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Member Since 15 Feb 2012
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#4405052 State of warlock

Posted Infernion on 26 March 2015 - 09:02 PM


also Arkasia isn't kickbotting

#4405160 State of warlock

Posted Miixzy on 27 March 2015 - 09:32 AM

arkasia doesn't kickbot, it's just that you have a 1 sec GCD in your brain so you can't fake shit.. kind of a dick move making false accusations just because your reaction time is worse than my nans. l2p issue

#4404880 6.1 Enhancement Basic Turbocleave Guide

Posted Diablous on 26 March 2015 - 03:52 AM


It's a basic guide, which I didn't feel like posting on Arena Junkies. I was planning to release more detailed guide here, but I have hard time finding any time to work on proper guide.

Post any questions here, and I will try to anwser them as soon as possible.

#4404838 The current state of rogue

Posted Proczinga on 25 March 2015 - 11:18 PM

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follow and subscribe for more class descriptions :)!

#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.


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...

#4391016 Is DK actually the worst class right now? (high rated class representation)

Posted Nelehx on 21 February 2015 - 09:44 PM

View Postdrzy, on 20 February 2015 - 11:22 AM, said:

Boring ass class to play, would rather watch grass grow then hit obliterate 420 times in a match.
false, 2/3 highest dk on europe play unholy and me being one of them

View PostStealthsultn, on 21 February 2015 - 07:49 AM, said:

Dks right now are just dumb damage bots (frost at least). Trade some damage for some utility and I think it would be good for everyone.
also very false considering good dks do have a way of differentiating themselves, most dks (even high rated) dont even play darksim glyph and dont bother copying but if you are good you can copy cocoon/PS and stuff like bop/sac so easy but no one bothers, you bring more utility to your team than you know, and you dont have to use your stun to try to global the healer it doesnt work like that anymore.

View PostOwnu, on 21 February 2015 - 06:30 PM, said:

Idk about three hard counters. Rogue dk is hard counter, and jungle is hard counter. Wlx and ret hunter are soft counters
considering im the highest tsg in eu(dunno if world) you are so wrong in every way. dk rogue is beatable for sure and u can buy your monk some time, th warrior/dk shouldnt really die that fast vs that. we also beat 90% of jungles just by training feral, wls can be hard since you play on a time limit but going warlock and copying 1 fear changes the whole game but people seem to be stuck with the mindset that you have to train a shaman.

the only real counter tsg has is good rmds and really good godcomps, turbo can be a bit hard but definetly beatable

seems like most people in here have no clue what they are talking about, however dks might not be the strongest melee and sure they prob get replaced with a rogue/warrior and the comp becomes better but so what, just because you cant play dk to top10 without sniping doesnt mean dks are bad, not many classes can spamplay to top of ladder, on everything else but top50 dks are more than viable if you know what you are doing

sry for long post=(

#4385946 Bow down to your 6.1 overlords (mages)

Posted Dills on 12 February 2015 - 06:32 AM

Jahdilli will be a mage super star in 6.1

#4385944 Bow down to your 6.1 overlords (mages)

Posted Knaittiz on 12 February 2015 - 06:26 AM

thx for the heads up

ding 86

#4385940 Bow down to your 6.1 overlords (mages)

Posted Wallirik on 12 February 2015 - 06:06 AM

Ok so just checked mage dmg on PTR.
Needless to say, I don't even.

Here's some numbers:
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ice novas taken a bit after the deep freeze comet storm shit

let me go ahead and add this together for you

163.423 dmg from 1 frostbolt and 1 comet storm and 1 ice lance.
Now if you choose to not cast a frostbolt, you can take off 17k dmg there, but really, frostbolt is like 1 second cast time so it's not exactly hard to cast.

Oh maybe an orb spinning for 6k+/sec during deep? that's another 30k dmg right there (before multistrikes)

Now if I add the ice novas on top, that's 292.394 dmg. (322.394 if orb dmg is ~correct)
So, a mage can do like 80% of someones HP solo, guranteed (100% crit etc), with instants, in 4 gcds? Unsure how much hp other classes have.

Well yeah I guess we'll see what happens in 6.1.

rofl as if mages weren't gay enough already fuck you

edit: this wasn't even the highest comet storm, did one for 13k/comet, nice.

edit2: this is without adding frozen orb dmg, which crits like 6-7k? unsure

#4383968 Are Warriors Fine Right Now?

Posted Pinka on 09 February 2015 - 12:54 AM

View PostSnookypoo, on 09 February 2015 - 12:02 AM, said:

Why the would you play with a Ret / Dk/ Feral / Enhance/ WW ever instead of a Warrior unless you're playing RMD?
Ret: Good if not better utility in sacrifice of ms and aoe pressure.
Dk: Better survival. On par if not more aoe pressure in sacrifice of ms and mobility.
Feral: Better mobility and CC in sacrifice of no ms.
Enhance: Took the shaft this exp. Still has good utility.
WW: Nerfed rogue.

Summed up some reasons why you could play with another class then a warrior. Most revolve around giving up ms or damage for something else. Sounds like balance.

#4371257 More people need to start using this shit

Posted Knaittiz on 25 January 2015 - 11:12 PM



30min CD

Use it once you get in combat and it wont break, lasts for 5 minutes

Sick speed boost

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#4369172 shaman overlords 6.1

Posted Saikx on 24 January 2015 - 01:56 AM

congrats loony on your next 20 r1 shaman boosts I guess xd

#4368443 Burst of Speed nerfed

Posted kazdum on 23 January 2015 - 11:51 AM

View PostJacktrapper, on 23 January 2015 - 11:14 AM, said:

Aslong frozen ammo is gone.
Dont forget crip poison

#4368362 Burst of Speed nerfed

Posted Neveynn on 23 January 2015 - 10:03 AM

Now plz fix spammable roots/cc's aswel

#4289281 Primal Glad Mount

Posted Lightningx on 08 December 2014 - 06:06 AM

nobody will need a new flying gladiator mount since every gladiator this season will already have WINGS