Progressive itemization is crucial or character/raid progression is compromised

In terms of mechanics it should be pretty much the same, a spell that hits for 5 damage is a spell that hits for 5 damage, how that’s going to play out on relatively lag free servers who knows?

have we? can you show me?

This has nothing to do with harder or easier. Everything points to blizzard needing to translate and massage the data to fit into retail.

Only into the server architecture. The actual numbers are not changing. The SLOTS for those numbers, however, are because they’re not in the same spots they used to be.

They pretty much said they had to massage 1.12 data to fit into retail. On top of that they didnt want to maintain 2 mmos. This means everything will run through retail services. So things will be translated.

That was the visual world data. Models, textures and widgets.

Hrm. Gonna have to find the article. Still, it needs to go through a retail engine regardless. For all we know they could do level scaling in the backend. Lol

They’re still going to use Retail, yes.

But they’re not changing the values for things like boss armor and spell resists, or changing armor stats. And there won’t be any level scaling.

Ill link you to my post regarding software archirecture when i get home. They may have the numbers but calculations will be done in retail services. They may have armor value 100 but how it impacts combat or whatever is calculated. That needs to go through retail.

So you’re pissed off about possibly playing Classic with good internet?

No they won’t, they’re being formatted differently but all the numbers should be the same. IF an ability hit for X amount in vanilla it’ll hit for X amount in classic.

Pretty much this.

Wait what? What does internet have to do with anything. Now I think you’re just trolling.

lol. i know about level scaling. Was feeling a bit too punchy there. I guess my point is that in retail, let’s say they have a combat engine or some thing like that that calculates all this stuff and how it relates to everything. 1.12 numbers will have to run through the exactly same engine.

So while 1.12 numbers won’t change, the end result will. I don’t work for Blizzard, so I obviously don’t know exactly how they’re going to do it. But given everything I’ve heard, from porting Vanilla to the Retail intrastructure how data didn’t fit (still have to find the article … working late tonight), tells me that we’re not going to get Vanilla. It’s going to be translated Vanilla.

If a spell did X damage in vanilla it’ll do X damage in classic, what did blizzard ever say to make you think otherwise?

“This combination does not work perfectly because the data has changed its form and the parts do not fit. So, our job is to smooth these connections and teach them to work together to create an authentic gameplay while maintaining our modern infrastructure.”

Man, i lost all my bookmarks regarding all the info that we know so far, including the interview with the Nost guy, and a bunch of other stuff. Like youtube, etc.

Go read the classic dev watercooler, the data is exactly the same it’s just accessed differently.

Of course we will. That’s been true since they announced it at the Dev Watercooler.

But ‘translated Vanilla’ will sill have the same values for all the different elements, and the end result of any given calculation will match.

Nobody is asking for that though; we don’t want complete and total progressive stats down to the very last low level quest item or insignificant change in every vanilla a patch. What we’re asking for is to fix the most glaring loot anomalies in Phase 1 and 2 which are the overpowered blue dungeon gear that was updated in 1.10 and the blue PvP gear that was updated in 1.11 - they need to be in their original stats until the time is right.

Will it? Say fireball does 100 damage in retail. It goes through some formula and some armor and mob level check. That had most likely changed within 14 years. If you take a vanilla spell fireball per database that does 120. Everything points to classic fireball to go through the exact same retail checks/formulas and alterations to those checks. Ultimately i think classic fireball will behave differently because not only has that formula changed, but things like combat has also.

Im not sure how the end result of any formula can stay the same unless it happens that the changes over time were very small. They wont reverse engineer it lol.