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leek

Member Since 25 Jan 2012
Offline Last Active Yesterday, 06:13 PM
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#4445471 Next Season Rogue Spec?

Posted Wckedz on 30 June 2015 - 07:33 PM

View PostMaumaux, on 30 June 2015 - 04:23 PM, said:

What changed with sub since last season besides mastery getting nerfed and backstab getting buffed?

Mage damage ;)


#4444985 Leekzy's Frost Mage Guide for 6.0.3

Posted Friedkitteh on 29 June 2015 - 11:16 PM

View Postspelgubbe, on 29 June 2015 - 10:54 PM, said:

It feels like Haste > mastery > multistrike > versatility
It is yet to be scientifically proven though

Int > Haste > Versa = Mastery > Multi > Crit

Versa v Mastery is just on playstyle imo :)


#4444199 Jahmilli: Living Bomb

Posted Raikufail on 28 June 2015 - 12:32 AM

Good post but I am not really for the idea of living bomb I hate it and it makes me feel like I am playing a warlock. After they made living bomb better than frostbomb in s12 mage got really boring for me.


#4444130 Jahmilli: Living Bomb

Posted Jahmilli_ on 27 June 2015 - 10:08 PM

http://us.battle.net...94625605?page=1

Thanks for read :)


#4439906 Hey Wallirikz

Posted Niezeremake on 22 June 2015 - 12:17 PM

View PostLifeforceUS, on 22 June 2015 - 12:15 PM, said:

Really no offense, but i just dont get it. why are you losing 60 rating within minutes from over 3k on the last 3 days?

Duduferal sucks thats why :(


#4439882 Hey Wallirikz

Posted Xunae on 22 June 2015 - 12:06 PM

Holy fuck you're stupid OP


#4437323 What's up with this guy from eHEROES

Posted proffset on 17 June 2015 - 10:01 PM

Don't wanna be the one to call him out but.. looks like he is wintrading the wrong way goddamn idiot


#4433990 Why game is not fun to play anymore

Posted stalebagel on 10 June 2015 - 10:40 PM

game is just oversimplified due to homogenization (as foretold by the nadagast prophecies)


#4435877 This Fabio guy..

Posted Melbyz on 15 June 2015 - 11:14 AM

Another beautiful day to que arena in the morning because to fucking bad to queue primetime. people please report this horribly atrocious and disgusting idiot for queing into wintraders on purpose.

http://www.arenamate...history#tab_3v3

haha this guy, he should win a award for tryharding in a dying game urgh, shoot yourself.


#4435892 This Fabio guy..

Posted Wallirik on 15 June 2015 - 11:59 AM

View Postjaimex, on 15 June 2015 - 11:44 AM, said:

He queues at 3kish during primetime too, so it doesn't really matter.
"it doesn't matter that he wintrades, because he also doesn't wintrade 50% of the time"
hehe


#4402536 [CATA] AT 4.3.4 - Talents

Posted Bootzx on 20 March 2015 - 02:56 AM

So happy cata AT is a thing again.


#4403192 Warriors broken? this game is dogshit

Posted Blizo on 21 March 2015 - 11:41 AM

You didn't do anything to stop his main dmg so why are u crying ? :)


#4403166 Warriors broken? this game is dogshit

Posted Jim_Jim on 21 March 2015 - 10:28 AM

Quote

I just don't know anymore why is WoD the biggest shitshow ever where people can solo through spam heals with 0 cc

Have you ever played against a destro/ele/x during Wotlk? :D


#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).

Posted Image

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):

Posted Image

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...


#4402114 10% PvP Damage Reduction Hotfix Reverted

Posted Dills on 18 March 2015 - 11:10 PM

View PostNicholaes92, on 18 March 2015 - 10:58 PM, said:

Um ok?

The point is why just hate on them even more so. Honestly even though the change in the first place was a bad idea, it's kind of good that they actually listened to the community on a universally disliked change instead of being stubborn and just keeping it the same way. No reason to just keep bitching at them lol.




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