Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Public Discussion

Closed Thread
 
LinkBack Thread Tools
Old 03/10/08, 11:46 PM   #4001
raffy
Piston Honda
 
Night Elf Druid
 
Suramar
I guess we could see some unique equip/use effects outside of trinkets and weapons. Only recently in the BC, we're seeing ring and amulet procs. So theirs still a lot of other items that could get procs potentially.

The belt is still naked, enchant-wise, so they could independently develop a new mechanic for the belt -- maybe Hit Recovery (see D2) which would work to counter pushback? Or something similar to the new shaman Toughness with reduces Snare Duration or Snare Effectiveness? Or an extension to Surefooted?

The BC saw 0 elemental weaponry, which was rare but still itemized in Vanilla WoW straight up to the Thunderfury. I still think it would be interesting to see some melee weapons, ranged weapons (or ammo), and some items gain +elemental damage, like +4-5 Fire Damage on Hit. And elemental damage enchants like to wrists or gloves.

The meta slot provides a lot of customization similar to the trinket slots. Will we ever see the meta move to a different slot? Or meta configurations beyond Meta + 1 Gem for Head?

There is a lot of room for gem itemization: we still lack +armor gem (that scales with Bear form). Obviously, they could also add Armor Penetration and Melee Haste Rating.

Shoulder enchants could use a huge overhaul, even if they use existing stats, there is much to be desired than the 4 standard configurations in the BC.

Vanilla WoW also briefly experimented with Absorption/Flat damage mitigation. This stat has yet to be seen on many (if any) items. Sorta like a universal shield block value (that applies to all attacks, see Earthen Elixir).

I don't think we'll see any energy regeneration procs (and probably no rage ones either) due to how amazingly they scale (see Feral 2/5 T4).

Offline
Old 03/10/08, 11:49 PM   #4002
Cos-
Piston Honda
 
Night Elf Rogue
 
Silver Hand
Originally Posted by raffy View Post

The BC saw 0 elemental weaponry, which was rare but still itemized in Vanilla WoW straight up to the Thunderfury. I still think it would be interesting to see some melee weapons, ranged weapons (or ammo), and some items gain +elemental damage, like +4-5 Fire Damage on Hit. And elemental damage enchants like to wrists or gloves.
Beta had a pretty hilarious arcane damage dagger from vendor. They removed that after people realized it let rogues ignore all armor.

Offline
Old 03/10/08, 11:50 PM   #4003
 Intermission
Spiral out, keep going
 
Intermission's Avatar
 
Undead Mage
 
Frostmourne
Originally Posted by LiquidHAL View Post
You can add all the new stats and unique bonuses you want, but in the end the min/maxers will find the best possible DPS/healing/mitigation and ignore pretty much everything else, barring some sort of gimick fight.
To stop people 'ignoring' stats, you can always do what crit does.

The first percent is much better than the 50th, so to neglect crit entirely would be stupid. But when you crit is at 80%, its relative value to your dps increase is far less, so other originally sub-optimal stats would start to be better than crit. Basically, one big crit vs AP debate, but for ~5 stats.

Armor pen and haste dont really follow the crit rule, though.

Australia Offline
Old 03/10/08, 11:51 PM   #4004
raffy
Piston Honda
 
Night Elf Druid
 
Suramar
Originally Posted by Cos- View Post
Beta had a pretty hilarious arcane damage dagger from vendor. They removed that after people realized it let rogues ignore all armor.
Yeah I remember seeing some funny duels with it. Although, full elemental itemization is silly (since it completely devalues armor penetration as you stated). I'd like to see something like 75% Weapon Damage + 25% Elemental Damage.

Offline
Old 03/10/08, 11:55 PM   #4005
Earthhoof
Von Kaiser
 
Earthhoof's Avatar
 
Tauren Druid
 
Arathor
Originally Posted by Shadewalk View Post
... melee get armor pen+resist, casters armor + spell pen), and then give almost all gear ~equal armor penertration/spell penetration. This effectively could get us nowhere and burns some of the new gear points.
I should point out, having mused about this one frequently, that the comparison is asymmetrical. For armor and armor penetration, both do good for you without the other person having the counter, since everyone has some armor; if I stack armor, even if you don't stack armor penetration, it's good for me (though perhaps not an optimal strategy), and vice-versa. For spell resists and spell penetration, though, the same doesn't hold true. Unless someone is wearing gear for it, the average amount of resist is not enormous; it is possible that I will be wrong in this assertion (I don't play in Arenas), but I would be willing to believe that the proper counter for something like Prayer of Shadow Protection or other resistance buffs is just to dispel them rather than build up spell penetration.

There's the fundamental discrepancy; if I stack spell resist, yes, it forces the casters to stack spell penetration. But if I choose to eschew spell resist, then the spell penetration on their gear is nothing but wasted points. Granted, if you're just sticking "Equip: +5 All Resistances" on all of the arena sets or something, that will basically force the issue. But players won't seek out massive resist/penetration gear because, unlike crit/resilience or armor pen/armor, its worth is dependent entirely on what the other player is doing.

Originally Posted by raffy View Post
The belt is still naked, enchant-wise
It would be fun to see the belt slot enhancements given to engineers as a sort of "utility'' upgrade; not totally wacky things like chickens or rockets, but somewhat offbeat things, like a small% spell reflection, or the chance to proc a small shield when hit.

Last edited by Earthhoof : 03/11/08 at 12:03 AM.

Offline
Old 03/11/08, 12:07 AM   #4006
raffy
Piston Honda
 
Night Elf Druid
 
Suramar
Originally Posted by Earthhoof View Post
There's the fundamental discrepancy; if I stack spell resist, yes, it forces the casters to stack spell penetration. But if I choose to eschew spell resist, then the spell penetration on their gear is nothing but wasted points. Granted, if you're just sticking "Equip: +5 All Resistances" on all of the arena sets or something, that will basically force the issue. But players won't seek out massive resist/penetration gear because, unlike crit/resilience or armor pen/armor, its worth is dependent entirely on what the other player is doing.
Bringing back the random or flat resists on PvP gear would be interesting. I remember when I was grinding to GM on my hunter, I was wearing all the shadow resist pieces from T1 and T2 and filling the remaining slots with the Marshal gear. This made my worst enemies, UD SP's and Warlocks, a joke. Not that I would like to see that again, it would just give casters some more itemization options. Although I guess, if melee and healers started floating around +50 all resists, PvP would need a different spell resist ruleset, so players with 0 spell pen wouldn't be so disadvantaged.

Originally Posted by Earthhoof View Post
It would be fun to see the belt slot enhancements given to engineers as a sort of "utility'' upgrade; not totally wacky things like chickens or rockets, but somewhat offbeat things, like a small% spell reflection, or the chance to proc a small shield when hit.
The belt enchant could also be a potion/elixir storage. This seemed to work relatively well in Diablo. And we already have craft-specific bags. However, this would really devalue the Potion Injectors.

Offline
Old 03/11/08, 12:16 AM   #4007
Kissmyaxe
Von Kaiser
 
Draenei Shaman
 
Silvermoon (EU)
Originally Posted by raffy View Post
The belt enchant could also be a potion/elixir storage. This seemed to work relatively well in Diablo. And we already have craft-specific bags. However, this would really devalue the Potion Injectors.
Make tee injectors usable with the belt. So a 4 slot belt can store 4 stacks of normal potions or 4 injectors.

Romania Offline
Old 03/11/08, 1:24 AM   #4008
PandemicXTC
Company Shill
 
PandemicXTC
Undead Priest
 
No WoW Account
Originally Posted by Addled View Post
Probably not so much #1. It was my impression that the stamina buff was a one-off thing to keep PvP less crit-dependent.
Also it was to make PvE healing less twitchy. I remember spamming cancel-heals on Chromagnus and Twin Emps, trying to find that nervous balance between keeping him topped off and running OOM. It seems to take the tank an extra couple seconds to drop in most cases and a single big heal is a smaller % of the tanks total health.

Offline
Old 03/11/08, 2:08 AM   #4009
Cuer
Piston Honda
 
Tauren Druid
 
Earthen Ring
I can't find the link right now, but during the flurry of interviews around the WotLK announcement and promotion, Kalgan stated that they wanted to move away from having the "of the..." item extensions on blues/greens that were "best stats for a class" powerful, during the start of TBC. We can probably expect generically itemized gear with the random extension drops, with the actual designed pieces given the stronger useful stats, again.

It will be interesting to see what takes the spot of Haste and Armor Penetration, as the "let's toss this on all the gear" stats for the expansion.

Offline
Old 03/11/08, 6:02 AM   #4010
Hylo
Piston Honda
 
Hylo's Avatar
 
Blood Elf Paladin
 
Vek'nilash (EU)
Originally Posted by raffy View Post
I'd like to see something like 75% Weapon Damage + 25% Elemental Damage.
Odd to see a druid suggesting this as we would gain absolutely zero benefit from such a weapon (claws...). On the other hand it would make armor penetration less desirable for rogues/warriors/etc - just as it is for ferals at the moment.

Offline
Old 03/11/08, 6:49 AM   #4011
Feles
Glass Joe
 
Human Death Knight
 
Ravencrest (EU)
Originally Posted by raffy View Post
Yeah I remember seeing some funny duels with it. Although, full elemental itemization is silly (since it completely devalues armor penetration as you stated). I'd like to see something like 75% Weapon Damage + 25% Elemental Damage.
I think there was a rogue talent called Shadow strikes in the TBC beta which allowed rogues to do 10% of their weapon damage in shadow damage. It may have been a joke or made up by someone though but nevertheless I think it was pretty neat idea.

I think Blizzard could add some elemental weaponry into game via Blacksmithing profession. Call it imbue or something else but idea would be the same as with enchants but made by blacksmiths since they aren't that huge money makers later into expansion after most boes start to fade down compared to raid/pvp gear. Ideally these imbues would stack with enchants and arent that expensive but neither cheap to craft so minmaxers would chance these depending on fight(well maybe not, would add one more timesink preraid to gather mats for different fights again.).

Edit1: They could also work like mana oils etc. at the moment but I like the idea of permanent chance more myself.

Last edited by Feles : 03/11/08 at 6:55 AM.

Offline
Old 03/11/08, 9:08 AM   #4012
• Chicken
Co-starring: The Egg
 
Chicken's Avatar
 
Ginakursia
Goblin Warlock
 
No WoW Account (EU)
Originally Posted by PandemicXTC View Post
Also it was to make PvE healing less twitchy. I remember spamming cancel-heals on Chromagnus and Twin Emps, trying to find that nervous balance between keeping him topped off and running OOM. It seems to take the tank an extra couple seconds to drop in most cases and a single big heal is a smaller % of the tanks total health.
I'm reasonably certain it was also part of the rebalancing to encourage healers to use higher ranks of heals. Downranked heals are still more efficient in general now than the higher ranked heals, but typically their throughput is now too low with the new health and incoming damage tanks have. Even after the initial downranking nerf I only switched to using Heal (3) instead of Heal (2) on my Priest in pre-TBC content, but that amount of downranking no longer works with the new health totals.

buff /bÊŒf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of

Netherlands Online
Old 03/11/08, 9:25 AM   #4013
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
I'm reasonably certain it was also part of the rebalancing to encourage healers to use higher ranks of heals. Downranked heals are still more efficient in general now than the higher ranked heals, but typically their throughput is now too low with the new health and incoming damage tanks have. Even after the initial downranking nerf I only switched to using Heal (3) instead of Heal (2) on my Priest in pre-TBC content, but that amount of downranking no longer works with the new health totals.
On that note, wouldn't the spell haste mechanic eventually require a penalty as well?

I was thinking along the lines of [Heal rank x-1] and spell haste producing as much HPS as [Heal rank x] without haste.

"We do want Sanctuary to be the tanking seal"

- Ghostcrawler

Offline
Old 03/11/08, 9:33 AM   #4014
Panasi
Glass Joe
 
Dwarf Paladin
 
Blackrock
Originally Posted by Prinsesa View Post
On that note, wouldn't the spell haste mechanic eventually require a penalty as well?

I was thinking along the lines of [Heal rank x-1] and spell haste producing as much HPS as [Heal rank x] without haste.
If anything, they'd introduce a mechanic to make lower rank spells benefit less from haste, similar to how they currently benefit less from +healing.

Edit: Quoted wrong post

Last edited by Panasi : 03/11/08 at 9:49 AM.

Offline
Old 03/11/08, 10:06 AM   #4015
Roywyn
Bald Bull
 
Roywyn's Avatar
 
Roywyn
Gnome Mage
 
No WoW Account (EU)
Originally Posted by Prinsesa View Post
On that note, wouldn't the spell haste mechanic eventually require a penalty as well?

I was thinking along the lines of [Heal rank x-1] and spell haste producing as much HPS as [Heal rank x] without haste.
Hm, I don't think so. +320 spell haste makes all your heals 20% faster, 20% more powerful, low and high rank heals alike.
Lower level spells get less absolute HPS from HPS than higher level spells because they're weaker to begin with.


Say, +2300 healing used to add 2k healing to about all spells from "Heal 2" to "GHeal 7".
Making H2 cost 205 mana for 460+2000 healing, and GH7 cost 805 mana for 2590+2000 healing.

So, +2300 doesn't even double the effect of GH7, but makes H2 more than 5 times as strong.
Both spells gained the same absolute HPS from +healing, but low level spells got a vastly higher relative HPS, which was rebalanced in 2.0.


For your example, if you take GH6 (2424+2000 healing, 750 mana, 5.656 hpm) and GH7 (2590+2000 healing, 825 mana, 5.563 HPM), level 63/68 spells at +2300 healing.


It takes ~7.5% haste to make hasted GH6 the same HPS as unhasted GH7.

That's ~120 spell haste needed, which has the same cost as +264 healing, which would boost GH6 by 6.2% and GH7 by 5.7% HPS and mana efficiency.


Spell haste is pretty powerful for pure throughput and high levels, but +healing provides better HPS and HPM if you start downranking.
Haste has the benefit of "making that heal land before the death" and it's one more stat, so items with haste and healing can be better than those with pure healing due to how item budget works.

I can't really see it becoming more powerful than other tools to warrant a change.

Last edited by Roywyn : 03/11/08 at 10:24 AM.

Offline
Old 03/11/08, 10:49 AM   #4016
gimpynerd
Von Kaiser
 
Night Elf Rogue
 
Eredar
Originally Posted by Roywyn View Post
Physical DPS get at least some progression. Yes, it does not make sense that Gruul drops the best trinket for 6 classes even after the item (hidden cooldown) and the mechanics (haste) have been nerfed. But T5 and T6 zones have very good trinkets as well, including some class trinkets (rogue/warrior in TK, rogue/hunter Ashtongue).
There is at least some meaningful trinket progression between BWL (DFT, which is still nice) and late Black Temple.
Am I the only one that finds items like DST, (and Hand of Justice in Vanilla) to add more flavor to the game? While I like raiding as much as the next guy, it's nice for items like these in lower instances to exist simply because not everyone knows how good they are. I can't count the number of people that I've met that would actually replace the DST with something from a higher instance because not everyone is a min/maxer and some don't realize it's value.

I for one would welcome more of these kinds of items, because it's nice to find upgrades in unusual parts of the game.


Offline
Old 03/11/08, 11:53 AM   #4017
Vhad
Don Flamenco
 
Night Elf Warrior
 
Silvermoon (EU)
Whats unusual about T4 content? What you're saying is that because some people don't know anything about items and or min/maxing that justifies best in slot items to come from several tiers lower in progression when the higher tiers of progression items of the same slot are bad.

I just don't see the flavor, at all. TLC was flavor because it had amazing synergy with AM in 2.2->2.3 that took alot of testing/theorycraft from players to figure out. DST is stupid and overpowered.

What!?

Offline
Old 03/11/08, 12:02 PM   #4018
gimpynerd
Von Kaiser
 
Night Elf Rogue
 
Eredar
Yes I do think that because some people don't know anything about items and or min/maxing that justifies best in slot items to come from low tier places. Is it gives people in T6 content a reason to still go to Gruul. After nothing but BT/Hyjal all week I would think a nice easy Gruul run would be a relief, and the prospect of an upgrade is an added bonus. I don't remember much whining about Thunderfury being the best dps/tanking weapon in the game in Vanilla. True DST isn't a legendary item, but it also isn't a weapon.

Amazing items in lower level content could also be one of Blizzard's ways of throwing a bone to the casuals: "Hey you can't get best in slot for every item but you can get an awesome trinket!". Why does it matter where you get your upgrades, as long as they are upgrades? DST has a relatively low drop chance as well, so not everyone casual running around is going to have one.


Offline
Old 03/11/08, 12:05 PM   #4019
Chewy
Von Kaiser
 
Chewy's Avatar
 
Tauren Shaman
 
Mal'Ganis
Isn't this very similar to having rejuvenating gem/nelth's tear/styleens/etc in BWL? Things you probably would never replace and are in fact still viable today?

Offline
Old 03/11/08, 12:11 PM   #4020
gimpynerd
Von Kaiser
 
Night Elf Rogue
 
Eredar
Well i certainly hope DST isn't still the best melee trinket in WoTLK, as I think that would be a bit much. I think Hand of Justice is the perfect example of a DST-like item in Vanilla. Caster trinket itemization is something that desperately needs fixing.


Offline
Old 03/11/08, 12:13 PM   #4021
Vhad
Don Flamenco
 
Night Elf Warrior
 
Silvermoon (EU)
Yes it is, and it's stupid. The fact they had to nerf both TLC and DST is more evidence of them just not realizing how good the items are, not that they thought oh these casuals guys can get amazingly good stuff. I don't mind gruul, I do it twice a week for DST to mains and once on my alt for some random epics. Coming back to lower tier content shouldn't be because of incredibly good items, should be for actual flavor or stashable items (read: Magtheridon/Onyxia bags, head turn ins, gems) not low chance drop rate on overpowered items != flavor.

What!?

Offline
Old 03/11/08, 12:18 PM   #4022
gimpynerd
Von Kaiser
 
Night Elf Rogue
 
Eredar
To each their own, items like these have always existed and I'm beginning to think it's not because Blizzard is too dense to realize that they are good. I sure wouldn't run Gruul weekly just for a bag, I didn't do it with Onyxia, but I would do it for a nice trinket. I still fail to see why people raise such a fuss over it? Is exclusivity that important? I could see if it dropped every run, but as mentioned before it doesn't. Maybe Blizzard should just make it legendary, I doubt people would complain then.


Offline
Old 03/11/08, 12:33 PM   #4023
ZeroWashu
Banned
 
Draenei Shaman
 
Eitrigg
Originally Posted by Lithose View Post
When a boss dies, a chest materializes. Anyone can look into the chest and see the entire loot table of the boss, however, in order to pull something out of the chest you need a key from the boss.

Key acts as a token, reward is instant, gratifying and believable..It also doesn't require a knowledge of loot tables or token vendors as the loot is visible to everyone, just not obtainable.

"Akama's soul keys"
"Keys of the betrayer"

ect ect, each bosses key would be specific to his chest, and the number of keys would be how many items blizzard wanted him to drop.
I would do this just slightly different.

Bosses drop loot specific to their dungeon/faction. Bosses drop tokens too. Final bosses would have their drops plus one token which can be redeemed for any set item which the dungeon/faction is rated for. This way if items come from a similar faction but different dungeon you can get it this way. By set item I would include weapons, trinkets, and armor - it would be up to Blizzard to group them.

The (all so unoriginal) twist is, the first item is 1 token, each additional item however costs more tokens. Probably 1,3,5,5... With the first one costing one your guaranteed an item of your liking on the run provided your their for the finish. Beyond that you got to work more for it. The fixed final price rewards those members who are part of the farm team working others up.

The problem with token based systems is that the item selection has to expand over time otherwise people end up with yet another faction item sitting in the bank.

Offline
Old 03/11/08, 1:06 PM   #4024
Harwin
Piston Honda
 
Night Elf Hunter
 
Mannoroth
Originally Posted by Whitemane View Post
A green level 57 leather hat of the monkey yields 17-18 sta/agi in vanilla and 24 agi and 37 sta in TBC. The vanilla helmet is ilvl 62 and the TBC helmet is 81. The TBC helmet is evenly spread like the vanilla helmet in terms of item points, 24 agi ~ 37 sta.

Without changing the formula though, this 33% buff in both ilvl and stat points should not be possible. 33% higher ilvl with the same stat distribution should not give 33% higher stats. So I think the formula was changed slightly to make stats cheaper as well, maybe rebalanced to a new norm? It'll be interesting to see how much they need to up item levels to make the same item progression in the next expansion. Going from vanilla level 57 required items to TBC level 68 required items you go from ilvl 62 to 114. Quite an increase for just 11 levels.

PS: And as someone mentioned, armor values were also changed.
PPS: Resilience will most likely not appear on green items as it's a PvP stat? You only use green gear for levelling up really and discard it fairly quickly, I fail to see how anyone would find any use for green resilience items.

Actually, this seems to be a common misconception. The formula does NOT penalize high stats by making them more expensive relative to ilvl. It penalizes stacking your stat distribution on one stat.
The misconception arises because the formula exponentially increases each stat to the 3/2 power, so within a given item, you can get more points by spreading stats. However, after you add up the stat values (after exponents), you raise everything to the 2/3 power, thus counteracting the earlier increase.
Like for the "of the monkey", at vanilla level 62 - (18^(3/2) + 18^(3/2)) ^ (2/3) ~= 28.
At TBC level 81, (using agility twice) - (24^1.5 + 24^1.5) ^ (2/3) ~= 38
38/28 ~=1.35, 81/62 ~= 1.30 (within rounding error and the fact that they don't assign partial stats to items, so ilvl is only approximately the value)

So there's no reason that they can't keep just increasing ilvl. Doubling ilvl doubles all stats, assuming you do no internal stat reallocation.

(This is based on the latest formula I found at wowwiki, which looks like I remember it from 1.5 years ago, so it should be the same as before TBC)

Offline
Old 03/11/08, 2:14 PM   #4025
gnoop
Von Kaiser
 
Night Elf Druid
 
Frostmane
Originally Posted by Feles View Post
I think there was a rogue talent called Shadow strikes in the TBC beta which allowed rogues to do 10% of their weapon damage in shadow damage. It may have been a joke or made up by someone though but nevertheless I think it was pretty neat idea.

I think Blizzard could add some elemental weaponry into game via Blacksmithing profession. Call it imbue or something else but idea would be the same as with enchants but made by blacksmiths since they aren't that huge money makers later into expansion after most boes start to fade down compared to raid/pvp gear. Ideally these imbues would stack with enchants and arent that expensive but neither cheap to craft so minmaxers would chance these depending on fight(well maybe not, would add one more timesink preraid to gather mats for different fights again.).

Edit1: They could also work like mana oils etc. at the moment but I like the idea of permanent chance more myself.
If you're looking at Blacksmithing, it could work as a different kind of weapon stone, adding the suggested benefits as a temporary affect that stacks with enchants while not seeming overpowered.

Offline
Closed Thread

Go Back   Elitist Jerks » Public Discussion

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
2.0.3 Patch Notes Zippy Public Discussion 394 01/15/07 3:11 PM
1.12 Patch Notes Brell The Dung Heap 1 07/14/06 9:48 AM