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Lyamarth

Member Since 08 Nov 2011
Offline Last Active Yesterday, 10:23 PM
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#4410855 HOLINKA ANNOUNCES THEY WANT TO PRUNE MORE ABILITIES

Posted Dills on 16 April 2015 - 08:34 PM

View PostPouncedd, on 16 April 2015 - 07:19 PM, said:

They are finally going to remove polymorph from the game? Hell yea

How can you even manage to turn on your computer


#4410834 HOLINKA ANNOUNCES THEY WANT TO PRUNE MORE ABILITIES

Posted Railander on 16 April 2015 - 07:45 PM

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#4404136 Rating Gain Change

Posted Siuox on 23 March 2015 - 08:31 PM

the problem is the teams on 2300 are as good as the teams on 2800. there is no difference because you cant do anything different. just spam 500 games get lucky queues and there's your rating


#4400998 GCDTV's 3v3 Arena Tournament #8- 3/20 & 3/21 ($400 Prize Pool)

Posted BalanceRexxar on 16 March 2015 - 06:15 AM

View PostTuxer, on 16 March 2015 - 05:28 AM, said:

$400 prize pool rip competetive arena

u realize he pays for these weekly out of his own pocket for thousands of peoples entertainment and u have the audacity to complain about the prize pool?

shame on you.


#4402392 Why the 10% damage changes make such a huge difference in gameplay.

Posted Vadren on 19 March 2015 - 04:25 PM

So after damage being nerfed by 10%, and then with it reverted, I feel like a lot of people are confused about why it makes such a huge difference in match duration and overall feel of arena... Maybe even Blizzard. Some people may expect that 10% less damage means it takes 10% longer to kill an opponent in arena, but this isn't the case.

TLDR: Blizzard doesn't always think enough about what they're doing and sometimes it shows. The 10% damage nerf can increase match duration by a lot, while still not fixing the burst issue of some classes.

Disclaimer: This is napkin math without any real data. It does nothing more than illustrate the kinds of problems umbrella changes in %damage can cause and doesn't prove that the hotfix did cause these sorts of issues (although anecdotal evidence would suggest that it did).

The following is a time to live (TTL) graph and it shows how long it takes a player to die given a specific amount of health, dps and healing. The basic formula is:

TTL = health/(damage per second - healing per second)

The following is a graph with Dps along the x axis and TTL on the y axis in seconds. I've chosen some arbitrary values for health (300k) and hps (10k).

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It's clear from the graph that below 10kdps TTL is infinity, which should be obvious because if you do less damage than healing then you aren't killing anything. The major take away from this is when dps is very close to hps, then very small changes in the dps cause a very large change in TTL.

The following graph shows the same TTL curve with the 10% damage nerf (in green):

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Lets compare some values from the two curves.

@15kdps

TTL(prenerf) = 60s
TTL(nerf) = 85.7s

% increase in TTL = 42.8%

That's a huge difference in the time it takes to kill someone in arena. Of course the values I've chosen are arbitrary and arena is more dynamic, so lets look at some more examples.

If we consider a simplified situation using the most popular ideal match duration (from a poll in another post) of 4min and calculate how the 10% damage nerf affected this ideal.

Here I'm calculating how much more dps than hps to get a 4minute match.

(dps - hps) = 300000/240
(dps - hps) = 1250

Since we don't arena in a vacuum where healers are afk and people die to auto attacks over 4min we need a value for hps before applying the nerf. I'm going to choose the same an arbitrary hps value as before of 10khps. The amount of healing does affect the result.

dps = 10k + 1250
dps = 11.25kdps

TTL(nerf) = 300k/(11.25k*0.9 - 10k)
TTL(nerf) = 2400s, or 40minutes(!)

% increase in TTL = 1000%

Again, this is a very simplified situation using values I've invented instead of real data, but I think it illustrates the point. When dps is close to the hps then very small increases, or decreases, in dps cause huge changes in the feel of the game. However dampening would also prevent this from happening, but dampening shouldn't be relied upon to make the game playable.

In real arena matches dps isn't constant; it fluctuates. The above shows how much the nerf affected a low constant dps (i.e. without cooldowns or procs). We know some comps are scoring kills in 6s or less (god comp, jungle, combat rogues, etc...) Lets see how much the nerf affected these situations.

TTL(prenerf) = 6s
(dps - hps) = 300000/6
(dps - hps) = 50k

And choosing an arbitrary hps value of 10khps...

TTL(nerf) = 300000/(60k*0.9 - 10k)
TTL(nerf) = 6.82s
% increase in TTL = 13.6%

In this specific invented situation the 10% damage nerf only gave a fraction of a second of extra time to try and survive, which is less than a global.

The takeaway from this is that the nerf greatly affected situations that were already fine (constant damage pressure), and barely affected the situations that were out of control (burst during cooldowns for specific classes).

The safest way to blanket nerf burst is to increase health. Lets look at a 15% health increase (tldr it's going to increase the time for both situations by 15%)

TTL(burst) = 6s
TTL(burst, with extra hp) = (300k * 1.15) / (50k)
TTL(burst, with extra hp) = 6.9s

% increase in TTL = 15%

TTL(constant dps) = 240s
TTL(constant, with extra hp) = (300k * 1.15) / (1250)
TTL(constant, with extra hp) = 276s

% increase in TTL = 15%

However this causes an issue where % based heals are improved.

So what's the solution? Now that the 10% nerf has been reverted the game isn't really better, but a different kind of bad.

I have some suggestions:

1) Reduce the amount of guaranteed healing (instant heals, dps self healing, and abhorrent talents like ysera's gift and spirit bond)

2) Remove or change % health healing (warlock heals, conversion, and aforementioend ysera's gift and spirit bond)

These changes lower the amount of guaranteed healing making adjustments to overall dps less chaotic; giving more room for error when making balance changes. In cases where a class needs self healing as a survival tool then it should be counterable (casts), dispellable, or have a major dps tradeoff.

3) Adjust the burst of problem classes individually by nerfing burst cooldowns instead of making umbrella changes that affect every class and spec. Increase damage elsewhere to make the adjusted classes stay viable in PvE (this actually assures that a class still puts out decent pressure in pvp)

4) Finally some consideration should be given to changing dampening to some other mechanic that prevents matches from lasting too long. Much in the way that %dmg nerfs affect classes and comps different, so do %healing reduction during dampening. Also long drawn out matches that go into deep dampening aren't exciting.

Ok then. I actually find thinking about this stuff fun...


#4402102 10% dmg nerf reverted

Posted Jim_Jim on 18 March 2015 - 10:52 PM

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#4400780 Pro Game X Tourney chat

Posted Dizzeeyo on 15 March 2015 - 04:10 PM

View PostRexyyoxxx, on 15 March 2015 - 02:32 PM, said:

when he got solo'd i remember wallrikz saying on stream 'most games we win is me recking retards who cant stop the 1shot' and he 1 shots hydra

View PostBestpriestjk, on 15 March 2015 - 03:37 PM, said:

Didnt u fear him behind the pillar and then stunned him? I was playing GO so didnt see untill he was almost dead
would be nice if the teams involved in this were not all trying so hard to call each other shit whenever possible, wouldn't it


#4399714 Barrage out of Stealth

Posted Kettu on 12 March 2015 - 07:24 PM

If you're within 40yard range of a hunter who does a 360° spin while barraging, you're gonna get taken out of stealth no matter what.

Most top hunters don't know how to utilize the 360° barrage yet, tho.

But I'm sure that'll change now that you brought it up. :----------------)


#4400494 Pro Game X Tourney chat

Posted mazu on 14 March 2015 - 04:31 PM

gonna be interesting to see how pshero will react to winning/losing
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#4398104 X-Mog!!! Let's See'em Boysc

Posted Marshmellow on 09 March 2015 - 12:34 PM

View PostSbenkMvp, on 09 March 2015 - 11:30 AM, said:


file:///C:/Program%20Files%20(x86)/World%20of%20Warcraft/Screenshots/WoWScrnShot_030915_122810.jpg

awkward


#4399116 PvP damage reduced by 10% in hotfix

Posted Vanguards on 11 March 2015 - 09:35 PM

My personal view:

I made a tweet about this, but if certain specs were too strong / too much burst I feel like they should be looked at instead. Nerfing 10% across the entire board just leads to the dampening problem again which wasn't even weak in these fast paced games.

Slow games are so boring, and also forces more predetermined matches since mistakes can be recovered easily. It also doesn't help that healing is just ridiculously high on most classes.


#4399066 PvP damage reduced by 10% in hotfix

Posted Forumz on 11 March 2015 - 07:47 PM

Hey guys damage is too high so we'll add a damage reduction into the game for PvP only. It's not resilience though, resilience was removed with WoD remember? Resilience was stupid and we don't need resilience in the game. We do need this flat 10% damage reduction though, but that's not resilience so it's ok.


#4397840 Post your selfies

Posted Pinka on 08 March 2015 - 04:44 PM

View PostDjBenx, on 08 March 2015 - 04:15 PM, said:

are you gay? serious question

cant imagine any straight man doing this
Are you slightly annoyed? Most likely. Success.


#4397800 Post your selfies

Posted Pinka on 08 March 2015 - 01:44 PM

First i wasn't sure if the thing was working.
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Then i got distracted.
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When i wanted to make one more serious i got distracted again. Shoulden't have looked into the sun for too long.
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#4397480 Post your selfies

Posted BalanceRexxar on 07 March 2015 - 07:40 AM

taken today : )Posted Image




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