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Old 11/01/07, 3:10 PM   #576
Cardynal
Piston Honda
 
Orc Warrior
 
Mug'thol
Nice results Alayn. Hard to argue that one =) It would be nice to see a larger cast sample though, say 500 casts....but even at your 140 or so casts...it looks like it is adding 2% instead of 1% per point.


Kadaan. I would agree that your sample size is a bit too small. 1 resist in 50 casts is already a 2% resist rate.
 
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Old 11/01/07, 3:15 PM   #577
Cardynal
Piston Honda
 
Orc Warrior
 
Mug'thol
Originally Posted by Pintofbrew View Post

Alayn: Again, sample size is too small. Triple it and we're talking. When we're comparing two resists to three resists this small a number is non-sensical. Also, this model doesn't account for the possiblity it's Winter's Chill, Empowered Frostbolt or Arctic Winds as has been proposed by some posters. Try speccing only imp. frostbolt and making a sample of 200 at least, then comparing to full spec all other talents except ele pre.
If he has points in WC, Emp and Artic winds for both tests, they would be considered constants...and shouldn't effect the test. The only way it would is if in the calculation of those talents, the Elemental Precision hit rate was somehow calculated differently than base hit rate...which is possible.

I suppose the best way would be to run tests of 200 casts with the following specs and 0 hit gear. All the specs below add a talent that effects frostbolt and not ice lance.

1 point in Elemental Precision
Above + Imp Frostbolt
Above + Frostbite
Above + Permafrost
Above + WC
Above + AW
Above + Emp Frostbolt

The first spec that gives you a 2% resistance rate would tell you which talent or combination of talents is giving the extra hit rating.

Last edited by Cardynal : 11/01/07 at 3:31 PM.
 
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Old 11/01/07, 3:21 PM   #578
Muphrid
Don Flamenco
 
Gnome Mage
 
Llane
Originally Posted by Pintofbrew View Post
Rounced: If indeed they did something like that, we'd be told. They aren't inclined to think this deeply about mechanics based on previous examinations, and even if they where, 5% hit is a damn-slight much more powerful than 5% coefficient (note, not 5% damage).

Kadaan: Sample is dramatically small. You expect to get a representative result discriminating 1 and 3% resist in sample sizes of 227 is better than nothing but still rather grim. 7 resists in 227 is indeed a spot-on 3% but bare in mind 1% is only 4.5 resists off that. I'd like to see much more evidence than 7 resists before I make my mind up on whether 164 hit is what frost needs.

Alayn: Again, sample size is too small. Triple it and we're talking. When we're comparing two resists to three resists this small a number is non-sensical. Also, this model doesn't account for the possiblity it's Winter's Chill, Empowered Frostbolt or Arctic Winds as has been proposed by some posters. Try speccing only imp. frostbolt and making a sample of 200 at least, then comparing to full spec all other talents except ele pre.

Lastly, nobody seems to think this could be related to the intrisic boss 5% resilience?
How do you suggest resilience be involved in determining whether a spell lands in the first place?

As for Alayn's methodology, I suggest respeccing with no points in Frost other than Imp. Frostbolt, then systematically testing EP alone, WC alone, and EF alone. Speccing a "full" spec needlessly confounds the results. We want to find out which one it is.
 
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Old 11/01/07, 5:15 PM   #579
Lepew
Glass Joe
 
Gnome Mage
 
Zuluhed
Renounced

I read with interest your response on p. 21, and apologize for taking so long to respond. Work has been busy. I find your goal of ( having a class geared for one role perform well in that role and be abyssmal in all other ones) to be something different than what is actually in play now. For instance a Feral druid can tolerably yield melee DPS or tank with a gear switch. So unless they were to overhaul the existing trees to get rid of role synergy within a single branch, I do not see how your goal can ever be achieved. Perhaps for instance with pallys were they to have the 41point retribution talent disable all paladin healing for as long as you held that talent spec, then it might be fair making pally DPS equal to rogue DPS.

Mages have lingering restrictions imposed from the day when there was a benefit to being pure. For instance sheep heals a target and breaks at the slightest tap. This was supposed to have prevented abusive sheep nuking, which they subsequently farmed out to warlocks in the forms of fear dotting and succubus seduce nuking. You used to be able to justify fear dotting and seduce nuking because Warlock DPS was so anemic. They upped warlock damage to mage levels, yet mages are still encumbered by the previous glass cannon limitations they originally linked to that damage level, and their CC has been progressively nerfed, and now the original problems that they nerfed sheep over are evident in warlocks.

So I think they went in a bad direction when they started thinking of hybrids as people who could specialize and perform at equivalent levels of primary classes. I would rather see hybrids strengthened as hybrids, rather than becoming variants on pure classes. For instance I am playing a 30 feral, 31 resto druid right now and I think that is pretty close to an ideal role for a druid. While I am not as strong as a primary healer, or a primary tank or primary DPS, the fact that I can switch as needed between roles make me an asset to the raid. If an encounter requires an OT, I can do that, or if you need a bit more raid healing with HoTs, I can do that as well. The trees should naturally lend themselves to hybrid combos, with talents that make dual function or tri function builds work well.
 
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Old 11/01/07, 5:43 PM   #580
Logun
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Human Mage
 
Dunemaul
Edit: Deleted.

Last edited by Logun : 11/01/07 at 8:29 PM.
 
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Old 11/01/07, 5:56 PM   #581
Lgs
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Korgath
Originally Posted by Logun View Post
This is off topic but I thought a few of you might be interested. I put together a post on the quality of the Blue Posts we were getting about Arcane Concerns. The thread was locked after about 10min.

WoW Forums -> Nethaera, I'm Insulted. Others should be too.

Again, I apologize for derailing the discussion. I at least hope a few of you will be entertained.
Ya, I expressed my disdain for the CM's in that post numerous times. Be thankful for EJF. The best part is that she locked it!! lmao.

The mage class still has issues (regen, sheep healing, mediocre dps) and I really hope they would at least say one thing about them. But no single utterance...ever. Sure, I am happy for the reverse nerfs, and the class is still very useful w/ AE and CC in raids... but I didn't roll a mage for those reasons. I doubt anyone really did.

For example...when reporting "we are increasing regen in arcane med," she didn't continue with "oh, and we're nerfing that tree so it's useless." And I'm not even going to talk about we have three trees that all do the same thing... TC'ing is fun, but maybe if the CM's gave us a little bit of what the hell devs are thinking, it wouldn't be so necessary.


At least 10/48/3 is back. Rejoice.

Last edited by Lgs : 11/01/07 at 6:04 PM.
 
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Old 11/01/07, 6:08 PM   #582
Logun
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Human Mage
 
Dunemaul
Edit: Deleted.

Last edited by Logun : 11/01/07 at 8:37 PM.
 
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Old 11/01/07, 6:12 PM   #583
Rouncer
Deeper Shade of Blue
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Lepew View Post
I read with interest your response on p. 21, and apologize for taking so long to respond. Work has been busy. I find your goal of ( having a class geared for one role perform well in that role and be abyssmal in all other ones) to be something different than what is actually in play now. For instance a Feral druid can tolerably yield melee DPS or tank with a gear switch. So unless they were to overhaul the existing trees to get rid of role synergy within a single branch, I do not see how your goal can ever be achieved. Perhaps for instance with pallys were they to have the 41point retribution talent disable all paladin healing for as long as you held that talent spec, then it might be fair making pally DPS equal to rogue DPS.

Mages have lingering restrictions imposed from the day when there was a benefit to being pure. For instance sheep heals a target and breaks at the slightest tap. This was supposed to have prevented abusive sheep nuking, which they subsequently farmed out to warlocks in the forms of fear dotting and succubus seduce nuking. You used to be able to justify fear dotting and seduce nuking because Warlock DPS was so anemic. They upped warlock damage to mage levels, yet mages are still encumbered by the previous glass cannon limitations they originally linked to that damage level, and their CC has been progressively nerfed, and now the original problems that they nerfed sheep over are evident in warlocks.

So I think they went in a bad direction when they started thinking of hybrids as people who could specialize and perform at equivalent levels of primary classes. I would rather see hybrids strengthened as hybrids, rather than becoming variants on pure classes. For instance I am playing a 30 feral, 31 resto druid right now and I think that is pretty close to an ideal role for a druid. While I am not as strong as a primary healer, or a primary tank or primary DPS, the fact that I can switch as needed between roles make me an asset to the raid. If an encounter requires an OT, I can do that, or if you need a bit more raid healing with HoTs, I can do that as well. The trees should naturally lend themselves to hybrid combos, with talents that make dual function or tri function builds work well.

If they made it more that hybrids needed to decide the role they were going to play in each fight before the fight started, by selecting their gear, and then were abysmal at the alternative role if optimized then I think Hybrids would be fine with being able to function just as well as the purer classes.

Changing damage/healing to give less healing with the damage would pretty much fix that issue in my mind. Basically if you want to heal and do crap damage then wear healing gear and if you want to damage and do crap for healing then wear damage gear.

All the shadow damage gear that Shadowpriests get seems to me to be based on that notion, I just think they need to extend the concept (somewhat) to all the other spell damage gear so that it has an effect on the healing an elemental shaman or a moonkin druid can do.
 
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Old 11/01/07, 6:12 PM   #584
Nadiar
Von Kaiser
 
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Human Mage
 
Silver Hand
Originally Posted by Logun View Post
I've been Banned but it was worth every second of it.
I'm confused at what you hope to accomplish my making Mages look like whiners.
 
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Old 11/01/07, 7:40 PM   #585
Daemion
Glass Joe
 
Human Mage
 
Arathor (EU)
Well there is a huge thread running now for mage issues that has 'blue' attention. Might be worth for the more educated mages on the forum to post their vision in the thread.

WoW Forums -> Why Mages Are Complaining
 
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Old 11/01/07, 7:59 PM   #586
 Vontre
Do Not Stand In the Wizards
 
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Undead Mage
 
Mal'Ganis
Originally Posted by Logun View Post
This is off topic but I thought a few of you might be interested. I put together a thread on the quality of the Blue Posts we were getting about Arcane Concerns. The thread was locked after about 10min.

WoW Forums -> Nethaera, I'm Insulted. Others should be too.

Again, I apologize for derailing the discussion. I at least hope a few of you will be entertained.
Your post was deleted, but I actually read it earlier today. For those who didn't have the privilege, basically it was a listing of number of blue posts received on each class forum in the past X amount of time, and comparing the quality of posts received with an emphasis on the mage posts being poor or irrelevant. In short, nothing interesting or relevant was missed, Netherea deleted the post because it was a poorly thought out whine and blue hasn't given any revelations on the state of the arcane tree or the mage class.

I'd encourage everyone to stop posting about blizzard's attention to our class on the forums, it is really not productive or relevant to theorycrafting discussion.

www.magegraf.com

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

"We agree with Communism." - Greg Street 2009
 
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Old 11/01/07, 8:00 PM   #587
Logun
Banned
 
Human Mage
 
Dunemaul
Edit: Deleted. Vontre, I have great respect for you and your opinions, I'll take your advice on this for now. I do, however, hope you will articulate some of our concerns in WoW Forums -> Why Mages Are Complaining. Seeing as it now has Nethaera's full attention.

Last edited by Logun : 11/01/07 at 8:36 PM.
 
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Old 11/01/07, 9:11 PM   #588
 Vontre
Do Not Stand In the Wizards
 
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Undead Mage
 
Mal'Ganis
I just finished typing out a long-ass post, I mean really long, for the wow boards. The forums at e it. I thought I did the copy paste before I hit preview, but it didn't work. Fuck this.

Edit: Here is my post.

WoW Forums -> Mother!#!@ing forums

I am angry. Just forget it, it's not gonna get anywhere. Let the whiners whine on the wow forums because of misinformation, let the min-maxers spec fire and do absurd dps, and let the arcane die-hards get owned for using a shitty talent tree. As long as we have at least one way to dominate that's good enough for me.

Edit clarification: I just typed out a bunch of theorycraft and it took me so long to carefully go over the numbers and construct well thought sentences that my session timed out and the whole thing disappeared. And now I'm late to raid.

Last edited by Vontre : 11/01/07 at 9:18 PM.

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Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 11/01/07, 9:21 PM   #589
Logun
Banned
 
Human Mage
 
Dunemaul
Originally Posted by Vontre View Post
Edit clarification: I just typed out a bunch of theorycraft and it took me so long to carefully go over the numbers and construct well thought sentences that my session timed out and the whole thing disappeared. And now I'm late to raid.
I know how frustrating it is when that happens to me. I hope that after you cool off you'll make a second attempt at it for us.
 
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Old 11/01/07, 10:15 PM   #590
Zure
Don Flamenco
 
Undead Mage
 
Nathrezim
Ran AV a fair bit today... turning on recap for Bal/Van and using only rank 1 frostbolt. Interesting results:

5/5 imp frostbolt
5/5 ice shards
3/3 frostbite
2/2 imp nova
3/3 Piercing Ice
3/3 Permafrost
1/1 Coldsnap
2/2 Arctic Reach
3/3 Frost Channeling
5/5 Shatter
1/1 Ice Block
1/3 Imp CoC

5.5% hit from gear (45 spell pen fwiw). Expected resist rate, 11.5%

541 frostbolts, 13.2% resist rate. This seems high. Either they have more than 45 FrR and I missed a CoE in the second set of tests, or it's just odd.

Adding Empowered Frostbolt:

509 frostbolts, 6.3% resists, which is almost exactly 5% hit more than expected.
 
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Old 11/02/07, 1:00 AM   #591
Evalara
Piston Honda
 
Human Mage
 
Kel'Thuzad
Originally Posted by Rounced View Post
Always records it for me using just the default setup. It actually shows your damage merged and then has a separate line for just the elementals damage by itself. If you click on your damage line and look at the breakdown it will show the waterbolt damage there along with the rest of your damage.
Ah, it does show WE's damage on the summary sheet, but not the pie chart. It would be cool if it did :/
 
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Old 11/02/07, 5:31 AM   #592
Eusheka
Von Kaiser
 
Gnome Mage
 
Magtheridon (EU)
Vontre, it appears your thread got deleted as well.
Shame, always look forward to reading posts from the more informed mages as opposed to the usual official forum "Mages are fine l2p, we can sheep and stuff" group which seems the norm these days.
 
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Old 11/02/07, 7:43 AM   #593
Redbeard
Von Kaiser
 
Troll Mage
 
Bloodhoof (EU)
Originally Posted by Rounced View Post
Never heard of any mechanic in place like that, can you elaborate?
Could be Pinto mistyped resilience while meaning resistance. Resistance would fit in the conversation better

About the intrinsic resistance at least wowwiki has this to say:
Originally Posted by Wowwiki
Note: Level-based resistance (not to be confused with level-based miss) that can play a factor in total resists. For every level that a mob has over the player, there is 5 resist (believed; the exact number may be between 5-8) added. For boss fights, this means there is 15-24 resistance added. This extra resistance means there will be a noticeable amount more resists on binary spells as well partial resists on non-binary spells (with the occasional full resist) from the added resistance.

This level based resistance cannot be reduced by any means.
Wowwiki article: Formulas:Magical resistance - WoWWiki, the Warcraft wiki
 
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Old 11/02/07, 8:03 AM   #594
Maledict
Bald Bull
 
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Undead Mage
 
Bloodhoof (EU)
The article is wrong. It was never, ever shown that binary spells had a higher resist rate on level 73 mobs - *ever*.
 
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Old 11/02/07, 8:22 AM   #595
Sancus
Don Flamenco
 
Undead Mage
 
Executus
Originally Posted by Maledict View Post
The article is wrong. It was never, ever shown that binary spells had a higher resist rate on level 73 mobs - *ever*.
And thus I have corrected it =)

<Vontre> I removed the cooldown on evo
<sancus> and what happened?
<Vontre> DPS went down rofl
 
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Old 11/02/07, 9:49 AM   #596
Athemeus
Von Kaiser
 
Human Mage
 
Antonidas (EU)
I do not agree with all the mages saying that the lack of viability of the arcane tree is not an issue, as long as we have frost and fire as strong DPS trees. I agree, that it doesn't really matter if you shoot blue or red bolts, as long as the DPS is fine, but arcane added so much more to the game. The AB rotations, clipping and more than that the mana regeneration, which became a new factor in the mage game. It really is/was fun to play a mage like a real mana class and not just having a mana bar for sake of it. You had to conserve your mana, you could make use of interruptions of encounters and clever mana use (5SR time) affected your DPS.
Now with fire, its single-spell-spam again with very little possibility to improvement (combining cooldowns and effects), and frankly, i'm not so excited about it.
Note: I'm talking about T5 AB-arcane and not the spam it became with MSD and AM.
 
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Old 11/02/07, 11:09 AM   #597
Lgs
Piston Honda
 
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Gnome Mage
 
Korgath
Originally Posted by Athemeus View Post
I do not agree with all the mages saying that the lack of viability of the arcane tree is not an issue, as long as we have frost and fire as strong DPS trees. I agree, that it doesn't really matter if you shoot blue or red bolts, as long as the DPS is fine, but arcane added so much more to the game. The AB rotations, clipping and more than that the mana regeneration, which became a new factor in the mage game. It really is/was fun to play a mage like a real mana class and not just having a mana bar for sake of it. You had to conserve your mana, you could make use of interruptions of encounters and clever mana use (5SR time) affected your DPS.
Now with fire, its single-spell-spam again with very little possibility to improvement (combining cooldowns and effects), and frankly, i'm not so excited about it.
Note: I'm talking about T5 AB-arcane and not the spam it became with MSD and AM.
I did not like the arcane tree, and I don't think it was good for the class as a pve dps tree. Here is why:

Basically arcane was in competition with fire. Assuming they are roughly equal, mages will have to make a hard decision which way to go. They will have to consider gear, encounters, raid make-up, among other things like survivability, utility, etc. So basically, it could go either way if one tree does not dominate the other.

Why is this bad? Because speccing into fire automatically makes you less useful on certain encounters, where speccing arcane makes you weaker in others. Now you have effectively reduced your usefulness in a certain percentage of boss fights.

On another note, you have also taken a path to need a certain set of gear that is somewhat different from other tree. Now you cannot switch and be as effective as you were had you started with that other tree. You are now locked into a spec that you don't want.

Also, now the devs have to balance the two trees in both pve and pvp. And everyone knows that blizz's class balance is their weakest link. WHEN they make future changes, you may have to switch to be more effective...but you will be in trouble due to gear. I suspect that would have to be done frequently due to blizz's extremely inconsistent class changes, unnerfs, and whatnot.

Lastly, fire has synergy between mages. If both are equal and 50% of the mages in the raid are arcane and the other half are fire, that synergy is lessened.


If there is only one tree to worry about, it will have to be effective on all encounters, at least theoretically. It seems like blizz is slowly catching onto this, but who knows. I would rather see massive buffs to fire than buffs bringing arcane back up. I would absolutely hate to see a situation where blizz alternates which spec is more effective. This would be a disaster for our class.
 
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Old 11/02/07, 11:15 AM   #598
Sackobones
Von Kaiser
 
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Undead Mage
 
Hellscream
Originally Posted by Lgs View Post
B] I would absolutely hate to see a situation where blizz alternates which spec is more effective. This would be a disaster for our class.[/b]

They have already done that really. Depending on the quality of your gear and the extra bonus's differn't specs have been viable at differen't times.

I spent a lot of time gearing for Arcane and now I have to switch back up my focus. I put low value dkp bids on things like Solarians wand and Grand Cowl of the Engineer only to find that I need spell hit in larger amounts again. I stopped trying to get my cape off prince because as Arcane I was running with 132 hit and wasn't trying to hit the cap. Now I need to get back to the Hit cap and it will require some regemming and a few items being hunted down that if not for Blizzard I would still be paying little attention to them.

These changes do affect pre teir 6 raiders as they move beyond teir 5 with the gear they have only to find they should have picked up a few things along the way.
 
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Old 11/02/07, 11:34 AM   #599
Lgs
Piston Honda
 
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Korgath
Originally Posted by Sackobones View Post
They have already done that really. Depending on the quality of your gear and the extra bonus's differn't specs have been viable at differen't times.

These changes do affect pre teir 6 raiders as they move beyond teir 5 with the gear they have only to find they should have picked up a few things along the way.
I said that class balance is blizz's weakest link, but I should revise that. Take a look at the post on the EJ public forums about the RNG....

ITEMIZATION + Class balance are blizzard's biggest faults. The huge differences between the specs obviously aggravates this even more, assuming one has to switch.

There are two good ways for things to go (and obviously many bad ways).

1: They keep arcane useless and gain the intelligence to buff fire.
2: They turn arcane into something that is useful but not straight-up pve dps. This is slightly less desirable, but seriously wth is the point of that tree? It's worse than disc priests atm...
 
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Old 11/02/07, 12:05 PM   #600
Cardynal
Piston Honda
 
Orc Warrior
 
Mug'thol
Why do you feel it's bad to be in competition with another line? Really, each line should be better for one fight or another. If they weren't...why have different lines in the first place?

They are also different play styles. Some people like playing one way over another. I had a mage in my guild that specs differently every month because he gets bored with the same spec raid after raid. He actually just quit the game because he was so tired of arcane...but there is nothing else that touches arcane dps in 2.2.

And the gear that maximizes fire or arcane really isn't all that different in the end. With TLC gone, it's only 4 or 5 pieces of gear that you would need to change to have the best gear for Fire or Arcane.

It is a good thing that they're nerfing items that made the arcane spec all powerful. It lowers the dependance on specific items even more...which makes it easier to switch from spec to spec. They need to make one last item nerf...take the damage of the arcane blast bonus on 2t5 down to 10%. Then they need to increase the base damage of both arcane blast and arcane missiles by a few hundred...or modify the talents to increase the bonus damage or crit % by a large amount on both arcane blast & arcane missiles.

I personally think they should take the raw damage approach since the other 2 lines have such a large bonus increase on crit...it would give it a different feel.

We may not see these changes until we get the 51 point talents.
 
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