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Decimusxx

Member Since 20 Aug 2009
Offline Last Active Jan 08 2013 08:08 PM
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#3272410 Arena MS paint rage thread!

Posted wapanese on 31 May 2011 - 08:05 AM

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#3172911 Arena MS paint rage thread!

Posted Lozeh on 08 April 2011 - 02:12 PM

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#3185598 Arena MS paint rage thread!

Posted Pacmanyo on 15 April 2011 - 11:24 AM

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Meh, he should have played caster :X


#3213981 Arena MS paint rage thread!

Posted wapanese on 30 April 2011 - 12:39 PM

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#3202560 Arena MS paint rage thread!

Posted Lozeh on 25 April 2011 - 10:53 AM

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#3223479 Arena MS paint rage thread!

Posted Granter on 05 May 2011 - 12:54 PM

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#3246114 Arena MS paint rage thread!

Posted Trakke on 18 May 2011 - 04:04 PM

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#3251705 Arena MS paint rage thread!

Posted Lauviah on 21 May 2011 - 02:18 PM

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#3252900 Arena MS paint rage thread!

Posted wapanese on 22 May 2011 - 08:43 AM

why the rapture wont happen

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#3257777 Neilyo Rog v War Skill-Capped Instructional

Posted Neilyo on 24 May 2011 - 07:21 PM

http://warcraftmovie...w.php?id=188853


#3193642 4.1 Resilience Changes

Posted Literacola on 20 April 2011 - 09:55 AM

To sum it up quickly:

If you have exactly 3094 resilience, you will notice no change.
If you have over 3094 resilience, you will lose survivability with 4.1.
If you have less than 3094 resilience, you will gain survivability with 4.1.


Just to clarify, the 4.1 change does not add any "sweet spot," "soft cap," or anything of the sort for resilience. It simply changes how resilience scales.

In general, this means that you will need to stack more resilience. Resilience is still really good.


Specifically, this is the change:



4.06 Resil Reduction:
Reduction % = Resilience / 95.21492

4.1 Resil Reduction:
 Reduction % = (1 - (1/(Resilience Rating*0.000155576 + 1))) * 100

This is the key graph. It shows your life expectancy post patch compared to pre-patch. At 100%, you will live just as long post-patch as you did pre-patch. At 90%, you will die in 90% of the time that it took you to die pre-patch. In other words, if you lived for 10 seconds in a particular situation, you will now live for 9.


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Essentially, the change is that your "effective health" scales linearly with resilience (similar to armor). Effective health is the amount of damage you can live through. For example, if you have 20% reduction from resilience, you will take 80% damage. This means that an enemy has to do 125% of your health in unmodified damage to kill you. Below are graphs that compare the changes in damage reduction and effective health.



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Finally, here's a chart showing how much extra resilience you'll need to add to retain your current damage reduction. For example, if you are at 3500 resil, you have 36.76% reduction. If you want to stay at 36.76 reduction in 4.1, you will need to add an additional 236 resilience.

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#3132232 Bladestorm idea

Posted Polm on 19 March 2011 - 12:00 AM

Just lower the cooldown.

More freedom, more mobility, more dmg and I fixed warriors.

Jeuj!


#3128907 Colossus Smash now ignores 50% of a hostile player's armor (PvP)

Posted yarubi on 17 March 2011 - 07:47 AM

View PostJacklin, on 17 March 2011 - 02:54 AM, said:

You're such a massive bad.

And stupid.












And annoying.



Especially the part with Lopez is great imho.


#3126078 Most Fun Class as of Now

Posted Ctuhlu on 16 March 2011 - 01:28 AM

I'm going to assume rogue simply because of their all-star levels of damage, control, survivability, and mobility. I probably can't process how fun it would be to sit on a caster 100% of the game and do ATC levels of lockdown on them all on your own without ever having to worry about positioning, overextending, or being killed.


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