There is a maximum in it. I dont expect a direct nerf for IP per cast.Originally Posted by 176119083990
There is a maximum in it. I dont expect a direct nerf for IP per cast.Originally Posted by 176119083990
Yup... a 33% nerf to main mitigation tool will probably shut all the whiners... will also make us not desireable but who cares about that right?
A full 60 rage IP goes down from 1,2 mil to 0,8 mil... what a GREAT change...
It's not a 33% nerf to our main mitigation tool.
It's about a 12/13% nerf to ignore pain absorb in general with the shield slam buff.
That is if the nerf applies to ignore pain PER CAST.
56 Casts @ 1.1 Million = 62.7 Million
64 Casts @ 840k = 53.7 Million * You can add about 1 million from dragon scale procs. the above data is from a log with procs.
64 Casts is about 8 Extra casts of ignore pain over a 5 minute fight with the shield slam buffs with 28% haste.
It's not exact but you get the idea, i'm taking my 5 minute ursoc pulls.
If this is infact a nerf to maximum ignore pain stack value then this is just simply a buff.
Edit : Forgot about dragon scales.
Last edited by Emtee1986; 2016-10-04 at 11:10 AM.
The change seems to be worded the same way as the Indomitable talent, so I guess it is safe to say it's a flat 33% nerf.
In all fairness, it was deserved. Right now (pre-hotfix), one 60-rage IP covers about 40% of my hp, so it should give back 20-ish rage, which is a third of a new 60-rage IP. That means we passively mitigate one third of damage taken by doing nothing. By comparison, DK Bone Shield is a 16% passive mitigation.
I stil think and hope its just a nerf to the amount we can stack, but people dont realise that our way of preventing damage trough absorb and mitigation needs to be incredibly strong to make it usefull. without ip we are naked like really really naked we cant heal the dmg back up thus it needs to be a strong absorb.
Based on the wording of Indomitable:
I am going to assume they are nerfing the absorb per cast by 33%. That and the more I think about it, the more it makes sense. If you look at the tooltip for Ignore Pain, it shows the maximum amount of absorb you can get per cast and based on how much rage you spend, you get a % of that.Increases your maximum health by 25% and the maximum effect of Ignore Pain by 25%.
Depends on the content really since Warrior generates most of its rage passively, in harder hitting content its a bigger nerf than in lower.
Last edited by Gaust; 2016-10-04 at 12:05 PM.
I think it's useless to discuss this hotfix for now since we can't even know for sure what they're touching... Gotta wait for US reset I guess (which is 2 hours away ?)
Now if only they'd do an actually relevant (and necessry) buff to the ability in pvp.
Originally Posted by High Overlord Saurfangi7-6700 @2.8GHz | Nvidia GTX 960M | 16GB DDR4-2400MHz | 1 TB Toshiba SSD| Dell XPS 15
It is live in US and it is 33% less IP for EVERY cast - so down to 0,8 from 1.2 mil
Add to that fix to Vengeance bug and it's a close to 50% nerf... kneejerk reaction, I know - but I feel we got shafted really hard... TO THE GROUND comes to my mind right now - oh, and at the same time Guardian Druid is left untouched
Last edited by mmocf21fce8ff9; 2016-10-04 at 12:49 PM.
It's so nice when Blizzard listens to our feedback.
Druid already got their mastery cut in half a while ago. Fundamentally, Druid is not too far ahead of the other tanks. The main reason Druid is so popular right now is their ability set just happens to line up really well against the ED bosses. Specifically:
1. On the hard bosses, the majority of the damage is not on the combat table, which is bad for tank classes (War, Monk, Paladin, DH) whose mastery only functions against avoidable/blockable damage.
2. A near 50/50 split of physical and elemental damage, which allows them efficient use of rage. They can use both Ursol and Ironfur, and avoid diminishing returns from having to dump all their rage into Ironfur.
3. The elemental damage comes out as DoTs that tick every 1-3 seconds, ensuring that Adaptive Fur is always up, giving them a free 15% DR.
I'm going to use my Mythic Ursoc kill as reference. Just woke up, apologies for any screwed up math.
Pre-Nerf:
RFDT - 1831
SS - 505
Revenge - 45
Intercept - 12
23.5/76.5 Ability/RFDT split.
Post Change, we would get 505 more rage from SS and would be 37/63 Ability/RFDT split.
Vengeance: Ignore Pain - 47. The bug fix makes costs me an additional 6*47 = 282 rage.
So, of the 505 more rage I would've gotten from the change, I also lose 282 from Vengeance being fixed (33 -> 39 rage), giving me a net 223 rage, or 3.7 nerfed IPs (~3M). Healing from Ignore Pain over the fight is 68.8M -> 45.9M 41.7M, factoring in the bugged vengeance. New estimated absorb with the SS rage is 48.9M 44.7M (down from 68.8M), or a 29% 35% loss in IP shields.
Even without the vengeance nerfs, 505 rage is only 8.4 IPs (~6.72M), nowhere close to the over 20 million loss in absorb shields. Absorbs will be weaker. The rage gained from SS is nowhere close to the amount lost from a 33% nerf, regardless if vengeance was fixed or not. This was through and through, a nerf at the Mythic level.
As a reference point, IP is fully absorbed by a single tick of Rend Flesh on M Ursoc now.
Last edited by Squishei; 2016-10-04 at 02:01 PM.
Now they have to give us the damage to be AT LEAST on par with other tanks.