Grunzer
Pridružio: 26 Jun 2006
Poruke: 148
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Wie im offiziellen Forum nachzulesen ist, wird die Art und Weise, in der AoE-Schaden berechnet wird, mit dem nächsten Patch geändert.
http://forums.worldofwarcraft.com/thread.html?topicId=47160568&pageNo=6&sid=1#106
Zitat:
F: "6) Early reports from beta are saying that AoE spells are doing less damage to large quantities of enemies. The perceived reason for the lower damage is an overall damage cap that the spell is capable of doing. Since this is counter to the primary purpose of AoE, AoEs are already the worst scaling and least mana efficient spells in the game, and AoE is the Mage's main strength, is this an intentional and permanent change? Or is it a side-effect of beta tweaking that will eventually work itself out? What is the intended role of AoE given this new paradigm? "
A: "6. First, it's important to note that we've recently increased the spell damage coefficients on the affected AE spells (although this might not be in the version on the test realms yet). So, this change explicitly gave us the ability to improve those coefficients for the "normal" AE case, yet protect the spells against infinitely scaling against more and more opponents. Our desire is to tune the AE spells so that the damage doesn't cap out until you exceed about 10 targets, as our AE encounters are actually designed around an assumption of players AE'ing around 10 mobs. Any more than that, we consider unintended and/or exploitive. So, we're probably going to be bumping up the damage caps a bit to account for the now stronger effects of +damage gear and our desire for players to be able to AE around 10 targets without really feeling the effect of the damage caps. "
Auf Deutsch: AoE profitiert mehr von +dam mit dem Patch, dafür kann man nur an maximal 10 Gegnern maximal Schaden machen.
Wie sich die Veränderung letztlich auf AoE-Encounter, wie den Supression room, Nef Phase 2, die Passage vor Fankriss oder Gluth auswirkt, bleibt abzuwarten.
Außerdem wird es mit Patch 2.01 keine "rolling ignites" mehr geben
Zitat:
F: "5) Ignite no longer "rolls" for free extra damage, but will still stack in such a manner as to give each crit the same 40% bonus. While the motivation for this change is sensible, it hurts players in PvP who must wait the extra ticks for damage they've already earned. In light of the fact that each Mage has his/her own stack and that sustainable Ignite rolling is highly unfeasible anyway, this additional change seems like overkill. Why have Ignites stack at all, in that case? Since each mage already has his/her own Ignite slot, the additional debuff slot taken by the occasional overlapping crit doesn't seem like it would be game-breaking. "
A: "5. I don't really have a lot to say on this one. Rolling ignites were a bit off the hook (not to mentiono that they were a side-effect of the way they were originally implemented due to some technical limitations). At the same time, even though the debuff slots have been increased, I'm very leary of making each ignite have its own debuff (in fact, in this case I'm not even sure we technically could right now), as it's quite possible that raids will still have issues bumping up against the new debuff limit depending on class composition and strategy. "
HTH
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