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Big damage reduction in arena (5.3)

PvP power scaling changed.

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#21 Shiningday

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Posted 27 April 2013 - 11:47 AM

View PostQan, on 27 April 2013 - 11:33 AM, said:

Would this make pve gear better now?
Tried gemming full pvp power and full int - PvP power is still better so I'd say that PvP gear>PvE

#22 Coldizzle

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Posted 27 April 2013 - 11:56 AM

View PostShiningday, on 27 April 2013 - 11:47 AM, said:

Tried gemming full pvp power and full int - PvP power is still better so I'd say that PvP gear>PvE
for mages Int is better i got the same amount of dmg but with in i get more Crit and abosrvs
idk about other class

#23 Coldizzle

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Posted 27 April 2013 - 11:58 AM

View PostMarshmellow, on 27 April 2013 - 09:03 AM, said:

I wish they would just bring back reduced crit chance on resil, would definitely solve the mage and rogue damage problem
mage only crits in shatter
rogues crit is RNG as fuck

and they cant nerf SHATTER if they do it mages are gone

#24 Conviqx

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Posted 27 April 2013 - 12:20 PM

View PostColdizzle, on 27 April 2013 - 11:58 AM, said:

mage only crits in shatter


every single proc u shoot is a god damn crit averaging 50-70k, what

View PostColdizzle, on 27 April 2013 - 11:58 AM, said:

and they cant nerf SHATTER if they do it mages are gone

i guess being able to solo every class in a deep doesn't need a nerf

it seems like a massive dmg buff looking at the pvp power numbers and i hope it fixes the retarded burst from thug and mages

but i'm pretty concerned at how the healing won't be to high since, as far as i know, it isn't really being lowered i think
  • Battle Fatigue now reduces the amount of healing and absorbs by 45%, up from 30%.
  • PvP Power bonus to healing is now based on class and specialization.
    • Healing specializations receive a 100% bonus to healing from PvP Power.
    • Damage specializations for Druids, Monks, Paladins, Priests, and Shamans receive a 70% bonus to healing from PvP Power.

Edited by Conviqx, 27 April 2013 - 12:28 PM.

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#25 Salutations

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Posted 27 April 2013 - 01:14 PM

imba 1k5 dot dick, sounds great

#26 Tropicalice

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Posted 27 April 2013 - 02:21 PM

so instead of pvp power il just stack agil lol

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Posted 27 April 2013 - 02:30 PM

View PostShiningday, on 27 April 2013 - 08:57 AM, said:

So it's gonna be more like TBC playstyle ya?

ya 20min games and ppl running double healers

i doubt this change is good since most classes have SHIT sustained and will fall behind so easly, like affli locks etc, theres bigger luck bringing classes for short game now cus you prbly wont last 20min game :3

#28 Thaya

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Posted 27 April 2013 - 02:35 PM

View PostDeonto, on 27 April 2013 - 09:19 AM, said:

Less pvp power also means less healing, no?

So healing will be lower..and damage will be lower.
It can basically be viewed as a global effective health buff to everybody - a pretty fucking huge one at that.
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#29 inkorperated

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Posted 27 April 2013 - 03:03 PM

jc gems are still 160 int and 320 power/resil so I guess it's gonna be the best profession

#30 Pigboy

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Posted 27 April 2013 - 03:17 PM

Good change, it'll make the game less of a mongo burst fest. They'll probably try to buff sustained damage with this. They'll be able to focus on certain classes if they do too little damage too, like locks most likely.

#31 Thaya

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Posted 27 April 2013 - 04:36 PM

Going from 160% damage to 140% damage means doing 12.5% less damage. We can also imagine it as a health increase - resilience will be flat anyway, but this projection won't account for armor, stances and whatnot, so it's not accurate - a 475k hp character will be a 514k hp character (14% increase). Also keep in mind that all absorb effects fully benefit from this change, because its the attacks that go down. Any %-based HP restoring abilities will also feel stronger. No other variables are touched.

It sounds simple on paper, but I think this change is incredibly risky and can go extremely wrong when you imagine how it works on short timeframes - kill opportunities. Assuming 100% health on the kill target at the start of the countdown...

1) It'll take longer to die. This has at least two implications: a) all passive heals will have more time to heal assuming target goes down to 12.5% or below (i.e. would die without the extra ehp); b ) it takes longer to reach execute range. Also, indirectly, there's a higher chance your healer will come out of CC in time, but we can't theorize this reliably.

2) More damage will be necessary to kill. Technically, DoTs suffer the least - DoTs do very little damage in short time frames anyway, so the absolute amount of damage they lose in those timeframes is not that big. Burst classes dump everything they can into those short timeframes, and hence they lose a lot more in absolute value. I.e. a warlock did 100k, a warrior did 350k (example), obviously 12.5% of 350k is more than 12.5% of 100k.

This change, however, can potentially lead to a situation where it's impossible to land a kill with DoTs. If anything, it will make burst damage EVEN MORE important because you won't be able to land kills without 2 bursts in the kill opportunity timeframe. Which, by the way, ends the moment their healer comes out of CC, but we can't theorize that.

I'm sure there are more implications and specific cases where more EHP can turn out really really wrong. I'm only looking at it only from warlock pov.
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#32 hekumzx

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Posted 27 April 2013 - 04:42 PM

View PostClaynz, on 27 April 2013 - 08:21 AM, said:

Hey,


As everyone know they reduced the ilvl cap for pve items in 5.3 but now there was an increase of the amount of PvP Power Rating needed to get 1% PvP Power from 265 to 400. Now this is a huge nerf for damage dealers overall.

I run with 60% PvP power on live, on PTR i got around 39% meaning there will be a overall huge damage reduction in arena in 5.3!
Haven't we waited for this? a overall damage reduction in arena that affects everyone.

Blizz too dumb to realize they need to nerf offhealing with a damage nerf rather than buff offhealing with a damage nerf.  Oh wellz.

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#33 fant0m8

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Posted 27 April 2013 - 07:33 PM

Healing is getting an overall nerf too, afaik (the pvp power buff doesn't completely compensate for the battle fatigue buff).

I think it's about a 12% nerf to both damage and healing, once everything is factored in.

Not sure how much of a change this will have, though. I just hope we don't get back into blue bar wars, especially with no mana draining skills in the game.
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#34 Toitles

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Posted 28 April 2013 - 12:07 AM

View PostMarshmellow, on 27 April 2013 - 09:03 AM, said:

I wish they would just bring back reduced crit chance on resil, would definitely solve the mage and rogue damage problem
Or better yet, reduced crit damage! Think of how huge that would be, if players took 150% (or hell, even 175%) crits across the board.  Those 100k Frost Bombs would be 75k; random double crit Mind Blasts for 60k with 80k Devouring Plagues would be 45k and 60k; 8k Corruption crits would be 6k...

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#35 Sabyth

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Posted 28 April 2013 - 12:48 AM

This will also reduce heals. It's effectively 15% more health for everyone and slightly less healing with the Fatigue change factored in. The biggest part if that next patch PvE pieces will be much more tempting. You can use 2pc PvE for the cost of ~1.5%-2% damage or healing next patch. You can even pick from last tier since t14 is ilvl 496 which all gear will be normalized too.

Edited by Sabyth, 28 April 2013 - 12:52 AM.


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Posted 28 April 2013 - 01:13 AM

Anyone else think this nerfs percent heals more unless they increase the benefit from pvp power again? For example spriest off heals will always go up with more int while 2nd wind only goes up with more stam.
  • Damage specializations for Druids, Monks, Paladins, Priests, and Shamans receive a 70% bonus to healing from PvP Power.
  • All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.


#37 Nmplol

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Posted 28 April 2013 - 02:15 AM

So with this change. Does it or does it not buff holy pallys?

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Posted 28 April 2013 - 04:45 AM

How much damage reduction and pvp power do you lose if you wear 4 piece pve on the ptr? Some of the pve set bonus's are kind of redic, and by some of I mean rogues, and by kinda I mean really.

(4) Set: Shadow Blades also reduces the cost of all your abilities by 40%

(2) Set: Increases the duration of your finishing moves as if you had used an additional combo point, up to a maximum of 6 combo points.
Does anyone know if that works with kidney shot?

Edited by Radejjj, 28 April 2013 - 04:47 AM.


#39 Sabyth

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Posted 28 April 2013 - 05:14 AM

View PostRadejjj, on 28 April 2013 - 04:45 AM, said:

How much damage reduction and pvp power do you lose if you wear 4 piece pve on the ptr? Some of the pve set bonus's are kind of redic, and by some of I mean rogues, and by kinda I mean really.

(4) Set: Shadow Blades also reduces the cost of all your abilities by 40%

(2) Set: Increases the duration of your finishing moves as if you had used an additional combo point, up to a maximum of 6 combo points.
Does anyone know if that works with kidney shot?
You lose no resil.

PvP Power will vary. As a healer I go from 21.59% PvP Power on live to 28.61% on PTR with same gear and 20.8% on PTR with 4pc PvE.

So on PTR I would lose about 6% healing going from full PvP to 4pc PvE. As this includes the flat 1500 from set bonus the loss should be smaller with full Tyrannical. It will likely be close to 5-5.5% loss.

As a Shaman I will definitely be using the 4pc from the current tier. 6% healing is very little for what I gain as the bonuses look HUGE for healing small groups.

5-6% loss should be about the same for dps as well I think? As healers are getting the same healing increase that dps get damage increase in 5.3.

#40 Persephones

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Posted 28 April 2013 - 07:12 AM

got all excited about the pve talk, perhaps there was some sick pve set bonus for affly to abuse, jk 10% dot damage baked into our pvp set

View PostBraindance, on 22 June 2013 - 07:05 AM, said:

The current season is at a very good spot balance-wise. There is a comp variety that hasn't been seen in the game since s8.




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