Oriahtundra Posted February 24, 2007 Share Posted February 24, 2007 -------------------------------------------------------------------------------- - World of Warcraft PTR Patch 2.0.10 -------------------------------------------------------------------------------- The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/...patchnotes.html General - Some logic was fixed in the "Natural Remedies" quest so that Pathaleon the Calculator's Image will always spawn during the ritual. - Goliathon and his shardlings can no longer be pulled to nearby areas that have guards. - More fixes implemented in the "It's a Fel Reaver, But With Heart" quest to keep the Scrapped Fel Reaver from breaking. - The Orb of the Blackwhelp and Hallowed Wands can no longer be used in combat, and the transformation will be canceled if the player receives damage. - The Scrap Reaver in Netherstorm repairs reduced from 10,000 health to 8,500 health over 10 seconds. - Battle of the Crimson Watch Illidari Mind Breaker has been weakened. Illidari Highlords can now be CC'ed but not Charmed. PvP - Arenas The cost of the "Gladiator's Slicer" has been increased to 2625 arena points. The cost of the "Gladiator's Quickblade" has been decreased to 1125 arena points and changed to offhand only. The cost of the "Gladiator's Cleaver" has been increased to 2625 arena points. The cost of the "Gladiator's Hacker" has been decreased to 1125 arena points and changed to offhand only. The cost of the "Gladiator's Pummeler" has been increased to 2625 arena points. The cost of the "Gladiator's Bonecracker" has been decreased to 1125 arena points and changed to offhand only. The cost of the "Gladiator's Right Ripper" has been increased to 2625 arena points. The cost of the "Gladiator's Left Ripper" has been decreased to 1125 arena points. The cost of the "Gladiator's Shanker" has been increased to 2625 arena points. The cost of the "Gladiator's Shiv" has been decreased to 1125 arena points and changed to offhand only. The cost of the "Gladiator's War Edge" has been decreased to 1000 arena points and the speed changed to 1.9. The cost of the "Gladiator's Spellblade" has been increased to 3150 arena points. The cost of the "Touch of Defeat" has been decreased to 1000 arena points. The cost of the "Gladiator's Endgame" has been decreased to 1125 arena points. The cost of the "Idol of Tenacity" has been decreased to 1000 arena points. The cost of the "Libram of Justice" has been decreased to 1000 arena points. The cost of the "totem of the Third Wind" has been decreased to 1000 arena points. Druids - The rage normalization equation has been adjusted to grant more rage. The typical player should see an increase of 15% to 20% in their rage generation. - When the duration of "Cyclone" ends, area buffs such as "Leader of the Pack", "Tree of Life", and "Moonkin" will now be correctly resumed. - "Feral Charge" now removes all snaring effects. - "Bear Form" now grants 25% increased stamina instead of 25% increased health. - "Dire Bear Form" now grants 25% increased stamina instead of 25% increased health. In addition, the armor bonus has been reduced from 450% to 400%. - The multiplier on base weapon damage for "Mangle (Bear)" ability has been changed from 130% to 100%. In addition, the bonus damage has been reduced by the same ratio. - "Savage Fury" no longer affects "Mangle (Bear)". - "Savage Fury" no longer applies to "Maul" or "Swipe". - The critical damage bonus on "Predatory Instincts" reduced from 3/6/9/12/15% to 2/4/6/8/10%. - "Improved Leader of the Pack" can no longer get critical heals. - The armor bonus from "Moonkin Form" has been increased from 360% to 400% (to match Dire Bear Form). Paladins - The slowing affect from "Avenger's Shield" is now considered a snare, so snare removal and immunity affects will now work on it. Priests - The base healing percent from "Vampiric Embrace" has been reduced to 15% from 20%. In addition, this ability can no longer get critical heals. - "Silent Resolve" no longer reduces threat generated by Shadow spells. Shaman - The clearcasting effect from "Elemental Focus" now triggers on all spell critical strikes, rather than a chance on any spell hit. - The shaman will no longer generate additional threat when "Unleashed Rage" triggers. - The free Lightning spell cast from "Lightning Overload" will now cause reduced threat. - "Stoneclaw Totem" now has a 50% chance to stun attackers for 3 sec. when struck. Warlock - "Demonic Tactics" now grants increased critical strike chance to you and your demon pet, instead of increased damage. - Fixed a bug where the stealthy bonus was not getting applied to the "Eye of Kilrogg." Warriors - The rage normalization equation has been adjusted to grant more rage. The typical player should see an increase of 15% to 20% in their rage generation. - All warriors had their critical strike chance adjusted upward slightly (about 1%). - "Thunder Clap" is now useable in Defensive Stance. In addition, the tooltip has been adjusted to indicate it causes additional threat. - The cooldown on "Victory Rush" has been removed, and it can now be used up to 20 seconds after killing an enemy. - "Charge", "Intercept", and "Intervene" now remove all snaring effects. - "Unbridled Wrath" has been modified so that rather than a fixed chance to grant rage, it has an increased chance when using slower weapons. Items - The threat generated from the spell effect on "Thunderfury" has been substantially reduced. - The bonus to "Swipe" from the "Idol of Brutality" has been reduced from 50 to 10. - "Alchemist's Stone" will no longer increase healing and mana gained from items which are not potions. - The cost of sockets in high end items has been adjusted slightly, the result is that most high end epic items should see an increase in stats. - Corrected many items that had incorrect stat values assigned to them. - The rewards from the "Fel Embers" quest are now superior items as intended. - Reduced the damage dealt by "The Lightning Capacitor". - Corrected the level requirement of the "Fist of Reckoning". - "Necklace of Trophies" has been corrected to increase Hit Rating instead of Hit Avoidance. - "Burnoose of Shifting Ages" can now be disenchanted. - "Nethershrike" now has the proper sell value and can be disenchanted. - Corrected the level of "Marksman's Bow" to be in line with other epic reputation rewards. - The "Marksman's Bow" now has the proper damage range. - "Hourglass of the Unraveller" will now properly increase ranged attack power. - Corrected the socket bonus for "Soul-Collar of the Incarnate". - Corrected a typo in the set bonus of "Warbringer Armor". - "Ruby Slippers" now properly have a cast time. - Corrected the min use level of "Terokk's Shadowstaff". - "Warpscale Leggings" have had their Crit Rating updated to the intended Dodge Rating. - "Warmaul Slayer's Band" no longer has critical strike rating. However, its agility and attack power have been increased. - "Ancient Draenei War Talisman" now shares a cooldown with all trinkets that temporarily increase damage done. - "Ancient Draenei Arcane Relic" shares a cooldown with all trinkets that temporarily increase damage done. - "Aldor Guardian Rifle" now has a range correctly set on it. - The effect on "Void Star Talisman" was incorrectly set to On Use. It is now set to On Equip. - The critical strike rating on "Cilice of Suffering" has been changed to spell critical strike rating. - The cooldown for "Glimmering Mithril Insignia" has been increased from 10 minutes to 20 minutes. - The slowing affect from the "Mug 'O Hurt" is now considered a snare, so snare removal and immunity affects will now work on it. Raids and Dungeons - Creatures in Tempest Keep:Botanica, Tempest Keep: Mechanar, and Tempest Keep:Arcatraz no longer respawn as rapidly. - Shadow Labyrinth Reduced the chance of a Cabal Assassin ambush. - Shattered Halls Removed a problematic chest. The "Resist Shadow" spell cast by Shadowmoon Acolyte's in Shattered Halls will now be removed if a player leaves the zone. - Serpentshrine Cavern Boss creatures have received additional tuning and polish. - Arcatraz Warder and Defender Corpses are now immune to spell effects that could cause the Protean Spawn to not spawn. Protean Spawn now deal less damage. - Tempest Keep Mechanar Mechanar Drillers, Wreckers, and Crushers in Tempest Keep: The Mechanar may no longer be enslaved when in Heroic mode. - Caverns of Time Captain Skarloc in Caverns of Time: Escape from Durnholde is no longer susceptible to disarm, and does not slow down when wounded. A defeat in the Caverns of Time: Opening of the Dark Portal instance will no longer despawn unlooted bosses with loot. Occasionally after players are defeated in the Caverns of Time: Opening of the Dark Portal encounter on Heroic difficulty, the placeholder versions of the bosses that appear in future attempts that day would not spawn. The proper placeholders will now spawn instead of Rift Lords and Rift Keepers. Boss creatures in Caverns of Time: Opening of the Dark Portal will now dispel all nearby Time Keepers instead of one at a time. - Karazhan Maiden of Virtue's "Holy Wrath" has been slightly retuned to try and allow additional melee attackers to be used against her. Maiden of Virtue's "Holy Fire" has been adjuste - Karazhan Maiden of Virtue's "Holy Wrath" has been slightly retuned to try and allow additional melee attackers to be used against her. Maiden of Virtue's "Holy Fire" has been adjusted to prevent a possible range exploit. Maiden of Virtue will no longer "Holy Fire" players under the effect of "Repentance". Midnight is no longer susceptible to Bleed effects, since he's a skeletal horse. Nightbane's Restless Skeletons are now immune to non-holy magical damage. Restless Skeletons no longer have immolation. Nightbane's Bone Shard Spray can no longer be interrupted by using an immunity effect. Some minor issues with the Library Tomes have been corrected. Bug Fixes - Fixed the credits to display properly I admit this sounds kinda bad, but see how it translates to PvP/PvE.... if it IS as bad...oh well back to Balance Quote Link to comment Share on other sites More sharing options...
Oriahtundra Posted February 24, 2007 Author Share Posted February 24, 2007 Very well put form the Druid forum The feral Druid is perceived to be too powerful, and indeed may be. However, the extent of the changes proposed is larger than most of the community feels is justified. Several of the proposed changes fit Blizzard's standard of "slow, careful changes": (1) 25% Stamina gain rather than 25% health in Bear form (2) 400% rather than 450% armor increase However, some changes seem too extreme. Specifically the combination of: (1) Mangle (Bear) reduced from 130% to 100% base and bonus damage. (2) Savage Fury now no longer applies to Mangle (Bear), Maul, or Swipe. The former examples are the type of cautious 're-adjustments' that Blizzard is known for, while the later are more extreme -- combining to reduce the effect of Mangle to ~60% of its former damage. While the developers may feel that increasing the rage gained may offset the damage lost, but many ferals (myself included) are much more limited by the global cool-down and bear form swing speed, than by rage costs. Simply, extra rage will only go unused. Because a Feral Druid is so dependent on Mangle (bear) for both tanking, and especially pvp, viability I feel that I speak for the community in requesting that the developers re-evaluate the extent of this change And the blue response. One of the producers came by the office today and assured us that there was going to be focus testing going on in the PTRs for the changes being made to Druids. While the devs felt these changes were needed to tone down certain effects that were playing out on live realms, it is not their intention to eliminate Bear tanking as an option altogether. If these changes pan out to be too dampening on the Druid's tanking potential, further changes will occur to keep them as a viable option for tanking There is hope..... Quote Link to comment Share on other sites More sharing options...
Amahli Posted February 24, 2007 Share Posted February 24, 2007 (edited) I actually love that they gave us increased rage gen. And this is kickass too: ""Feral Charge" now removes all snaring effects. If I read that right, it means I can Feral Charge out of roots, frost novas/etc? This doesn't include hunter's ice trap, does it? That may be going too far. *evil grin* As far as the decreased damage in bear form.. ouchies. My damage and my crits actually helped me hold aggro. However, that was more when rage was a problem. With increased rage, I can get more lacerates off, without having to wait eons for more rage. *shrugs* I suppose I'll figure it out when I test it. I like how they left cat alone (for the most part, anyway), 'cept that Pred Instincts. Grr) Edited February 24, 2007 by Amahli Quote Link to comment Share on other sites More sharing options...
Oriahtundra Posted February 24, 2007 Author Share Posted February 24, 2007 (edited) Yeah strangely enough I really didnt have a problem with rage too many times. And that change will be neglible in PvP since rage usually doesnt have time to build up too many times unless you have several people beating on you. Lacerate in PvP may be more used now, but in instances where I havent been to alot of places. I have heard alot of stuff is immune to lacerate and that is the only way I was keeping my aggro in alot of cases. I do love the feral charge thing... though we wont see it this patch... and hopefully Blizz with fix it with a hotfix rather than the next patch( and hopefully wont end up like the kitty range bug in length of duration) With the nerf to our threat not long ago I talked with alot of the feral last night and they are pretty pissed as well. Least it wont be FotM anymore BUT thousands of armor and hp lost in endgame/20% less swipe dmg/Idol of Brutality nerfed into uselessness/Maul dmg lowered 20%/ And then mangle 30 on just the hit(not to mention the modifier) My ass HURTs, this is on par to taking DW away from a rogue....... Edited February 24, 2007 by Oriahtundra Quote Link to comment Share on other sites More sharing options...
Rhoach Posted February 24, 2007 Share Posted February 24, 2007 Anybody else concerned about non-rootable fury warriors now? heh... Quote Link to comment Share on other sites More sharing options...
Guilozak Posted February 24, 2007 Share Posted February 24, 2007 Le sigh, and, of course, the only changes to priests are nerfs, grrrrrrrr. I mean thanks for the +5% to healing from VE ( which doesn't benefit us holy folk) but then you take away its ability to crit? Hmmm, sometimes I really think about making Sildaka my main, I love my priest but . . . Quote Link to comment Share on other sites More sharing options...
Oriahtundra Posted February 25, 2007 Author Share Posted February 25, 2007 Yeah kinda funny the main thing you always are looking for in a group...tanking and healing.... and who do they nerf lol Quote Link to comment Share on other sites More sharing options...
Houli Posted February 26, 2007 Share Posted February 26, 2007 bear mangle damage was sick i agree... but why nerf maul...the staple bear yellow damage ability that has never even been close to overpowered....lame. i dunno, ive always liked being a hybrid, and i'd drop magle in a heart beat especialy if they nerf it to cat too, but i'd sure feel beter about it if my bear form DPS wont completely utterly blow after this ######e ...before bear form DPS was poor, now its worthless without mangle.... and in 2v2 battles...i run outa mana really fast healing just me and rhoach...le'sigh. If i go more hybrid'y with more shifting as a result im just going to run outa mana too fast ... o well' we'll see. -harne Quote Link to comment Share on other sites More sharing options...
Calendar Posted February 26, 2007 Share Posted February 26, 2007 I'm definitely sadden by the recent nerfs to our friendly druids and priests, but I totally welcome the improvements to the warrior class! All I was asking for was a bit more rage generation, but the added bonuses will come in handy for sure. Being one of the only melee range combat classes (with the exception of rogues I think) it's often a pain trying to get to someone to attack when all they need to do is snare you and bomb you from afar. Not trying to gloat or anything. I do also think the priest nerf sucks ass, my main alt is a shadow priest and I still don't understand why they'd want to nerf VE of all things. There already seems to be a lack of priests as there is, I'm sure this won't help. Quote Link to comment Share on other sites More sharing options...
Relikk Posted February 26, 2007 Share Posted February 26, 2007 I feel the same as Cal. Nothing to worry about Rhoach. PVP warriors mainly use the intercept option during combat (charge is only good if the warrior is out of combat). So now they only have one option in duels: Intercept, and it's on a long timer (30 secs), a little less if they have points in it, it will be used once then the warrior can be trapped, CC'd and killed long before it becomes available again. However, it's nice that if we don't have to wait the 5 minutes cooldown for the insignia of the horde to engage in pvp again. Intervene will be the key player killer in group situations (combined with intercept so that you can be more effective. I have not tested this so I am not 100% sure, but I concede that the group warrior will be able to break snares and traps twice in 30 secs) and will make warriors viable as a battlegrounds partners - which was their biggest complaint. Nerf to Thunderfury - Well, this would have been a big deal pre-bc, but the output dps is relatively lower vs the new BC weapons out there. The proc was the only thing that made it useful for holding agro at 70. I carry and use it now as a momento of what it represented to obtain, and to honor those who helped me obtain it. Rel Quote Link to comment Share on other sites More sharing options...
Rhoach Posted February 28, 2007 Share Posted February 28, 2007 Ah, thanks Rel. What's the cooldown on intervene? And is it just another charge effect? Quote Link to comment Share on other sites More sharing options...
Oriahtundra Posted March 2, 2007 Author Share Posted March 2, 2007 (edited) Well everyone can QQ and theorycraft all they want but the mat is rather disturbing I thought I'd do a little testing. Here are my results. Methodology: Identical gear on Live and PTR, no idol equipped, non-imp MotW and OoC the only buffs. Spec'd for FI, NW, etc etc. Wearing the typical quest item tanking gear: PTR Live Str: 197 197 Agi: 305 305 Stam: 660 528 <= bugged tooltips? weird. AC: 21504 23559 HP: 10034 10892 AP: 793 793 Infested Root-Walkers were the test subject, all 65. (They heal, which makes them convienient to beat on). I ran recap for these stats; I also recorded the combat log to disk, and I'm playing with a log parser for further investigation. PTR Hits Avg Max --------------------------- Melee 656 207 238 Crits 262 471 525 (27.1% crit) +2.4% vs Live Maul 360 338 376 vs Live -15.7% Crits 117 739 830 (23.2% crit) -4.6% vs Live vs Live -18.9% Mangle 209 306 340 vs Live -35.7% Crits 67 672 736 (22.4% crit) -3.7% vs Live vs Live -38.4 Swipe 133 104 108 vs Live -14% Crits 41 230 230 (21.5% crit) -7.4% vs Live vs Live -18.7% Live Hits Avg Max --------------------------- Melee 190 203 229 Crits 65 471 523 (25.5% crit) Maul 52 401 432 Crits 20 912 974 (27.8% crit) Mangle 51 476 513 Crits 18 1091 1166 (26.1% crit) Swipe 54 121 125 Crits 22 283 288 (28.9% crit) Maul Threat Average Two cases here. One uses the static threat number from Kenco's Guide to Threat, the other uses the threat value of Heroic Strike as the blues have suggested the static amount is roughly equivilant. Threat = Stance * ( MaulAvg*(100-MaulCrit%) + MaulCritAvg*(MaulCrit%) + MaulStatic ) PTR 1.49 * (338*0.768) + (739*0.232) + 322 259.6 + 171 + 322 = 753 * 1.49 = 1122 Threat Live 1.49 * (401*.72) + (912*.29) + 322 288.72 + 264.5 + 322 = 875 * 1.49 = 1304 Threat 14% reduction in threat on Maul from Live to PTR With 193 (HS10) instead we get: PTR 624 * 1.49 = 928 Threat Live 746.2 * 1.49 = 1111.9 Threat 17% reduction in threat on Maul from Live to PTR with HS10 as the static value. Mangle Threat Average Threat = Stance * ( MangleAvg*(100-MangleCrit%) + MangleCritAvg*(MangleCrit%) PTR 306.8 * 0.776 + 672.5*.224 = 238 + 150.6 = 388.64 388.64 * 1.49 = 579 Threat Live 476*.739 + 1166*.261 = 352 + 304.3 = 656 656 * 1.49 = 977.92 Threat 40.8% reduction in threat on Mangle from Live to PTR Swipe Threat Average Threat = Stance * (SwipeAvg*(100-SwipeCrit%) + SwipeCritAvg*SwipeCrit% PTR 104*0.785 + 230*0.215 = 81.64 + 49.45 = 131 131 * 1.49 = 195 Threat Live 121*0.711 + 283*0.289 = 86 + 81.8 = 167 167 * 1.49 = 250 Threat 21.9% reduction in threat from Swipe from Live to PTR Maximum Threat per Second This assumes a few things: unlimited rage, no misses parries etc in a 15 second cycle. 0 5 10 15 | | | | Maul 1 2 3 4 5 6 60 rage Mangle 1 2 3 45 rage Swipe 1 2 3 4 5 6 60 rage This cycle consumes 165 rage (talented) PTR 1122*6 + 579*3 + 195*6 6732 + 1737 + 1170 = 8757 584 TPS Live 1304*6 + 977.92*3 + 250*6 7824 + 2993.76 + 1500 = 12317.76 821 TPS Summary: 16% reduction in maul dmg 19% reduction in maul crit 14-17% reduction in threat on Maul 35% reduction in mangle dmg 39% reduction in mangle crit dmg 41% reduction in threat on Mangle 14% reduction in swipe dmg 18% reduction in swipe crit dmg 21% reduction in threat from Swipe Given unlimited rage 28.8% reduction in TPS. Seems pretty grim to me. Back to the world of pre 1.8. *sigh* Edited March 2, 2007 by Oriahtundra Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.