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Old 02/27/09, 6:46 AM   #271
Mijae
Don Flamenco
 
Tauren Druid
 
Tichondrius
Originally Posted by Allev View Post
So, I'm confused-- I didn't see a mechanic change which would positively impact the value of hit/expertise, and those values are far higher than I expected. Does your sim typically rate hit/expertise higher than Toskk's/Rawr/Mijae's sheet?
I would definitely trust simulation results over estimations (assuming the simulator is correct). Any application that does not perform full simulations is just an estimator. They are not expected to be exact. Some mechanics are assumed super-human (like zero latency). Usually most mechanics are averaged out, so RNG differences for specific cycles are not accounted for (like crits, OoC, and procs). Even a simulator cannot accurately account for specific fight mechanics and non-stationary encounters. Do raid buffs actually have 100% uptime? Total stats can drastically change relative values. Most people already accepted that hit/expertise is undervalued in estimations. The biggest question is if it is always worth capping (and possibly going over) or if just getting close to cap is good enough. I'm not sure it can ever be answered mathematically.

It is also difficult to weigh stat values based on any "average encounter". For example, it could very well end up that ArP is best for a stationary fight like Patchwerk, but not for a fight with high movement. There are already encounters where I'll swap between Idols. I'll also swap in a little more expertise for Thaddius since I usually end up attacking from in front very often. Yes crit gives higher average CP, but AP gives more consistent damage (similar to avoidance vs armor). So stacking crit could lead to your damage swinging by a large amount from one attempt to the next even on the same boss. What is more important? Yes, it's fun seeing big numbers in SCT and damage meters, but for progression content consistency is probably best IMO. If you had great dps the first 5 attempts, but RNG sucked on the kill shot.. which meter will be looked at?

Hopefully people know to not take any numbers as law. For any items that come close in value, relative worth can change from fight to fight and overall stats.


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Old 02/27/09, 6:51 AM   #272
david0925
Don Flamenco
 
Night Elf Druid
 
Proudmoore
Originally Posted by nightcrowler View Post
I really hope it's unintended or we will have really and hard time. Please, if you are on PTR post it under bug forum.
Agreed. On single-target boss fights (where fights are supposed to be balanced around) Savage Defense and the loss of armor from nerf in SoTF just break even. In the 10% nerf to stamina for HoTW is real then we will fall behind. I would guess they did something to the coefficient while adjusting SoTF, since those two talents are next to each other.

I would also test this when I'm on ptr next time, but has people checked if they also screwed up the first part of SoTF and only give 3% to all stats? I'm pretty paranoid at this point that they would accidentally touch other talents, or other portions of the same talents.

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Old 02/27/09, 7:03 AM   #273
Ragnorr
Von Kaiser
 
Blood Elf Druid
 
Twilight's Hammer (EU)
Sotf gives 6% stats on both live and ptr

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Old 02/27/09, 7:25 AM   #274
Mijae
Don Flamenco
 
Tauren Druid
 
Tichondrius
Originally Posted by seminarca View Post
Heart of the Wild has been ninja nerfed to 10% bonus Stamina in Bear Form.

edit: Here's the Test Realm Forum thread: World of Warcraft - English (NA) Forums -> [Bug] Feral Druid Issues started by Leoj on Area 52.
I can confirm the bug. The tooltip still says 20%, but it is only giving 10%. I tried a few old items with low stam and some new ones.

Base stamina in bear form: 148

[Drakefire Amulet]: 162 sta (10*1.06*1.02*1.1*1.25 = 14.8665 + 148 ~= 162)
[Silent-Strider Kneeboots]: 192 sta (10*1.06*1.02*1.1*1.25 = 44.5995 + 148 ~= 192)
[Staff of the Plague Beast]: 348 sta (135*1.06*1.02*1.1*1.25 = 200.69775 + 148 ~= 348)
[Pattern: Polar Vest] (stam gems/patch): 533 sta (259*1.06*1.02*1.1*1.25 = 385.04235 + 148 ~= 533)


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Old 02/27/09, 7:41 AM   #275
RoboStac
Don Flamenco
 
Tauren Druid
 
<XW>
Neptulon (EU)
Originally Posted by david0925 View Post
Agreed. On single-target boss fights (where fights are supposed to be balanced around) Savage Defense and the loss of armor from nerf in SoTF just break even. In the 10% nerf to stamina for HoTW is real then we will fall behind. I would guess they did something to the coefficient while adjusting SoTF, since those two talents are next to each other.

I would also test this when I'm on ptr next time, but has people checked if they also screwed up the first part of SoTF and only give 3% to all stats? I'm pretty paranoid at this point that they would accidentally touch other talents, or other portions of the same talents.
It's almost certainly intended, and needed as well. The health advantage of druids was always going to make balancing encounters almost impossible without giving druids a huge advantage (see Sarth3d - druids and DK's had massive advantages, and I wouldn't expect that to continue). We may get more changes to compensate, but I'd be amazed if they let the health difference stay as it is (and get to be a bigger and bigger problem).

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Old 02/27/09, 8:21 AM   #276
humbe
Glass Joe
 
Night Elf Druid
 
Anachronos (EU)
Originally Posted by RoboStac View Post
It's almost certainly intended, and needed as well. The health advantage of druids was always going to make balancing encounters almost impossible without giving druids a huge advantage (see Sarth3d - druids and DK's had massive advantages, and I wouldn't expect that to continue). We may get more changes to compensate, but I'd be amazed if they let the health difference stay as it is (and get to be a bigger and bigger problem).
After all these nerfs we will hardly have noticable better mitigation than other tanks. We will still be a good deal behind in avoidance. And as we will get much less of a life boost, and don't have all the save the day active abilities that other tanks have, I don't see how this will be balanced out. Sounds to me like all other tanks will be preferred for most encounters as they will need less healing, and the few encounters that we have an advantage, they might handle it without us, or maybe we're forced to dual-spec DPS so we don't hinder raid for the rest of the encounters.

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Old 02/27/09, 8:26 AM   #277
nightcrowler
Don Flamenco
 
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Night Elf Druid
 
Runetotem (EU)
On stam nerf: Actually there are many blue post were they said that high hp druid is fine, and they want warr/pala to have different things. Also they stated that having one tank better for progress on a single boss it's fine. What if they introduce a 0.1 swing timer boss? Block will rock and a warrior or paladin will be the choce. There are many ways to balance encounter without taking off our high stam values.

For Mijae: I completly agree with you. For istance there are many piece of gear for tank near in value but usually the second or third best has an high expertise. I usually choce expertise vs. other stats because not being parry gibbed is one of the best things for me. It's not only a fight vs. fight choce but at least for me it's also a matter of personal flavor. A 50 or also 100 dps difference on overall will not make the recount, from fight to fight you can easly see 10% dps difference due to RNG.

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Old 02/27/09, 8:40 AM   #278
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
Originally Posted by nightcrowler View Post
On stam nerf: Actually there are many blue post were they said that high hp druid is fine, and they want warr/pala to have different things. Also they stated that having one tank better for progress on a single boss it's fine. What if they introduce a 0.1 swing timer boss? Block will rock and a warrior or paladin will be the choce. There are many ways to balance encounter without taking off our high stam values.
Except that a 0.1 swing timer boss is a gimmick and not really lethal to any tank. Burst is what kills tanks and if you want to have a boss burst with a 0.1 swing timer you are seriously going into the gimmicky terrain (read: nearly every other boss will still burst you with a big melee hit or melee/magic combo).

Would be nice to see the new Effective Health Druids have on PTR after the 10% stamina nerf (unintended or not) and the armor loss. Just to compare to the other tanks and bears on live in the same gear.


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Old 02/27/09, 8:58 AM   #279
nightcrowler
Don Flamenco
 
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Night Elf Druid
 
Runetotem (EU)
Originally Posted by Liar View Post
Except that a 0.1 swing timer boss is a gimmick and not really lethal to any tank.
Let's say:
Boss A. Hit for 80k pre armor every 2 seconds.
Boss B. Hit for 6-7k pre armor every 0.1 seconds.

I think you can easy die from both, healers cast time is the same. But boss A will be a druid boss while boss B will be a pala/warr boss.

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Old 02/27/09, 9:18 AM   #280
Monedula
Piston Honda
 
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Tauren Druid
 
Defias Brotherhood (EU)
Originally Posted by nightcrowler View Post
Let's say:
Boss A. Hit for 80k pre armor every 2 seconds.
Boss B. Hit for 6-7k pre armor every 0.1 seconds.

I think you can easy die from both, healers cast time is the same. But boss A will be a druid boss while boss B will be a pala/warr boss.
So in this example there is either a burst hit of 80k pre armor, or 20 hits of 6-7k in a period of 2 seconds (whirlwind or so?).
True shields are preferred over SD but the fast hits are still different then the one hit.
Since healers precast and druid hots keep ticking there will be less overhealing on boss B because the tank is not at full health at any time.
Boss A will have lots of overhealing followed by a lot of heals needed when after 2 seconds the hit is done.
This just concludes that you need less healers on boss B because of the little overhealing. With a warrior this fight would be so easy the danger of wiping is not in the tank dying but in some other mechanic.
Could be possible, but it would be a very simple thing to tank.

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Old 02/27/09, 9:18 AM   #281
Centarion
Von Kaiser
 
Night Elf Druid
 
Perenolde (EU)
Well, looking at World of Warcraft (en) Forums -> [Updated] 3.1.0 PTR Patch Notes it (the HotW-nerf) seems to be intendet. And so Feral-hybridism goes down and down and down...

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Old 02/27/09, 9:29 AM   #282
Monedula
Piston Honda
 
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Tauren Druid
 
Defias Brotherhood (EU)
I very much dislike this. What makes a druid better then a warrior then?

I think they want druids again to be the perfect offtank. Soaking blows and not a tank really. More a dpsser that can tank if needed rather then a tank that can dps is needed.

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Old 02/27/09, 9:33 AM   #283
Pioneerjd
Piston Honda
 
Tauren Druid
 
Khadgar
Given that the updated patch notes also removed all references to Savage Defense, my hunch is that they're in the process of reverting SOTF to 66% bonus armor, scrapping the Savage Defense idea, and nerfing the Stamina from HOTW instead.

As it stands right now, my gear set has managed to lose both a ton of armor and about 2k HP on the PTR.
vs.

(Patch notes for reference: World of Warcraft (en) Forums -> [Updated] 3.1.0 PTR Patch Notes )

Edit: Fixed gearsets to be actually identical
Edit2: Also, just realized that I have 2/2 in the new Imp Mark on the PTR, so I have 2% more of everything. Apparently that 2% gain isn't from the Buff, but from the talent? Strange. I thought they were trying to turn it into Almost-Blessing-of-Kings.

Last edited by Pioneerjd : 02/27/09 at 10:00 AM.

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Old 02/27/09, 9:37 AM   #284
Monedula
Piston Honda
 
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Tauren Druid
 
Defias Brotherhood (EU)
Originally Posted by Pioneerjd View Post
Given that the updated patch notes also removed all references to Savage Defense, my hunch is that they're in the process of reverting SOTF to 66% bonus armor, scrapping the Savage Defense idea, and nerfing the Stamina from HOTW instead.

As it stands right now, my gear set has managed to lose both a ton of armor and about 2k HP on the PTR.
vs.

(Patch notes for reference: World of Warcraft (en) Forums -> [Updated] 3.1.0 PTR Patch Notes )

Edit: Gah, screwed up with my legs (Leggings of the Honored vs. Valorous DW). Numbers are wrong. Fixing now.
Yeah was just about to make that remark myself. Indeed we loose survivability but gain mitigation. I guess they are still undecided about that at blizzard.

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Old 02/27/09, 9:40 AM   #285
StormGust
Von Kaiser
 
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Night Elf Druid
 
<->
Arthas (EU)
Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.
Oh well, it's way to expensive to roll it on more than 1 tank now

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