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  1. #21
    I am Murloc! Firebert's Avatar
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    Quote Originally Posted by Taiknee View Post
    The errors have been fixed and the correct information is now available in the Google Docs link shown in the original post.
    Props to you for providing this information.

    Is it possible to give us a rough estimation of how increasing the damage cap would require how much reduction of the SP coefficient?
    37 + (3*7) + (3*7)
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  2. #22
    The Patient Taiknee's Avatar
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    Quote Originally Posted by Firebert View Post
    Props to you for providing this information.

    Is it possible to give us a rough estimation of how increasing the damage cap would require how much reduction of the SP coefficient?
    Hey Firebert, I tried to find these values for you but it appears that this ability is more of an "X marks the spot" type than something that follows an ideal formula. As I tried changing and re-optimizing the values based on higher limits and lower SP coeffcients - for example, using the current limit 0.3 yielded an optimized SP coeff. of 0.0975 - it resulted in a very large effective health gap (between 88k and 200k EH). Even though the average EH of FG was approx. the same as IB, the deviation was very large.

    For example, using the current coefficients - 20% SP, 30% limit, and using the 5.2 stat values shown on the Google Docs link - the effective health of Flameglow ranges from:

    162,485 Effective Health [vs. Arms Warriors] to 227,093 Effective Health [vs. Aff. Lock]
    The average = 200,741 EH

    Using the new coefficients - 40% SP, 20.6% Limit, and using the same stats as above - the EH of Flameglow ranges from:

    148,117 EH [vs. Arcane Mage] to 157,609 EH [vs. Aff. Lock]
    The average = 154,687 EH

    The EH of Ice Barrier = 154,637

    So it puts it on the level of Ice Barrier and squeezes that gap together better.

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