Yes - as to their ability to gear and clear content (kite, heal, damage ect). But when you get hit, the numbers should look about the same as they did back in the day.
The only problem I see is melee hits from elite mobs.
Yes - as to their ability to gear and clear content (kite, heal, damage ect). But when you get hit, the numbers should look about the same as they did back in the day.
The only problem I see is melee hits from elite mobs.
I can probably help with the REAL damage that needs to go on in Vanilla with some math.
|Miss | 5.00%|0.01 - 5.00 |
| | | |
|Dodge |4.50%|5.01 - 9.50 |
|Parry |6.20%|9.51 - 15.70 |
|Glancing Blow|0% | |
|Block |5.10%|15.71 - 20.80 |
|Critical hit |5.00%|20.81 - 25.80 |
|Crushing Blow|0% | |
|Ordinary hit |74.20%|25.81 - 100.00|
The next step is to determine the mobs attack power based on their stats.
The damage per second is done by this formula for mobs:
(DPS_from_AttackPower + Base_DPS) * Multiplier
Bosses tend to have a much higher muiltiplier by the way. Strength tends to add 2 attack power per point of strength on warriors, druids, paladins, and shamans. Whereas agility will increase the critical strike chance. DPS is increased by 1 for every 14 attack power. For most mobs, attack power is about 30% of total damage.
Unfortunately coming up with an example would be difficult because it depends what your player armor is, your defense rating, what the mobs attack power is, its based dps, its level, its multiplier, its dice roll of the chart above, and it involves sort of a dice roll going up and down around the actual number of its damage amount, which is why you generally see different numbers every time the mob hits you. Sometimes it hits harder, sometime it hits softer. But if you have the numbers for your character, you might be able to figure out the mobs attack power, general dps, and multiplier.
I believe the current setup (I did the stress test so comparing it at low lvl) is approximately at the point of where they made the changes in late BC and WotLK release. Health and mana regen are quite a noticable bit higher than they should be. I used a war at lvl 1 to kill a lvl 4 spider that even poisoned me and came out with half health still left and chain pulled into a lvl 3 as well with 3/4 health regened less than 5 secs later.
It wasnât like that in original wow, you had to eat after 2 wolves, or wait for regen.
Level 30 Warrior with a Whirlwind Axe was easily capable of stomping a lot of dungeon content. Sweeping Strikes opens up a whole new world of carnage. Spent the 30s on multiple warriors 2-manning a good chunk of SM Library. On my first Warrior, when I had zero clue how anything worked, managed to 2h tank high level runs while rocking out with a Fury build. Feel awful for those healers, looking back, but people seem to be peddling a much more difficult headcanon than anything I experienced.
I do believe sometime around mid to late BC.
This is where the gear comes in.
-More stam= hits look less impactful.
-More armor= Hits are weaker.
Combine the two? and ofc things look less dangerous.
I hear you. But I am not just watching the players with the best gear.
Maybe I am wrong (and frankly I donât care - I view pve as a means to get better gear to pvp) but this strikes me as way off. The rest of the game looks about right.
Theyâve already said the regen rates are exactly what they were in classic. What youâre seeing is the low level regen rates which have always been higher than the ones you get at level 6 onwards.
What Iâm seeing is Blizz being afraid of people being scared off bc they are gonna have to apply a little thought to how they play. Even watching Asmons stream Iâve noticed his health bar recouping alot faster.
Does it have anythign to do with his major trolls blood elixers?
When I was watching I do believe he only had Shout on. And was by himself.
I wasnât watching, but in 1.12 we had much higher regen than in original vanilla. It slowed down around 20 though, so weâd have to wait and see. If in the beta itself they were still regenerating as fast as they were before at 30 then I would be a little concerned.
He regend alteast 3/5 of his health in less than 37 seconds, it took longer than that to regen w/o eating.
Iâm getting disheartened by some of this stuff.
I donât watch streamers, so thank you to those who have posted up what was happeneing.
I levelled 3 characters to 60 during vanilla.
Paladin
Rogue
Lock.
What i can add is: a RED elilte should be being âmissedâ a lot by the melee attacker and should be getting beaten down substantially⊠Gnomer was a hard hard dungeon. That final part where you go left or right is really tough. The alarm bots if they go off will virtually wipe the group. The party needs to hug the wall. Those mobs hit like trucks.
/sadface
Iâve been looking (bored at work) all Iâve been able to find:
From a wordpress article pre-5/2011, pic is long dead, but:
" Skronk took the damage meter output that I send out to the group after each instance and formatted it nicely. I could not make it fit as nicely into the blog format, so I have a screen shot of it here.
If look at it you will see âdetonationâ as the second or third biggest inflictor of damage on the whole party. That damage was only from Dark Iron Agent mines and the walking bomb at Thermaplugg as far as I can tell, so I was not kidding when I said that they could ruin your whole day."
The wowhead changelog on detonation says:
Before 13914: Deals $s1 fire damage to nearby enemies
4.1.0 (Wed May 04 2011) Build 13914: Deals 175-225 Fire Damage to nearby enemies.
So one nerf in 4.1 is a confirmed. Still looking for an earlier change.
Well⊠there is something that I can constructively add.
There was an EU guild who frapped an MC run that they were able to complete in 2 hours. I think i still have the video on my hard drive.
While this isnât the dungeon in question at least it can prove how much damage the mobs do in MCâŠ
Itâs a good idea till you factor in the massive variables that resistances,gear,def values,armor values and rng can throw into the mix.
hrm yeah i cant remember the POV of the 2hour run.
Did anyone else see it/remember it?
Are there any mobs in MC that do normal physical damage (i didnât raid a lot in vanilla. I did a lot of the dungeons getting to 60 but i had an âon again-off againâ relationship with vanilla)
Whether right or wrong, it doesnât matter does it? If itâs too easy, it should be bumped a bit. Increase the stats to account for the increased experience/knowledge.
Anyone remember classic EQ? That game was hard, very hard. WoW was built to be a more friendly EQ, So for me it was never as hard because I came from Everquest. WoW was still fun but not this hard game where you could spend hours just getting your corpse back.
But it would be cool if they made it feel a bit more challenging. The streamers like asmon etc, are not actually that great of players. None of these folk were top pvpers or top guildmasters back when less knowledge existed. They appear to be pretty solid today, but thatâs only because they have the hindsight. The best players had the best knowledge and best reaction times and skills in PvP. That certainly isnât any of the streamers today. Even swifty wasnât the best skill based pvper in terms of reaction time and all that. Thatâs like you going back to your 20s and owning them because you have more wisdom and knowledge. So if they can waltz through dungeons, not a good sign.
The streamers running these have farmed the best gear and are STACKED twinks. The stat levels they are reaching are probably equivalent to a level 45-50 that is questing normally and doing a few dungeons in between.
Most, even the clothies are running around with 1500-2k hp. It is NOT an accurate gauge for the âdifficultyâ of these dungeons.
I have watched some of the lesser geared groups go in to gnomer and have to death run back to the instance 5 or 6 times at least.