1. #1

    Vitality buffed, why?

    Why they don't simply leave that as it is and buff yellow attacks instead? Does GC really love passive dmg that much? I don't...

  2. #2
    easier to code?

  3. #3
    Bumping total energy is easier than redesigning 3 specs dmg break down. The better question is why give us ranged auto attacks rather than real mobility?

  4. #4
    It would be just as easy to increase the weapon damage of SS.

    It seems they just looooooove that the majority of our damage is passive now.

  5. #5
    It's just Blizzard being lazy. The difference between pushing Vitality up and buffing Eviscerate and Rupture is a few lines of code versus ten or more (respectively).
    Carp - Illidan-US
    I wish I wish I was a fish.
    Rogue - Warlock

  6. #6
    Because if they buff Eviscerate or Rupture, it has effects on multiple specs. By buffing Vitality, they can bring Combat up to par on single target with Mut without having to change much else.

  7. #7
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    Quote Originally Posted by Chult View Post
    Because if they buff Eviscerate or Rupture, it has effects on multiple specs. By buffing Vitality, they can bring Combat up to par on single target with Mut without having to change much else.
    But they could buff Sinister Strike or Revealing Strike and have it be fun and also only affect combat...

  8. #8
    Buffing attack power actually shifts damage to more active sources.

    Attack power damage bonus coefficients:
    MH autoattack: 0.18
    OH autoattack: 0.18 (slow) / 0.12 (fast)
    Sinister Strike: 0.25
    Revealing Strike: 0.22
    Main Gauche: 0.21
    Rupture: 0.31 (at 5 CP)
    Eviscerate: 0.80 (at 5 CP)

    Note: since autoattacks are not normalized and they are on a timer, AP actually just increases their dps by ~0.07*ap. The above coefficients are for per-attack damage bonuses.
    Last edited by shadowboy; 2012-12-23 at 06:03 PM.

  9. #9
    Quote Originally Posted by shadowboy View Post
    Buffing attack power actually shifts damage to yellow attacks.

    Attack power damage bonus coefficients:
    MH autoattack: 0.18
    OH autoattack: 0.18 (slow) / 0.12 (fast)
    Sinister Strike: 0.25
    Revealing Strike: 0.22
    Main Gauche: 0.21
    Rupture: 0.31 (at 5 CP)
    Eviscerate: 0.80 (at 5 CP)

    Main gauche is every bit as passive as auto attacks. It happens simply by being in combat with the target, with you having no real control over it.

    And you left out deadly poison. Between its instant and dot components, it makes up almost 1/5th of combat's output on a raid boss. That + MG + Auto attacks account for the majority of our output (now it's arguable that you need to have an active input for SnD to be active for more auto attacks and to get the most out of poisons/MG, but that's another discussion completely).

    Something to consider when thinking about the impact of that AP buff on our damage output's... passiveness (is that even a word?).

  10. #10
    Quote Originally Posted by stuntz View Post
    Main gauche is every bit as passive as auto attacks. It happens simply by being in combat with the target, with you having no real control over it.

    And you left out deadly poison. Between its instant and dot components, it makes up almost 1/5th of combat's output on a raid boss. That + MG + Auto attacks account for the majority of our output (now it's arguable that you need to have an active input for SnD to be active for more auto attacks and to get the most out of poisons/MG, but that's another discussion completely).

    Something to consider when thinking about the impact of that AP buff on our damage output's... passiveness (is that even a word?).
    You missed the point. ENTIRELY.

  11. #11
    Quote Originally Posted by shadowboy View Post
    You missed the point. ENTIRELY.

    Really? You're comparing coeffecients on a per-attack basis, which is beyond ludicrous. It would be fine to compare that way if you did 1 SS or 1 Evis per 1 MH/OH swing, but you don't. You need to account for the entire output, not a single attack of each type when trying to claim how the AP will shift your output.

  12. #12
    Quote Originally Posted by stuntz View Post
    Really? You're comparing coeffecients on a per-attack basis, which is beyond ludicrous. It would be fine to compare that way if you did 1 SS or 1 Evis per 1 MH/OH swing, but you don't. You need to account for the entire output, not a single attack of each type when trying to claim how the AP will shift your output.
    You don't seem to understand that specials and autoattack counts are agnostic. That is increasing attack power isn't going to give you more autoattacks all of a sudden. The attack counts will remain the same, so per-attack relative values VERY MUCH MATTERS.

    The only "passive" damage source that scales better with AP than any active damage source is the deadly poison DoT.

    As it turns out, the relative damage source vs AP benefit turns out such that as you change attack power, the active-to-passive ratio actually remains very close over very, very large ranges of AP. The buff to vitality can actually be though of as a flat damage increase. Flat damage increases do not change the amount of passive damage you do.

    The buff to vitality will really just increase damage into eviscerate and the deadly poison DoT (by roughly equal amounts since they have similar AP scaling).
    Last edited by shadowboy; 2012-12-23 at 06:31 PM.

  13. #13
    Quote Originally Posted by Carp The Fish View Post
    It's just Blizzard being lazy. The difference between pushing Vitality up and buffing Eviscerate and Rupture is a few lines of code versus ten or more (respectively).
    But they are only wanting to buff pvp with this.

  14. #14
    Quote Originally Posted by wow View Post
    But they are only wanting to buff pvp with this.
    I believe he's saying that this will eliminate the chance it will buff PvP very much. And he's probably right. They seem to be very afraid of making rogue damage active...

  15. #15
    Keep in mind, while having the buff is nice, I'd have preferred other buffs, like increasing the effectiveness of the RvS debuff (say +45% finisher damage and/or 50% chance for an extra combo point, for example)

  16. #16
    2000 more AP is laughable, Mut will still win.

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