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Originally Posted by Whiteknight
It is superior in a way that makes it immune to becoming obsolete every expansion. Currently blizzard is hacking the combat system to make it work for 60-70. This is clearly obvious in the Armor mitigation formula where there is now a contitional - if boss level > 59, the formula is different. This means combat scaling is special cased for 60-70 and is different from 1-60.
With the current approach, blizzard will have little recourse but to hack the system again next expansion pack, and the magnitude of the changes will depend on how much gear progression players have received in their time at the level cap.
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Blizzard is hacking the combat system for 60 to 70, because they're rebalancing DPS across the board along with the HP change, not because there was anything inherently wrong with combat mechanics. Would you really argue that stamina itemization cost reduction is somehow wrong just because it only applies to 60+? How's the armor mitigation formula change any different from that?
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Originally Posted by Whiteknight
The approach Arawethion suggested would be robust against this kind of mess. Boss skill level will simply keep pace with player skill level at all tiers and level progression. Divorcing the boss skill rating from its level number would allow an arbitrary amount of progression at any level cap, and still allow the progression to continue intuitively when they next raise it.
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Ok, I see where the confusion is coming from.
I'm not saying Arawethion's system is bad. I'm saying it's not any different from what we already have.
The current system already separates boss skill rating from its level number. The examples I gave before clearly proves it (higher than normal dodge on Postmaster in Strat; higher than normal defense on the elite bugs in Silithus). A level 70 mob might have 350 defense by default, but that's all level number does. Provide a default. Blizzard is free to set it to 400 or whatever. If they did that, the mob would have higher anti-crit. So what's the difference?
They don't do this often, but like I said, that's not a combat mechanic problem. That's an encounter design decision/issue.