Simulationcraft 6.2.311/29/2023 The new formula has been derived largely through exploration, and may not be exact.This way, both attacks benefit from the combined attack power, but only their own individual weapon damage/DPS. With both the Legion and Battle for Azeroth formulas, abilities with offhand components, such as Raging Blow, use the formula separately for each weapon, halfing offhand damage as a final multiplier.Instead, they use Spell Power via Intelligence, which their weapons tend to have a higher than normal amount of, to compensate for ignoring weapon damage. Casters are not affected by this change their spells currently gain no value from weapon damage on live or in the Battle for Azeroth Alpha.(Weapon Damage + Attack Power / 3.5 * Weapon Speed) * Damage Multiplier Currently auto-attacks on the Alpha are contributing an inordinately large amount of damage for many classes, so it could very well change again. The auto-attack damage formula appears to have been changed in Battle for Azeroth as well, although we haven't quite figured out exactly how yet.Due to common attack speeds across weapon types, there's no longer any need to normalize weapon speed, a feature that's been in the game since Vanilla Patch 1.8.Many AP-only scaling abilities, such as Shield Slam do this in Legion already, but others do not. By using weapon DPS instead of the weapon's damage range, there's no variance in ability damage every cast of the ability will deal the same damage (x, x+1), provided no change of de/buffs.There are also a few other considerations Although individual class tuning will still dictate absolute gain, by making all abilities use the same formula, every class should value weapon upgrades and ilevel much more comparatively. Although it would benefit from the increased agility on a weapon upgrade, you wouldn't think that Dragon Roar should realistically benefit from your weapon's damage, but under this new system, it does.Īlthough that may seem strange, Monks are the most notorious example of why this change is a good thing although they wear weapons, most attacks are made with their legs and fists, and so for thematic purposes all but a few of their abilities are attack power based, causing savvy players to almost completely ignore weapon ilevel. Currently, attacks which wouldn't realistically use a weapon, such as Kill Command, Howling Blast, Diseases, Poisons, and Bleeds, only benefit from attack power and ignore weapon damage entirely. Most importantly, it seems to be an attempt at uniformity between classes, making the effects and benefit of weapon damage more consistent, creating better balance for everyone.įrom a systems design perspective, the most interesting part is that there no longer appears to be a difference between attacks which are based on weapons and those which aren't. The major point is that while this doesn't really affect anyone from a gameplay perspective, it's a significant change to the things you don't see working under the hood. *Note: Physical damage, such as Obliterate, is still subject to reduction by enemy armor, so actual damage would be less than the tooltip value. (363 + 1.73 * 7) * 0.162 * 1.12 * 1.28 = 87 damage, which matches the tooltipĪuthors note: Adjustments have been made over the course of the Alpha/Beta process - the formula is now AP + WDPS * 6 rather than multiplied by 7, as it was at the time of writing this article. (Weapon Damage + Attack Power / 3.5 * Normalized Weapon Speed) * Coefficient * Damage MultiplierĪ level 110 Death Knight with no gear except a Cutlass, has 10,232 Strength (Attack Power), 7-12 weapon damage, and a normalized weapon speed of 2.4 for one-handed weapons, multiplied by their 12% base Mastery, and the current 28% hotfix scaling aura Frost Death Knight. On live, Frostscythe deals 135% weapon damage, so under the hood it uses the current formula: This appears to be intended to create better balance between classes, rather than some favoring weapons heavily (Warriors), while others hardly at all (Monks). Thanks to Archimtiros, Navv, nuoHep, and the rest of the SimulationCraft team, we've learned that the actual ability damage formula itself has changed as well, and all non-caster abilities now use both weapon damage and attack power, even abilities like Shield Slam or Howling Blast. On live, attack power based abilities ignore weapon damage entirely, raising questions of whether weapons would scale poorly for everyone without greatly increased stats, weapon damage would no longer exist, or some other unknown change. ![]() In alpha build 26010, we found that Melee & Hunter abilities which were previously based on weapon damage now instead use attack power as a direct coefficient.
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