MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs
|
Simulationcraft for Sage/Sorcerer
|
|
07-19-2012, 01:12 PM
(This post was last modified: 07-19-2012 01:17 PM by nish.)
Post: #257
|
|||
|
|||
RE: Simulationcraft for Sage/Sorcerer
(07-19-2012 04:00 AM)hatterson Wrote:(07-19-2012 03:30 AM)Kaedis Wrote: Well, Willpower and Crit both have an effect on the value of Surge, and Power is the primary antagonist of Crit in the balance equations (it actually has a more sizable effect on the balance point of Crit than Willpower does). I haven't put a lot of thought into it so I'm not sure how dynamic expertise is. It's obviously going to affect damage which will in turn affect crit and alacrity. So, it's going to change some stuff around. It's sort of like alacrity in a way. At some point it's not good and most of the playerbase is scratching their heads as to when that is. They can look at a damage reduction and decide how much expertise they feel is necessary there but they have to longhand the power increase as they swap pve mods around. The idea is that some people think using some pve is still beneficial for the most damage output and sacrificing the pvp damage reduction is worth it (to a point). But yeah, a scale factor and a dps output vs a player is what would be best. Also, your target in these situations has roughly 16-18k HP with damage reduction and may receive heals so it's a little different than a boss fight. That's not entirely necessary to code, though, assuming it was a big deal. People can guess based on fight length how long it takes to take down someone playing their class right or someone with a healer etc. -Nish |
|||
|
« Next Oldest | Next Newest »
|