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Old 11/22/06, 4:30 PM   #351
Kalman
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Currently damage recovery from +skill is around 7.2% (30% of 40% of 60% of my damage.) I'm going to lose that; however, if the change is accurate (24% instead of 30%), the damage loss will become 5.76% instead.

A 6% damage loss is still a problem, when I don't see any reason to believe things will be adjusted back up to compensate.

(+skill isn't overpowered; it's situationally powerful. +defense isn't overpowered; it's situationally useful, to be sure, but it's minimally useful in PvP. +hit? Same thing - it's useful to stack in some cases, not useful in others.)

Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.

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Old 11/22/06, 4:33 PM   #352
virtuzoso
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Undead Rogue
 
Eldre'Thalas
Originally Posted by Arawethion
Originally Posted by virtuzoso
The reason it seems to be overpowered is it one of ( if not the only) stat that caps out so quickly in the current game. All you need is TEN POINTS, and thats it.
No, it's overpowered because the marginal DPS gain is enormous. This is not a particularly good attempt to rationalize that away.
The amount of mitigation prevented by reaching 440 or so in + Defense is enormous. Let's change that too, by your logic. I think you are missing the point. The amount you gain from weapon skill is fine as long as the cost you pay to get it is sufficient. Currently, with it capping at 10 points for max effectiveness you get full benefit with minimal sacrifice.


I see no reasoning that reduction of glancing blows, or reduction of the damage penalty from glancing blows is, in of itself, overpowered. We can argue about itemization all we want, but in the end it is just semantics. Casters really dont have anything quite the equivalent to glancing blows, the real argument is " Is reducing the penalty from glancing blows overpowered?". I say no, its not a problem, especially not for a class that is soley one dimensional ( rogues). If anything, its one of the few things that allows me to keep ahead of my DPS counterparts in the perfect situation ( ie; Patchwerk). Without weapon skill, the odds of a mage outperforming me in my singular role in an ideal encounter are much much higher. Does that seem right?

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Old 11/22/06, 4:34 PM   #353
pf
Don Flamenco
 
Dwarf Rogue
 
Garona
Originally Posted by Faytte
12% * .7 =8.4%

(.70 total white vs yellow for a very well geared rogue)

12% *.6 =7.2%

(most raiding rogues will be around 60% white).
old, assuming 35% crit, 5% miss, 5% dodge:

.4*1+.3*2+.2*1+.1*0 = 1.2

new:

.4*.76+.3*2+.2*1+.1*0 = 1.104

1.2/1.104 = 1.087 or 8.7% loss in white dps


So, assumine 60% white dps, the rogue will lose 8.7%*60% = 5.2% dps. This does not include any of the new benefits of +skill they are giving to us that we aren't exactly sure how to calculate.

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Old 11/22/06, 4:47 PM   #354
Wodahs
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Human Rogue
 
Lightbringer
I am by no means happy with a net 5% loss in dps, but I can see why the nerf was done. Everyone who is +skill isnt overpowered is mostly right. However, the Human Racials for rogues in particular do point to the stat being overpowered. Im human, and I wish there was simply a nerf to human racials, and proper itemization of the stat.

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Old 11/22/06, 5:16 PM   #355
Fellwraith
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Mulack
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Originally Posted by pf
So, assumine 60% white dps, the rogue will lose 8.7%*60% = 5.2% dps. This does not include any of the new benefits of +skill they are giving to us that we aren't exactly sure how to calculate.
True, and there's also new classes and buffs to consider vis-a-vis today's raiding game. Your base white hits will generally be doing more damage with comparable gear when you're fully raid buffed, which should help (unleashed rage, warrior +4% physical dmg debuff, improved hunters marks, totems/blessings, etc.).

I haven't raided at all in TBC so I can't say for certain. I just know that we've received all these shiney new talents and buffs and most of them will just help me get back to where I was before. I find it disappointing and I'm concerned about how well they understand what they've done.

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Old 11/22/06, 5:33 PM   #356
Celandro
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Night Elf Warrior
 
Cenarius
Please dont make the false arguement that just because the +10 skill on the gear you were wearing is gone, you will lose 7% of your total damage. Most of the items that had +skill on them can be easily replaced with higher ilvl gear that has more of some other stat and should have always been better anyhow. These items will cause a reduction in dps but not by as much as being claimed here. For example, instead of edgemasters you will be wearing cthun gauntlets and instead of ACLG you will be wearing tier 3. Its definitely a significant nerf to those using high end weapons but for those using lower level epics/rares, its not nearly as big.

Something had to be done, but I would have rather had them increase the cost of weapon skill by 2-300% and kept the same functionality or nerfed the glancing blow reduction so it would take more than 10 skill to cap out (maybe 75 skill instead).

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Old 11/22/06, 6:19 PM   #357
Cryect
Bald Bull
 
Night Elf Druid
 
Stormreaver
Originally Posted by Wodahs
Originally Posted by Glass
Originally Posted by Wodahs
How significant is it? I dont see it as the end of the world as so many people are whining. I dont like the nerf, however, they removed 12% of our white dmg (IF and ONLY IF you had +10 skill), and put what looks to be an inconsequintial buff in its place. They are not removing a massive 30% of our dmg as some people have concluded, it is 12% of our white dmg, if we had +10 skill in the appropriate weapon.
You're right, I have no idea why a melee dps only class would be upset at losing 12% of thier damage in a raid, since it's the only thing they do. 12% of your damage is pretty inconsequential. The mind boggles.
Comprehension ftw. 12% of white dmg doesnt equal 12% of your dps. More like 5% after the glancing change comes into play.
BTW I keep seeing 12% thrown around of damage loss but people seem to be ignoring that the amount of damage reduction was reduced from 30% to 24%? So 40%*24%=9.6% damage loss. Or were people just wrong showing a 24% reduction in damage with previous data?

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Old 11/22/06, 6:50 PM   #358
• Wodin
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Mal'Ganis
Originally Posted by Celandro
Please dont make the false arguement that just because the +10 skill on the gear you were wearing is gone, you will lose 7% of your total damage. Most of the items that had +skill on them can be easily replaced with higher ilvl gear that has more of some other stat and should have always been better anyhow. These items will cause a reduction in dps but not by as much as being claimed here. For example, instead of edgemasters you will be wearing cthun gauntlets and instead of ACLG you will be wearing tier 3. Its definitely a significant nerf to those using high end weapons but for those using lower level epics/rares, its not nearly as big.

Something had to be done, but I would have rather had them increase the cost of weapon skill by 2-300% and kept the same functionality or nerfed the glancing blow reduction so it would take more than 10 skill to cap out (maybe 75 skill instead).
What.

I'm going to replace my Death's Sting and 2 talent points with what, exactly?

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Old 11/22/06, 7:06 PM   #359
 Hamlet
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Mal'Ganis
Originally Posted by Wodin
What.

I'm going to replace my Death's Sting and 2 talent points with what, exactly?
I don't know; it really doesn't matter. I'm not going to speak for anyone else, but I'm not making a comment on total Rogue DPS. +skill as currently implemented is silly, regardless of whether or not it might cancel out what you perceive to be an overall balance error regarding Rogue DPS.

Why would you want to be permanently locked into a system where every Rogue has to scrap and claw for whichever new items have a bit of +skill itemized onto them, while the unlucky ones are stuck looting equal-level epics with "only" Agi,AP,hit, and crit?

They'll balance Rogue DPS at 70 to wherever they think it should it be, regardless of which mechanics they choose to employ. If they knock out the bad ones early on, you're better off in the long run.

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Old 11/22/06, 7:12 PM   #360
• Wodin
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Mal'Ganis
Yes, their balancing involves statements like this one:
However, I think it's worth pointing out that in all of the testing we've done so far, the mage has been the clear-cut top damage class in the expansion at level 70, even against single targets (hopefully not too much so)
You'll forgive me, I hope, for being just a wee bit cynical about the whole deal.

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Old 11/22/06, 7:13 PM   #361
Wodahs
Don Flamenco
 
Human Rogue
 
Lightbringer
Originally Posted by Cryect
Originally Posted by Wodahs
Originally Posted by Glass
You're right, I have no idea why a melee dps only class would be upset at losing 12% of thier damage in a raid, since it's the only thing they do. 12% of your damage is pretty inconsequential. The mind boggles.
Comprehension ftw. 12% of white dmg doesnt equal 12% of your dps. More like 5% after the glancing change comes into play.
BTW I keep seeing 12% thrown around of damage loss but people seem to be ignoring that the amount of damage reduction was reduced from 30% to 24%? So 40%*24%=9.6% damage loss. Or were people just wrong showing a 24% reduction in damage with previous data?
WHen Im reffering to 12% of white dmg in loss, I simply meant the removal of weapon skill. In reality, its the 9.6% you posted, off of our melee dmg, which for me is about 60% of my overall, so its closer to 5-6% of a dmg drop, disregarding the new +weapon skill stat. The main comment I was trying to make, is there is no 30% overall loss, there is no 12% overall loss, there is a nerf, in which rogues with 10 weapon skill will lose about 5% of their dmg. Its a nerf, it sucks, but its nowhere near the massive numbers bing sported by so many people.

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Old 11/22/06, 7:22 PM   #362
 Hamlet
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Mal'Ganis
Originally Posted by Wodin
Yes, their balancing involves statements like this one:
However, I think it's worth pointing out that in all of the testing we've done so far, the mage has been the clear-cut top damage class in the expansion at level 70, even against single targets (hopefully not too much so)
You'll forgive me, I hope, for being just a wee bit cynical about the whole deal.
I mean, I do understand--everyone feels that way when changes are happening to their class. But I've developed a rather favorable impression of how Blizzard handles design issues (perhaps more so than most) over my time playing this game. And at the moment, when nobody's ever seen a level 70 25-man Black Citadel damage meter, that's all I really have to go on. If I didn't subscribe to the notion that Blizzard is enough in tune with their game to make this work, I might not still be playing.

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Old 11/22/06, 7:38 PM   #363
Faytte
Don Flamenco
 
Troll Rogue
 
Area 52
Originally Posted by Arawethion
Originally Posted by Wodin
Yes, their balancing involves statements like this one:
However, I think it's worth pointing out that in all of the testing we've done so far, the mage has been the clear-cut top damage class in the expansion at level 70, even against single targets (hopefully not too much so)
You'll forgive me, I hope, for being just a wee bit cynical about the whole deal.
I mean, I do understand--everyone feels that way when changes are happening to their class. But I've developed a rather favorable impression of how Blizzard handles design issues (perhaps more so than most) over my time playing this game. And at the moment, when nobody's ever seen a level 70 25-man Black Citadel damage meter, that's all I really have to go on. If I didn't subscribe to the notion that Blizzard is enough in tune with their game to make this work, I might not still be playing.
Not to sound like a cynic, but your opinions are from a mage. The mage class, even with changes is doing exceedingly well in TBC, toping most every DM. You can provide buffs to the party, take less healing to maintain by a rogue, etc etc (rants i wont go into as that horse is already very dead). Point of view shifts when your the only true 'single job' class in a raid and multi job classes are getting close to your damage.

The content so far has repeatedly been the same as far as boss encounters go. I havnt seen anything in TBC that would make me feel differently. Rogues are going to dps bosses when able and sit around humming if mechanics prevent them from doing that. What is going to change in the black citadel that will very suddenly alter the mechanics as is in such a way to make rogues favorable? Itemization for classes tends to grow in unison with one another, so without actual mechanics changes, I do not see how the rogues role is going to 'shine' come the 25 man raids.

If, as you say, you feel Blizzard has a handle on things then why is it completely unapparent in the current TBC content and why have they not made a post in months regarding the issue of the class relevance?

I subscribe to a different theory. Blizzards class and mechanics development is 100% ad-hoc. They put in a change they think is ok with mild testing and see how the community responds. If Blizzard had a *firm* grasp on things they would have changed weapon skill quite some time ago, instead of in the rogue review (just a few months ago) actually give us a talent to increase weapon skill as means of helping our PvE dps.

Farewell, remorse: all good to me is lost; Evil, be thou my good.
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Old 11/22/06, 8:00 PM   #364
GrizleyCQ
Don Flamenco
 
Draenei Shaman
 
Kilrogg
Originally Posted by Arawethion
Originally Posted by Wodin
Yes, their balancing involves statements like this one:
However, I think it's worth pointing out that in all of the testing we've done so far, the mage has been the clear-cut top damage class in the expansion at level 70, even against single targets (hopefully not too much so)
You'll forgive me, I hope, for being just a wee bit cynical about the whole deal.
I mean, I do understand--everyone feels that way when changes are happening to their class. But I've developed a rather favorable impression of how Blizzard handles design issues (perhaps more so than most) over my time playing this game. And at the moment, when nobody's ever seen a level 70 25-man Black Citadel damage meter, that's all I really have to go on. If I didn't subscribe to the notion that Blizzard is enough in tune with their game to make this work, I might not still be playing.
You believe that because no matter the quanittiy of whines heard on the mage board mages have been one of the top classes pvp and pve since day 1. Since well before day one actually, they were completely filthy in beta.

I imagine the percentage of say warlocks, hunters, paladins, druids etc that believe blizzard does a fantastic job of balancing would be considerably lower. Look at how long and how ineffective most of the repairs to these classes has been. Look at how long Vanish has been broken. Then you will understand why we don't buy your rainbow and unicorn giggles version.

Asking us to wait until BC raids are being tested is a rather stupid thing to do. The time to change things is beta, after that there is considerable resistance to change.

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Old 11/22/06, 8:08 PM   #365
Lord BEEF
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Mal'Ganis
Originally Posted by virtuzoso
yet one patch later it is being made completly useless.
Don't post like this. It makes your posts completely useless

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Old 11/22/06, 8:12 PM   #366
Lord BEEF
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Mal'Ganis
Originally Posted by GrizleyCQ
Asking us to wait until BC raids are being tested is a rather stupid thing to do. The time to change things is beta, after that there is considerable resistance to change.
Asking for things to change when you don't fully understand them is not any wiser.

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Old 11/22/06, 8:16 PM   #367
GrizleyCQ
Don Flamenco
 
Draenei Shaman
 
Kilrogg
Originally Posted by Lord BEEF
Originally Posted by virtuzoso
yet one patch later it is being made completly useless.
Don't post like this. It makes your posts completely useless
It is being made next to worthless. Depending on implementation it will be 1% crit or .01% crit for 10WS.

This is ~8% nerf to a rogues dps, and it undoes 99.9% of our review.

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Old 11/22/06, 8:21 PM   #368
GrizleyCQ
Don Flamenco
 
Draenei Shaman
 
Kilrogg
Originally Posted by Lord BEEF
Originally Posted by GrizleyCQ
Asking us to wait until BC raids are being tested is a rather stupid thing to do. The time to change things is beta, after that there is considerable resistance to change.
Asking for things to change when you don't fully understand them is not any wiser.
We know from the lead dev that mages are the top dps class by a signifigant margin.
We know rogues are a one dimensional class, single target melee dps just incase you don't keep up on the other class roles.
We know there is no new utility yet discussed for rogues to date.
We know rogues are taking a huge dps hit from the weaponskill nerf.

Like I said before, beta is the time to push for changes. If you remeber how quickly things changed back in beta for WoW compared to how quickly things changed in release you know how suddely things just freeze once they hit live. If tbc hits live with rogues doing less damage than mages by any signifigant amount you will see that continue for a minimum of 6 months, possibly a lot longer.

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Old 11/22/06, 8:23 PM   #369
pf
Don Flamenco
 
Dwarf Rogue
 
Garona
Originally Posted by GrizleyCQ
Originally Posted by Lord BEEF
Originally Posted by virtuzoso
yet one patch later it is being made completly useless.
Don't post like this. It makes your posts completely useless
It is being made next to worthless. Depending on implementation it will be 1% crit or .01% crit for 10WS.

This is ~8% nerf to a rogues dps, and it undoes 99.9% of our review.
Quit overstating the nerf. It is around a 5% rogue dps nerf for those rogues with 310 skill. And thats without counting the new benefits of +skill which could put it around 3-4%.

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Old 11/22/06, 8:26 PM   #370
Celandro
Don Flamenco
 
Night Elf Warrior
 
Cenarius
Originally Posted by Wodin
I'm going to replace my Death's Sting and 2 talent points with what, exactly?
I think we can all agree that +skill was severely underpriced for its effect. Anytime a level 44 epic is better than a drop off cthun something is horribly wrong and MUST be fixed.

My main arguement was for the nerfing of edgemasters, ACLG, muggers belt, etc. However the same core ilvl pricing flaw affects every +skill weapon and talent in the game

1 by 1 in order of creation date..
Human/Orc racials - Good enough to have people reroll, throwing away lots of hard won gear for the best passive available
ACLG/Muggers Belt/Edgemasters/warblades - All far better for dps than equivalent ilvl items. Approximately a 4-6 ilvl boost per +skill on the item
Death's Sting - Significantly better than Maexxna's Fang but only 1 ilvl higher.
Hungering Cold - Significantly better than Kingsfall
Weapon Expertise - 2 point passive talent approximately as good as the best 5 point passive talents like precision or cruelty

The problem obviously is with +skill and it HAD to be nerfed. You cant leave a glaring itemization formula flaw like that in the game forever

As to why they added the last 3 into the game after weapon skill had already been shown to be vastly underpriced in the item budget, we will never know. Now that +skill has been dealt with, they can balance dps around items/skills that arent severely underpriced. A new expansion is the perfect time to do this. Rogue and warrior dps could not be balanced so long as +skill remained in the game as it was.

On a similar vein, the biggest remaining itemization flaw is Thuderfury. This is the same type of itemization flaw where the ilvl cost associated with the Tfury proc is too low. The threat generated by thunderfury is underpriced in the ilvl budget and thunderfury will remain the best 1her for tanking well into the expansion. The mere existance of Thunderfury makes it impossible for warrior threat to be balanced. Its either too easy for those warriors with Thunderfurys or too hard for those without. You would think that Blizzard would have learned from the itemization flaws from EQ where gear like the bard epic weapon and the cleric complete heal bp were irreplacable due to overpowered/undercosted effects.

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Old 11/22/06, 10:09 PM   #371
Lord BEEF
Soda Popinski
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by GrizleyCQ
We know from the lead dev that mages are the top dps class by a signifigant margin.
We know rogues are a one dimensional class, single target melee dps just incase you don't keep up on the other class roles.
We know there is no new utility yet discussed for rogues to date.
We know rogues are taking a huge dps hit from the weaponskill nerf.
But we don't know how much this "significant margin" really is. It's easy to ask for a buff, but it's harder to say how much and where.

Do rogues only need help on +3 enemies, or do they need more damage on even level enemies as well? There are a lot of ways they can increase your dps but I don't think putting back the +skill mechanic to the old method is the way to do it.

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Old 11/23/06, 5:05 AM   #372
Judia
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Murloc Paladin
 
Grim Batol(EU)
Putting the +skill mechanic in is the BEST way to do it because it is the only method that doesnt affect PvP balance simultaineously.
Simply buffing rogue dps may lead to the point of overpowered Rogues in PvP. The best example of this is the current state of the TBC warlock after Blizzard buffed warlocks damage to (supposedly) increase PvE viability as DD.

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Old 11/23/06, 5:08 AM   #373
koaschten
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will just let this stand uncommented :(

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Old 11/23/06, 8:54 AM   #374
Mem
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Orc Shaman
 
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Sometimes I wonder, if item, class and lead designers meet each other at all...

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Old 11/23/06, 9:13 AM   #375
Samurai
Piston Honda
 
Undead Priest
 
Kazzak (EU)
Originally Posted by koaschten
will just let this stand uncommented :(
http://www.koaschten.de/wow/beta/pic...e_Deftness.jpg
There have been so many posts about what actually +skill is / will be doing in BC / 2.0 has there actually been some consensus over what exactly it adds, for example if it was .1% crit per skill rating, those gloves end up quite good.

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