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Old 02/23/08, 12:20 AM   #2601
raffy
Piston Honda
 
Night Elf Druid
 
Suramar
Originally Posted by CD View Post
I agree going from crit to hit is bad but after looking at the pieces for other melee- oriented classes I'm really disappointed: we have so little expertise and I just don't understand why. It is such a good tanking stat, a solid dps stat, overall one of the best things you can get for tank/ dps hybrid gear but it's only on 1/8 of our items.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

We should demand it on all three of our new items.
 
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Old 02/23/08, 12:25 AM   #2602
Teza
Golden Thread Maker
 
Teza's Avatar
 
Orc Death Knight
 
Al'Akir (EU)
Material costs changed for some of the new schematics (see new costs below)

* Schematic: Annihilator Holo-gogs (old)
* Schematic: Hard Khorium Goggles (old)
* Schematic: Hyper-Magnified Moon Specs (old)
* Schematic: Justicebringer 3000 Specs (old)
* Schematic: Lightning Etched Specs (old)
* Schematic: Powerheal 9000 Lens (old)
* Schematic: Wonderheal XT68 Shades (old)
 
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Old 02/23/08, 12:49 AM   #2603
Flamingcloud
Great Tiger
 
Night Elf Death Knight
 
Tortheldrin
I don't mind life tap taking more health then it returns mana, but a 15% coefficient is way too low. It would need to be 18-20% for most warlocks to break even on mana returned vs current values. If it is meant to hurt badly in pvp than just slap the coefficient at like 25%.
 
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Old 02/23/08, 1:38 AM   #2604
Korchak
Glass Joe
 
Orc Warlock
 
Deathwing
Originally Posted by Kyth View Post
I did these too fast with no one to check my math, but posted to the Test Realm forums anyways because they tend to only look at bug threads once. I'd appreciate anyone who can review it fast or come up with their own data to see if it's approximate. I'll edit my posts if need be.



For a T6 raid-buffed PvE warlock, we currently lifetap once every 13.48 seconds.

Assuming this change goes in at 15% rate (but unbugged, so it uses MaxMana instead of CurMana), we lifetap once every 8.25 seconds.

Currently my HP drain on the raid is 120hp/second.

Assuming this change stays in, I will drain 200 hp/second from the raid.


Old: Lifetap every 13.48 seconds, need 120 hp/second in heals
New: Lifetap every 8.25 seconds, need 200 hp/second in heals

200hp/sec vs 120 hp/sec isn't all that big a deal for pve when you really think about it.

200 hp/sec (becomes 250hp/sec at 13k hp and 275hp/sec at 14khp) works out to 600 hp/3sec (750hp/3sec and 900 hp/3 sec) which still falls under what 1 HoT can cover over any given duration (less so at higher levels of hp), what bugs me is the extra ~4.5 seconds spent life tapping every minute which as shadow bolts would be worth 6k-12k dmg or potentially more, and that begins to add up over the course of a 5 or 6 or 10 minute fight.

that said, i'd like to see an non bugged and more properly tested/balanced version of this 'new life tap' before i make any serious judgment call over how much this is going to effect my raiding output.

Last edited by Korchak : 02/23/08 at 1:50 AM.
 
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Old 02/23/08, 1:55 AM   #2605
PSGarak
Bald Bull
 
PSGarak's Avatar
 
Undead Warlock
 
Hyjal
Since the actual values of the health and mana aren't the same anymore, there's not any particular reason that the percents should be the same either. Considering the average warlock's health to mana ratio, even in PvE, a 15%hp->20%mp wouldn't change the values much from what they are now. It depends on what the actual reason for the change is though, if they want to change its scaling with gear, or its PvP balance, or make INT useful to warlocks.

 
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Old 02/23/08, 2:16 AM   #2606
Rayeth
Von Kaiser
 
Rayeth's Avatar
 
Human Mage
 
Hyjal
Originally Posted by PSGarak View Post
It depends on what the actual reason for the change is though, if they want to change its scaling with gear, or its PvP balance, or make INT useful to warlocks.
I tend to believe this is the case. Giving warlocks a larger stat pool to look at (hit, dmg, haste, crit, sta, int) is going to be beneficial in the long run with the way the itemization formula penalizes large amounts of smaller stats.Warlocks and Mages alike wish they could decrease the number of stats they are dependent on. Hell it wasn't until recently that Mages were able to get rid of the last ability that keyed off spirit (Evocation). If indeed they want to make warlocks more INT reliant this would be a good way to bring the two classes closer together in terms of item desirability.

Now the only thing left is for them to stop creating DPS caster gear with spirit on it....

[edit] I fail at spelling.
 
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Old 02/23/08, 2:26 AM   #2607
NanoHaxial
Von Kaiser
 
Undead Warlock
 
Mal'Ganis
Originally Posted by Rayeth View Post
I tend to believe this is the case. Giving warlocks a larger stat pool to look at (hit, dmg, haste, crit, sta, int) is going to be beneficial in the long run with the way the itemization formula penalizes large amounts of smaller stats.Warlocks and Mages alike wish they could decrease the number of stats they are dependent on. Hell it wasn't until recently that Mages were able to get rid of the last ability that keyed off spirit (Evocation). If indeed they want to make warlocks more INT reliant this would be a good way to bring the two classes closer together in terms of item desirability.

Now the only thing left is for them to stop creating DPS caster gear with spirit on it....

[edit] I fail at spelling.
If their only goal was make Int more useful, changing Life Tap in such a way certainly wouldn't be the way to go about it, especially since it effectively punishes you as your Health/Stam increase.
 
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Old 02/23/08, 2:32 AM   1 links from elsewhere to this Post. Click to view. #2608
 Praetorian
Mike Tyson
 
Praetorian's Avatar
 
Orc Shaman
 
Mal'Ganis
My take on the warlock situation:

Life Tap is balanced for PvE, an environment in which mana is much easier to come by. You have pots, you have people with lots of spirit and stacked mp5 on their gear, etc. In arena, none of those other elements are present, yet Life Tap is every bit as effective as it is in a raid. That's the problem.

The trick is to solve that problem without also gimping warlocks in PvE. Part of it also depends on how elegant a solution Blizzard wants. You could say that having resilience also makes Life Tap less effective, such that it restores less mana per hp lost (maybe 25% less mana at cap resil). I don't know if Blizzard wants to be that blatant about things, but that'd be one way of tweaking warlocks for PvP without destroying their PvE efficiency.
 
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Old 02/23/08, 2:55 AM   #2609
Gumibear
Piston Honda
 
Human Death Knight
 
Medivh
Originally Posted by PSGarak View Post
Since the actual values of the health and mana aren't the same anymore, there's not any particular reason that the percents should be the same either. Considering the average warlock's health to mana ratio, even in PvE, a 15%hp->20%mp wouldn't change the values much from what they are now. It depends on what the actual reason for the change is though, if they want to change its scaling with gear, or its PvP balance, or make INT useful to warlocks.
The easiest way I can think of to make us care about Intellect without punishing us for our health would be to make the mana return of life tap scale as a percentage of max mana, and then exchange health 1 to 1 for the mana. In other words, scale both the cost and reward with max mana instead of scaling the cost with max health.
 
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Old 02/23/08, 2:59 AM   #2610
Axanor
Don Flamenco
 
Axanor's Avatar
 
Tauren Druid
 
Area 52
Now the only thing left is for them to stop creating DPS caster gear with spirit on it....
Frost/Arcane Mages, Moonkins and Shadow Priests all benefit from Spirit on their gear, even more so after the changes on the PTR. I don't see why everyone keeps complaining.
 
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Old 02/23/08, 3:07 AM   #2611
Opioid
Don Flamenco
 
Blood Elf Warlock
 
Kil'Jaeden
Originally Posted by Praetorian View Post
My take on the warlock situation:

Life Tap is balanced for PvE, an environment in which mana is much easier to come by. You have pots, you have people with lots of spirit and stacked mp5 on their gear, etc. In arena, none of those other elements are present, yet Life Tap is every bit as effective as it is in a raid. That's the problem.

The trick is to solve that problem without also gimping warlocks in PvE. Part of it also depends on how elegant a solution Blizzard wants. You could say that having resilience also makes Life Tap less effective, such that it restores less mana per hp lost (maybe 25% less mana at cap resil). I don't know if Blizzard wants to be that blatant about things, but that'd be one way of tweaking warlocks for PvP without destroying their PvE efficiency.
It seems like a clumsy nerf to me. If you asked a sampling of people what made a warlock annoying how many would respond "the terrible longevity of their manapool?" Just seems like they're grasping at straws to make a difference and nerf warlocks at PVP somehow but messing up a skill thats always been fine as a result.

Warriors have effectively infinite (albeit metered) power pool and people seem more or less fine with it, and rogues are underpowered in PVP to some extent and they have the best power system in the game. At most I see warlocks eschewing a few DOT casts and continuing to fearbot throughout the match, and maybe having to bind a lower rank Life Tap for emergency use (with a few less Siphon Life builds overall.) I don't see this helping the overall problem in a big way, but definitely adding irritation.
 
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Old 02/23/08, 3:10 AM   #2612
PSGarak
Bald Bull
 
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Undead Warlock
 
Hyjal
If the purpose is to make warlocks like INT more, I don't think it's to even out differences in itemization between warlocks and mages. There's obviously a push to make INT more useful in general. This change is a class-specific change in line with the regen change, if anything making warlocks prefer INT as much as other classes do now so they're not left behind, rather than pulling us ahead.

I do think that the PvP balancing is much more likely. I was just thinking how the hp:mp ratio changes in PvP gear, but praetor is right, mana means a lot more too, which is both the means and the cause of the nerf. As far as punishing a larger health pool... for a while, you're not actually being punished, you're just gaining less benefit from the health. More health is still better than less health, just not as good as more health pre-2.4. For a while. Basically once you've tapped away one whole life bar (7 taps), your extra hitpoints start becoming a net health loss, but before then they're a net health gain, so long as healers aren't obligated to constantly top you off.

 
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Old 02/23/08, 3:13 AM   #2613
epiphenom
Piston Honda
 
Human Mage
 
Stormrage
Originally Posted by Axanor View Post
Frost/Arcane Mages, Moonkins and Shadow Priests all benefit from Spirit on their gear, even more so after the changes on the PTR. I don't see why everyone keeps complaining.
Possibly because fire mages, who can reasonably be expected to be the majority of mages using mage tier gear, do not benefit?

You might argue that an objection based around two specs of one class is narrow, but I don't see what's particularly difficult to understand about it. Granted, Rayeth's quote went a little far afield in saying Blizzard needs to create caster DPS gear without spirit, because they already have - Leggings of Calamity, Amice of the Convoker, and probably other pieces we haven't discovered yet. So at some level Blizzard seems to understand that mages also don't want spirit. The anomaly, which is where this line of discussion started, is that they continue to itemize mage tier sets with large amounts of spirit. In that context, other classes' benefit from spirit doesn't really matter.
 
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Old 02/23/08, 3:26 AM   #2614
Brakar
Don Flamenco
 
Human Priest
 
Doomhammer
Originally Posted by Axanor View Post
Frost/Arcane Mages, Moonkins and Shadow Priests all benefit from Spirit on their gear, even more so after the changes on the PTR. I don't see why everyone keeps complaining.
Just because spirit isn't useless for me doesn't mean I actually want it on my gear. I'd still rather have it as dmg or haste. Blizzard's obsession with having every piece in a given slot have the exact same damage value and then forcing the remaining budget into other stats is infuriating. It leads to itemization like [Hood of Absolution] where a huge portion of the item budget is used in stats that are at best dubious (crit, spirit and mp5), and duplicating regen in different ways with both spirit and mp5 on the same piece. I don't really want spirit, mp5 or crit on my gear but I accept we're going to get some just to eat up some portions of the budget. That doesn't mean I'm going to like it though. The new [Sunfire Robe] is a beautiful piece of itemization and I only wish more pieces were as well itemized.

Edit: Additional mana regen also does nothing if you're not able to use it. Arcane mages have such huge mana dumps they can realistically use every bit of mana they get (which still doesn't make it worth getting, but you can at least use the mana.) There are very few fights that I as a shadow priest am hurting for mana. Illidari Council and to a lesser degree Mother Shahraz (from mana burn) do I actually have to pay attention to mana usage. On just about any other fight I rarely if ever need to pot and I have no way to use any excess mana I may have.

Last edited by Brakar : 02/23/08 at 3:38 AM.
 
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Old 02/23/08, 4:05 AM   #2615
Ralask
On WOW's Worst Server
 
Human Warlock
 
Ner'zhul
Originally Posted by Opioid View Post
It seems like a clumsy nerf to me. If you asked a sampling of people what made a warlock annoying how many would respond "the terrible longevity of their manapool?" Just seems like they're grasping at straws to make a difference and nerf warlocks at PVP somehow but messing up a skill thats always been fine as a result.

Warriors have effectively infinite (albeit metered) power pool and people seem more or less fine with it, and rogues are underpowered in PVP to some extent and they have the best power system in the game. At most I see warlocks eschewing a few DOT casts and continuing to fearbot throughout the match, and maybe having to bind a lower rank Life Tap for emergency use (with a few less Siphon Life builds overall.) I don't see this helping the overall problem in a big way, but definitely adding irritation.

Locks are not a problem now in any bracket but 2's anyway. With armor ignore and double melee in 3's and the return of training the lock in 5's, locks are a subpar pvp class in 3's and 5's. I dont understand giving mages all these buffs and nerfing locks so hard in pvp. Im sure we have not seen the last changes for the PTR maybe it will all make sense in the end.

Originally Posted by XI- View Post
Step 1: Obtain Handgun
Step 2: Place in Mouth
Step 3: ?????????????
Step 4: Profit (this is for the rest of us).
 
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Old 02/23/08, 4:07 AM   #2616
Soul
Don Flamenco
 
Undead Mage
 
Gilneas
If the designers want to make Lifetap less time efficient and make INT desirable for 'locks, they could scale lifetap with BASE HP and MAX mana (e.g., cost 25% base HP for 15% max mana). This way, you get large returns if you're in PvE with a 9 or 10k mana pool, but you don't get such large returns if you're PvPing and have a 6k mana pool... health cost remains the same so the healing requirements don't scale so onerously. The design with Lifetap scaling with max HP really makes certain talents like Demonic Embrace questionable.
 
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Old 02/23/08, 4:42 AM   #2617
Draele
Don Flamenco
 
Human Warlock
 
Thunderhorn
Originally Posted by Axanor View Post
Frost/Arcane Mages, Moonkins and Shadow Priests all benefit from Spirit on their gear, even more so after the changes on the PTR. I don't see why everyone keeps complaining.
It's very frustrating as Affliction since we already have to be super picky about avoiding crit and now Spirit is on damn near everything too. All the items are watered down for a spec that already scales poorly even if perfectly itemized for.

Rantings of the Afflicted, a Warlock blog: http://draele.blogspot.com/
 
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Old 02/23/08, 5:32 AM   #2618
Zephro
Piston Honda
 
Undead Warlock
 
<xW>
Neptulon (EU)
Originally Posted by PSGarak View Post
If the purpose is to make warlocks like INT more, I don't think it's to even out differences in itemization between warlocks and mages. There's obviously a push to make INT more useful in general. This change is a class-specific change in line with the regen change, if anything making warlocks prefer INT as much as other classes do now so they're not left behind, rather than pulling us ahead.
This works in theory, but it means every piece of warlock set gear will need to be drastically re-itemised. And you still want stamina for non-mechanical reasons, too - if warlocks end up like mages, with small health pools and comparatively large mana pools, then every life tap will be dicing with death on any boss with environmental damage.

Last edited by Zephro : 02/23/08 at 5:57 AM.
 
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Old 02/23/08, 6:50 AM   #2619
Rane
King Hippo
 
Orc Warlock
 
Magtheridon (EU)
Brutallus disabled on PTR

We've made some pretty extensive changes to the Felymyst encounter. To facilitate testing of this encounter over the weekend on the PTRs, we are going to have Brutallus kill himself when he enters combat. Kalecgos is also still disabled on PTR at this time.
Helloooo Felmyst.
 
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Old 02/23/08, 7:31 AM   #2620
fconde
Von Kaiser
 
Human Warlock
 
<HoB>
Dunemaul (EU)
Lifetap is a badly tought nerf, consider this two situations,

. Actually having a imp in a group is worse than not having if you are concerned about longivity, since the imp will make you lose more health each yime you lifetap, I lost around 200 more health each tap from having a imp with me.
On test server without imp my lifetap costed 940 health, with my own imp it costed 1405 health, the mana returned was obviously the same (1212) in my case.

. A warlock in a tank group to give a imp, will have bloodpact from his own pet and possibly commanding shout, this will result in a way bigger loss of health for no benefict at all in mana returned, if the difference with imp or no imp is already 465 health in my case it will be even higher with commanding shout (dint found a wasrior to gtoup in test), this from what is supposed to be groups buffs.

. I know is not high-end state of the art content but if you go out of mana while tankign leotheras a lifetap will be a huge blow on your life for very littel mana returns, im at around 15k buffed health and 7k buffed mana.

In PvP it will make destruction, already a very bad tree even worse, because is the only warlock spec that cant regen life so it will hurt them even more, on a time where people talk of making all specs at least semi-viable in pvp is a strange move.
 
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Old 02/23/08, 7:38 AM   #2621
Chirality
Don Flamenco
 
Night Elf Warrior
 
Greymane
Originally Posted by Ralask View Post
Locks are not a problem now in any bracket but 2's anyway. With armor ignore and double melee in 3's and the return of training the lock in 5's, locks are a subpar pvp class in 3's and 5's. I dont understand giving mages all these buffs and nerfing locks so hard in pvp. Im sure we have not seen the last changes for the PTR maybe it will all make sense in the end.
Locks are not yet a subpar PvP class in any bracket--they're just not as dominant as they were before the SL/SL nerfs...and let's be honest, no spec in the history of Burning Crusade was as overpowered as SL/SL was at the beginning of season 2. The change to make Mortal Strike and Wound Poison apply to Drains completely changed the dynamic of that spec (for the better I would add) but it did make locks vulnerable to double melee. So what? Warriors are vulnerable to mages, priests to shaman, etc. This is complete case of "Nerf Paper. Scissors are Fine. Sincerely, Rock".

I will, however, say that the buffs to mages (while perhaps overdue) are coming too fast to be evaluated clearly. As a warrior, in 2s or 3s I fear one class/spec above all others: Frost mages. Yes--this is a Rock/Paper situation again, but I share your unstated fear that warlocks will get pushed out of roles by newly-buffed mages. With the blink mana cost reduction (and gems now) it will become very hard to run a mage out of mana to get them vulnerable to melee (by forcing them to not blink). Warlocks have no escape. You stand there and take it, and watch your felhunter die to sweeping strikes. But this is a critical design issue...Warlocks are simply not meant to have an escape, and 3v3 makes this issue stand out more than it ever has.

Eventually though, double melee will end up with enough counters (likely RMP still) that Warlocks will balance out. Then again, I've been saying Warrior/Druid will get smoothed out at the top end by Druid/Hunter and it hasn't happened.

And Armor Penetration on Season Three gear is a total red herring. I have all the armor pen you can get on pvp gear and that's around 500 total--about the same that your armor would change from season 2 to three. (Edit: I Rescind this comment I was thinking of something else, perhaps)

Last edited by Chirality : 02/23/08 at 7:47 AM.
 
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Old 02/23/08, 7:42 AM   #2622
fconde
Von Kaiser
 
Human Warlock
 
<HoB>
Dunemaul (EU)
And Armor Penetration on Season Three gear is a total red herring. I have all the armor pen you can get on pvp gear and that's around 500 total--about the same that your armor would change from season 2 to three.
Not that I am that much of a PvP player but lock s3 set has more 68 armor than season 2 set in total (all 5 pieces combined).
 
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Old 02/23/08, 7:46 AM   #2623
Chirality
Don Flamenco
 
Night Elf Warrior
 
Greymane
Originally Posted by fconde View Post
Not that I am that much of a PvP player but lock s3 set has more 68 armor than season 2 set in total (all 5 pieces combined).
Hmm. My mistake, perhaps I was thinking the increased armor of the mage gear.
 
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Old 02/23/08, 7:51 AM   #2624
Akj
Piston Honda
 
Orc Warlock
 
Suramar
Blizz needs to stop playing this balancing act between PvE & PvP and implement separate rule sets for them (drinking being nerfed in arena only is a good precedent). The number of thoughtless arena based nerfs that hurt PvE is getting ridiculous. I cannot believe they pushed through a lifetap change that makes talents like Demonic Embrace (+15% sta), Fel Stamina (+3% sta) and buffs like fortitude, blood pact detrimental to the warlock and the raid in a sense.
 
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Old 02/23/08, 8:05 AM   #2625
shanice
Glass Joe
 
shanice's Avatar
 
Human Death Knight
 
Silvermoon (EU)
Originally Posted by Praetorian View Post
People on the PTR forums were reporting the values also decreasing based on their current, not max, mana. That surely is a bug if accurate.

I'd also be curious to see numbers from a fully PvE-geared warlock as well -- I can see this as a way to give Int more value for warlocks and as a nerf for Life Tap in PvP (high-stam) settings.
Stats:


Doesn't scale with +dmg anymore




With exactely the same gear w/o any buffs except Fel Armor, I get 1721mana/LifeTap (1618 w/o Fel Armor) on the live server.

__ don't argue with an idiot. he will drag you down to his level and beat you with experience __
 
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