glancing penalty, or by how much.

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Old 04/02/07, 9:12 PM   #164
sovelis41
Bald Bull
 
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Draenei Shaman
 
Zul'Jin
Originally Posted by Birdemani View Post
If the gear from Hyjal isn't needed, I can see most people skipping right to Black Temple. Most will be avoiding the lengthty farming process to get 25+ people of the right raid composition ready to go into Hyjal. However, the additional stam on the warrior chest piece is probably a clue to what is needed as we move on as the other stats had slight changes....and since there will be a consumable change, gear upgrades may be more valuable than they are now.

Since Tier 6 is reported to be in Hyjal/BT, I'm not sure what linear progression they have in mind anymore. It also makes me wonder about the amount of bosses in the two zones combined. The BT video tour I caught online didn't make the place look all that big with only a few defined areas that looked like Boss zones.....although it didn't have any of the underground part of it......but it looked like a zone that could be full of many trash pulls.

Hopefully Tigole still reads this forum and sees the opinion the raiding community has about the Hyjal attunement....and hopefully the April Fool's day joke is a hint that they read all of our complaints.
According to this http://www.worldofwarcraft.com/info/underdev/ , teir 6 is coming from Black Temple exclusively. Hyjal is almost assuredly required to get into BT in some form or another, yet there seems to be a "gap in tiers" so to speak. It's hard to say exactly how the two are linked.

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Old 04/02/07, 9:53 PM   #165
Kazanir
Mr. Sandman
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by sovelis41 View Post
According to this http://www.worldofwarcraft.com/info/underdev/ , teir 6 is coming from Black Temple exclusively. Hyjal is almost assuredly required to get into BT in some form or another, yet there seems to be a "gap in tiers" so to speak. It's hard to say exactly how the two are linked.
Your entire post is raw speculation. Nothing in the underdev page indicates that Tier 6 is "Exclusive" to Black Temple, nor is there any concrete indication about a keying process if there is one -- just assumptions based on current data points.

'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. Now, I am not going to die today. I have other projects, and other options.

You can come with me. I can protect you.

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