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Old 12/17/07, 7:37 PM   #1826
chase
Piston Honda
 
Dwarf Priest
 
Malygos
Originally Posted by Vontre View Post
The issues are with scaling, not with the base values.

Ex: fixing arcane is pretty much as simple as a buff to empowered arcane missiles.
Scaling can get out of control quickly. Upping base values is like adding a fixed amount of +dmg (to school), more scalpel than A-bomb.

While I agree that simply upping base values is rather boring, (Is your damage purple, red or blue?) it is very static and easy to predict for balance purposes.

At any rate, I believe it is as simple as a flawed pre-made creation.

The question that begs to be asked is "Are they using max ranks on the internal server for testing balance?". If so, we got the short end of the stick.

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Old 12/17/07, 8:17 PM   #1827
andastra
Don Flamenco
 
Human Mage
 
Kilrogg
The problem with fixing base spell values is, how do you make something competitive in T6 and in the future Sunwell content without making it overpowered in T4 content? I'd rather my damage scale slowly and steadily as I get gear upgrades rather than scale badly with gear upgrades with a few huge new rank upgrades here and there.

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Old 12/17/07, 8:48 PM   #1828
macbeet
Von Kaiser
 
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Orc Hunter
 
Madmortem (EU)
Originally Posted by andastra View Post
The problem with fixing base spell values is, how do you make something competitive in T6 and in the future Sunwell content without making it overpowered in T4 content? I'd rather my damage scale slowly and steadily as I get gear upgrades rather than scale badly with gear upgrades with a few huge new rank upgrades here and there.
Think of a linear formula for scaling:

Damage = scaling factor * gear + basic damage

Now arcanes problem is that the scaling factor (read: the talents) is underpowered compared to fire and frost. Therefore it performs ok for bad to medium equipped mages at level 70, but falls behind later on. A perfect scaling will put the corresponding functions for all major Speccs on top of each other for all gear levels. Of course this is not a perfect linear function, but then again, as long as they remain the same to a certain extent, all spccs will be considered "viable".

Now if Blizzard were to adjust the talents in the arcane tree, it might become necessary to lower the basic damage to avoid the problem you metioned.

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Old 12/17/07, 10:00 PM   #1829
Searix
Piston Honda
 
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Human Mage
 
Stormreaver
The "main" problem with arcane is that it lacks a role. It has been the "shadow-priest" dump mana spec (pre 2.3 arcane and t5 fireball/arcane blast combos), but as time has passed it's simply just "there". Fire is the dps tree, frost is the survivability tree (and maybe even leading dps tree with 40/0/21), and arcane lacks any purpose.

I just don't get it with blizzard, what is the purpose of talents? Why are some trees specifically made for PvP (Arms, Demo), some are made for PvE (Fire, Destruction, Feral), some that do "ok" at both but you need to respec still if you want full efficiency (Frost, Restoration, Holy (Paladin)), and some that just plain excel at both (Beast Mastery).

Anyways after getting that rant out my point remains, arcane currently doesn't have a function. If it's the leading dps tree all it does it make PvE mages respec to it and then fire becomes the gimp tree. I think blizzard realizes this and have thusly nerfed arcane until they find a suitable role.

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Old 12/17/07, 10:20 PM   #1830
JasonX
Von Kaiser
 
Gnome Mage
 
Gorgonnash
Originally Posted by Searix View Post
Anyways after getting that rant out my point remains, arcane currently doesn't have a function. If it's the leading dps tree all it does it make PvE mages respec to it and then fire becomes the gimp tree. I think blizzard realizes this and have thusly nerfed arcane until they find a suitable role.
It may seems like arcane got nerfed, but there was no nerf to arcane tree itself. The only nerf comes in the form of a CD added to Mystical Skyfire Diamond (which was the biggest nerf to arcane through itemisation). In fact, arcane received 15% more mana regen.

Arcane was supposed to be the number 1 burst DPS tree, which was true until T6 levels when other classes can do much more sustained DPS which can even rivals AB spam. The biggest problem there was that arcane failed to scale. 2x T5 was required to make AB viable, and AM spam is still way underpowered.

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Old 12/17/07, 11:42 PM   #1831
Searix
Piston Honda
 
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Human Mage
 
Stormreaver
Originally Posted by JasonX View Post
It may seems like arcane got nerfed, but there was no nerf to arcane tree itself. The only nerf comes in the form of a CD added to Mystical Skyfire Diamond (which was the biggest nerf to arcane through itemisation). In fact, arcane received 15% more mana regen.

Arcane was supposed to be the number 1 burst DPS tree, which was true until T6 levels when other classes can do much more sustained DPS which can even rivals AB spam. The biggest problem there was that arcane failed to scale. 2x T5 was required to make AB viable, and AM spam is still way underpowered.
(And the TLC nerf.)

What makes this tree the burst dps tree? PoM? Frost combo does the same damage on 1/8 the cooldown. Which leaves it to it's PvE burst where shatter combos don't work, why/when would you need a burst dps talent? I'm talking 5-8 seconds vs. 20 seconds, Combustion + cools + fire talents makes up for AP PoM's burst after 20-30.

Let me ask you this, if you were given empowered arcane missiles and 20% arcane blast free, say as part of the 2 peice t6, would anyone still spec arcane?

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Old 12/18/07, 12:07 AM   #1832
JasonX
Von Kaiser
 
Gnome Mage
 
Gorgonnash
Originally Posted by Searix View Post
(And the TLC nerf.)

What makes this tree the burst dps tree? PoM? Frost combo does the same damage on 1/8 the cooldown. Which leaves it to it's PvE burst where shatter combos don't work, why/when would you need a burst dps talent? I'm talking 5-8 seconds vs. 20 seconds, Combustion + cools + fire talents makes up for AP PoM's burst after 20-30.
Yeah, I missed out the TLC, which is reliably 7%++ of my overall damage as arcane. Out of curiosity, I spec arcane for the 1st time since 2.3. It still have its place in terms of burst damage and its damage on thrash mobs is really hard to rival (IMO, thrash mobs matters since we spend more time on them when every boss is already on farm. Clearing thrash faster = overall less time spent). I have some wwstats of arcane performance, although the fights were really badly done.

Bugged Shade of Akama - 2899 DPS (took more than 1 minute to kill due to inexperience with dealing bugged akama)
Teron Gorefiend - 1412 DPS sustained (definately inferior to deep fire, but I link it here just for reference)
Thrash Mobs - 1513 DPS on thrash, take into consideration that I have sheep duty (not sure if sheeping affects dps on wwstats)

Anyway, my point is that Arcane is still good burst damage at high mana cost, which was what arcane is supposed to offer.

Originally Posted by Searix View Post
Let me ask you this, if you were given empowered arcane missiles and 20% arcane blast free, say as part of the 2 peice t6, would anyone still spec arcane?
Well, I won't take it. It still scales horribly in T6.

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Old 12/18/07, 1:09 AM   #1833
Dollar
Piston Honda
 
Draenei Shaman
 
Korgath
It looks like the fireball/frostbolt ranks are indeed a mistake.

Quote from: Hortus
This is not a bug, it's a mistake made when creating the pre-mades. The spells are not sufficiently different then the rank 13 versions so we will not be making updates to the templates to remove them.
Edit: Source: WoW Forums -> [BUG?] Rank 14 fireball / frostbolt

"Oh he's a sad little man? He's thrown a kettle over a pub, what have you done?"

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Old 12/18/07, 2:08 AM   #1834
Muphrid
Don Flamenco
 
Gnome Mage
 
Llane
Originally Posted by Vontre View Post
The issues are with scaling, not with the base values.

Ex: fixing arcane is pretty much as simple as a buff to empowered arcane missiles.
Sadly the issue is always with both. If you fix the "scaling," as you term it, then you invalidate the balance of spells at lower gear levels in favor of higher gear levels.

What is important is the relative DPS gap between specs and spells. We often speak of deep Fire, for example, out-DPSing deep Frost by, say, 5%. If the two specs have good scaling and balance, then that gap should always be 5% as gear levels increase.

One cannot increase only the scaling of Arcane without considering whether this keeps the DPS gap the same from one gear level to the next or causes it to shrink or grow. Whether it shrinks, grows, or stays the same is intimately tied to the base damage.

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Old 12/18/07, 10:55 AM   #1835
Qbert
Piston Honda
 
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Undead Mage
 
Moonrunner
Originally Posted by Dollar View Post
It looks like the fireball/frostbolt ranks are indeed a mistake.

Quote from: Hortus


Edit: Source: WoW Forums -> [BUG?] Rank 14 fireball / frostbolt
Oh humbug.

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Old 12/18/07, 3:49 PM   #1836
Vontre
Do Not Stand In The Wizards
 
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Gnome Mage
 
Cenarion Circle
It's actually pretty much entirely tied to the scaling coefficient. Talent builds can tell us how each spell scales up with a point of 'stat', which is generally spell damage. If the scaling coefficient is exactly the same for each build, they will keep their comparative value from 0 spell damage all the way to 10000 spell damage.

Mind Mastery does not scale at all, which is a huge problem for arcane. Intellect is not a viable progression stat. It would be kinda neat if it was. Assuming, of course, they changed drinking to recover a percentage of mana. =p

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Old 12/18/07, 4:07 PM   #1837
Guaicow
Glass Joe
 
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Human Mage
 
Gorefiend
Originally Posted by Searix View Post
and maybe even leading dps tree with 40/0/21
when there is another mage specced deep frost (18/0/43 or something like that) putting up Winter's Chill right? because without that, that spec blows.

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Old 12/18/07, 4:31 PM   #1838
Dryssa
Von Kaiser
 
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Goblin Mage
 
Malorne
Regarding testing Elemental Precision, what I'd suggest is finding yourself a tank and healer and flying out to Nagrand to test on Reth'hedron the Subduer, the level 73 elite demon wandering around on the Twilight Ridge at the west.

Originally Posted by Ghostcrawler
If everything else is truly equal (gear, skill, etc.) then the pure dps class should beat the hybrid. If a raid chooses to run without rogues, mages, warlock or hunters, they should expect their overall dps to be lower. You can quote me on that.

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Old 12/18/07, 8:26 PM   #1839
Hate Monkey
Don Flamenco
 
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Troll Mage
 
Arthas
Originally Posted by Searix View Post
Experimenting with a few things on the PTR:

Serpent Braid/Skull are the uber combo, they're on the same cooldown, stack, and they're both godly.

2 minute/3 minute pairings need to be re-examined. I'm guessing there's at least a chance that it'll finally be better to pair the 2.
What makes Serpent-Coil Braid that much more powerfull now? At a full T6 level, the hit provided by the Braid is wasted, the crit is very minimal, and the use of the gem provides less damage than the Hex trinket.
_____

Well heres the problem with such effects, 2min/3min cooldowns, whether to stack or use on the cooldown, as fire. For frost, there are other inhibitors that need to be factored in along side, pushback, supported WC.

When your raids dps gets better, your chance to use consumables goes down.
I'll take Teron Gorefiend for example, as fire.

At about a 23,000 raid dps mark, you lose the ability to use the 3 minute cooldowns at the start of the fight and have them up at the end. At a 28,000 raid dps mark, you start to push the use of a 2 minute cooldown at the start and have it up at the end.

The highest dps gain for consumables for fire is when paired with a bosses health sub 20%. No matter what your usage is before 20%, if you do not have cooldowns or consumables up for a 20% burst, you have failed to maximize your dps.

For Frost, you need far more testing, testing that Dr. Boom cannot provide to conclude.

Originally Posted by Vontre View Post
Mind Mastery does not scale at all, which is a huge problem for arcane. Intellect is not a viable progression stat. It would be kinda neat if it was. Assuming, of course, they changed drinking to recover a percentage of mana. =p
When they devalue the mana from Int down to 1, boost the Int on items like they did with stam, and nerf the mana gains of VT to a static value, or to a much lesser value, the quality of Int will go up, effectively making the talent a much more beneficial gain.

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Old 12/18/07, 8:51 PM   #1840
Imbar
Piston Honda
 
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Blood Elf Paladin
 
Sentinels
Originally Posted by Hate Monkey View Post
When they devalue the mana from Int down to 1, boost the Int on items like they did with stam, and nerf the mana gains of VT to a static value, or to a much lesser value, the quality of Int will go up, effectively making the talent a much more beneficial gain.
Have you heard of this being planned, or is it just educated speculation (either is fine, just curious)?

I read Banhammer posts when I'm having a bad day.

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Old 12/18/07, 9:11 PM   #1841
Hate Monkey
Don Flamenco
 
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Troll Mage
 
Arthas
Speculated as to make the Mind Mastery talent give more meaning.

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Old 12/18/07, 9:27 PM   #1842
Imbar
Piston Honda
 
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Blood Elf Paladin
 
Sentinels
Originally Posted by Hate Monkey View Post
Speculated as to make the Mind Mastery talent give more meaning.
Sounds good. I'm hoping for an overhaul of the arcane tree, not necessarily just individual talents. I'm tempted to agree with the thought stated earlier that arcane is a "filler" spec, until Blizz finds a use for it, but rationality says that arcane will be broken for a good, long time.

I read Banhammer posts when I'm having a bad day.

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Old 12/18/07, 11:27 PM   #1843
Muphrid
Don Flamenco
 
Gnome Mage
 
Llane
Originally Posted by Vontre View Post
It's actually pretty much entirely tied to the scaling coefficient. Talent builds can tell us how each spell scales up with a point of 'stat', which is generally spell damage. If the scaling coefficient is exactly the same for each build, they will keep their comparative value from 0 spell damage all the way to 10000 spell damage.

Mind Mastery does not scale at all, which is a huge problem for arcane. Intellect is not a viable progression stat. It would be kinda neat if it was. Assuming, of course, they changed drinking to recover a percentage of mana. =p
No, I fear you miss my point.

Let us imagine, for the sake of example, that at some gear level, Arcane builds deal 800 DPS and Fire builds 900.
DPS gap: Fire deals 12.5% more DPS

Let us imagine that both builds receive +1 DPS for every +1 spell damage after all modifiers and buffs.

Now let's consider adding 200 spell damage. Arcane deals 1k DPS, Fire 1.1k.
DPS gap: 10%

A dwindling % DPS gap favors Arcane. Even though both receive the "same" DPS benefit from spell damage, the scaling is inherently unequal.


Now, the stat that increases the most with increasing gear level is +spell damage by far, which means scaling in relation to spell damage is the most important figure involved in determining the scaling of builds, but other stats should not be forgotten. Mind Mastery scales with crit and hit, for example.

It is exactly in response to this complicated mess of stats scaling each other and the complete and utter lack of uniformity between items of equal item level and maximum relative benefit (in other words, item points are spent based on an arbitrary formula and not in a manner related to how useful they are) that I have suggested massive modifications to the system.

Edit: it's easy to see, though, that the reason Mind Mastery doesn't scale is because +spell damage is the primary stat of every piece of gear at every level of gear. When's the last time you saw an item without +spell damage? That's right, never. This very quickly devalues the benefit from Mind Mastery: the most +spell damage you have, the more it takes for an equal percentage benefit.

If, instead, item points were more evenly distributed between the primary dps stats, Mind Mastery would be no different than talents that give percents of crit or hit, which do not lose percentage benefit due to increases in +damage. Instead, all of these stats would devalue at roughly comparable rates.

It is, however, rather telling that Mind Mastery, for all its flaws, is one of the biggest DPS increasing talents mages have available, certainly at low gear levels, but increasingly eclipsed at high gear levels by flat percentage multipliers.

It is my opinion, though, that a talent that decreases or increases in potency relative to other talents is a bad talent and not well designed. But then again, I apply this philosophy to the entire scaling system.

Last edited by Muphrid : 12/18/07 at 11:35 PM.

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Old 12/19/07, 12:57 AM   #1844
Searix
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Human Mage
 
Stormreaver
Originally Posted by Hate Monkey View Post
What makes Serpent-Coil Braid that much more powerfull now? At a full T6 level, the hit provided by the Braid is wasted, the crit is very minimal, and the use of the gem provides less damage than the Hex trinket.
In what respect? Using almost the best t6 i still find myself short of the cap switching to ruby cape, braid, and tirsifal wand. Of course it's wasted if you're not using the hit, that's what makes it such a good trinket

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Old 12/19/07, 5:03 AM   #1845
Hate Monkey
Don Flamenco
 
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Troll Mage
 
Arthas
Originally Posted by Searix View Post
In what respect? Using almost the best t6 i still find myself short of the cap switching to ruby cape, braid, and tirsifal wand. Of course it's wasted if you're not using the hit, that's what makes it such a good trinket
Using all but the Sword from Archimonde, and the Skull from Illidan, and the ring from ZA, using an inferior wand, with an elemental shaman, I'm a a total of 15.5%~ hit, which can be seen with my armory. A perfectly built mage will have 166 hit rating. A not-so perfect mage will have even more due to different pieces of gear- cloak, boots, and belt for a lesser geared mage all provide hit. So at the T6 level, if you're using those gears, the braid is a complete waste, and even at the t4 level, its highly unusable to the alternative pieces. This may make sense or not if my thoughts are clear through my sickness.

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Old 12/19/07, 5:38 AM   #1846
Plankel
Von Kaiser
 
Troll Mage
 
Scarshield Legion (EU)
Originally Posted by Hate Monkey View Post
Using all but the Sword from Archimonde, and the Skull from Illidan, and the ring from ZA, using an inferior wand, with an elemental shaman, I'm a a total of 15.5%~ hit, which can be seen with my armory. A perfectly built mage will have 166 hit rating. A not-so perfect mage will have even more due to different pieces of gear- cloak, boots, and belt for a lesser geared mage all provide hit. So at the T6 level, if you're using those gears, the braid is a complete waste, and even at the t4 level, its highly unusable to the alternative pieces. This may make sense or not if my thoughts are clear through my sickness.
We don't have an elemental shaman, so that is 3% hit down the drain I need to get from gear instead. I assume it is the same for Searix. Ironically I have too much hit right now, but that is because I have nearly all of the sup-optimal pieces with a lot of hit, replace one of those and I will have to plug some +hit gems in (or braid if I had it) till I get the skull.

Last edited by Plankel : 12/19/07 at 5:44 AM.

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Old 12/19/07, 5:57 AM   #1847
Dustwhisper
Don Flamenco
 
Undead Mage
 
Doomhammer (EU)
An ele shaman is atleast something I and I'd say most mages cannot build their gear around, not to mention warlocks have superior scaling with an ele shaman (more ISB uptime, better scaling of SB over fireball, no hit talent etc etc).

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Old 12/19/07, 6:16 AM   #1848
Searix
Piston Honda
 
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Human Mage
 
Stormreaver
Originally Posted by Dustwhisper View Post
An ele shaman is atleast something I and I'd say most mages cannot build their gear around, not to mention warlocks have superior scaling with an ele shaman (more ISB uptime, better scaling of SB over fireball, no hit talent etc etc).
With Icy Veins i think we might be above warlocks, dunno.

As to my gear, in terms of hit:
Head: Tempest, 27
Neck: Translucent, 15
Shoulders: Tempest, 0
Cloak: Illidan healing, 0
Chest: Tempest, 13
Bracers: Nimble, 0
Gloves: Spellfire, 0
Belt: Spellfire, 0
Legs: Tempest, 20
Feet: Blue Suede, 18
Ring1: Exalted Hyjal, 0
Ring2: Haste ring, 0
Trinket1: Braid, 30
Trinket2: Skull, 25
Weapon: Zhar'doom, 0
Wand: Tirisfal, 12

12.7% hit, just under hit cap, but using blue suede, tirisfal, and translucent. (Yes working on upgrading spellfire peices).

Unless i'm mistaken, the perfect set has braid in it, could be wrong though

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Old 12/19/07, 6:45 AM   #1849
BrTarolg
Von Kaiser
 
Gnome Mage
 
Sunstrider (EU)
Originally Posted by Searix View Post
With Icy Veins i think we might be above warlocks, dunno.
I highly doubt it. By definition, warlocks do more damage than mages, given the same gear level. This is a multitude of reasons, but judging from the t6~ gear level, it basically revolves around succu + shadowpriest giving 30% damage, plus ISB(+20%~), and shadow and flame being 20% coef, aswell as the fact SB is 3 second base cast (so bane and shadow and flame have an increased effect) meaning that there is not a chance that a mage will ever outDPS a similarly geared destro warlock.

An extra 1-2% damage from veins isnt going to change that.

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Old 12/19/07, 6:55 AM   #1850
epiphenom
Piston Honda
 
Human Mage
 
Stormrage
Originally Posted by Searix View Post
Trinket1: Braid, 30
Unless i'm mistaken, the perfect set has braid in it, could be wrong though
Braid is 12 hit, and 30 crit.

Anyway, I'd imagine the "perfect" set would cap out like this (leaving out zero-hit slots)

Head: Cowl of the Illidari High Lord (35)
Chest: Tempest (13)
Gloves: Tempest (20)
Legs: Tempest (20)
Trinket1: Skull of Gul'dan (25)
Weapon: Tempest of Chaos (17)
Off-hand: Chronicle of Dark Secrets (17)
Wand: Wand of the Forgotten Star (11)

That's 158 rating, and you can pick up what's left with a Veiled Pyrestone somewhere, or any kind of shaman on a regular basis in your group. A Zhar'doom setup picks up any two out of Belt of Blasting (23), Translucent Spellthread Necklace (15) and Ring of Captured Storms (19) to cap out. I don't think the Braid is needed at any point.

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