The easy fix to the problem of highly penalizing short-tick-time abilities is to make the damage absorption proportional to the time since the last flameglow absorb. This would function similar to the internal calculations used for RPPM trinkets (except the proc chance is 100%, so there's no RNG). The engine is already capable of tracking mechanics like this for ToT trinkets, so it would 'easy' for the devs to implement this because it's just tracking the time of the last proc and then changing the formula (yes I know it's not THAT easy, but it doesn't require a new animation or spellID, etc.).
The current Flameglow model is:
The new and improved Flameglow could look like:Flameglow Absorb = min(30% of hit, 20% SP) )
This way, dots (or small melee attacks) that tick every 1s aren't reduced any more than dots that tick every 3 seconds. It also gives the devs more knobs to tune the total damage reduction, periodic damage reduction, and burst damage reduction. This would hopefully allow flameglow to be made more useful in PvE (where dots tick once per 3s on average) without being completely imbalanced in PvP (where a player may be getting damage 10+ times per second).Flameglow Absorb = min(x% of hit, y% SP * min(TimeSinceLastProc, z) )
Some hypothetical numbers (don't get too angry about these, they're only an example):
-x = 80%
-y = 20%
-z = 8 seconds
-Assume SP=20k (reasonable for this season's PvP)
So the maximum absorb would be 160% of spellpower (32k) and could only be achieved after 8 seconds of not being hit at all. This is about half of Ice Barrier.
The maximum HPS would be limited at 20% of spellpower per second. In current gear, this is about 4k HPS.
The maximum single-hit reduction would be 80%. The maximum hit which could receive full reduction would be 40k.
As long as y*z < 330%, Ice Barrier will still provide more burst absorb (not to mention being controllable), so it will still be a useful talent choice in some situations
I was going to post this directly in the Blue thread, but I don't have an EU account so I can't. If you think this is a good idea then put it in that Blue thread.
Still though, your idea looks good. Perhaps shoot them a forum post? (Not in Mage forums because they don't check Class forums)
Idk, just something needs to be done to FG to make it viable in PvP, and balanced with TS/IB for PvE.
---------- Post added 2013-05-12 at 03:48 PM ----------
TBH I think it's dumb that we can't post on the EU forums with a US account. (And vice versa, obviously)
Last edited by Polarthief; 2013-05-12 at 07:49 PM.
Lies and slander all of it! I am really new here and I don't hate Dragon9870, I mean... do you read his posts? Half of them read like he is screaming at the monitor and slamming on the keyboard. (We get it. Blizzard has made a few wrong turns regarding our class this expansion.) All of his threads have the highest entertainment-to-post ratio.Originally Posted by I-Swizzle-I
Plus, I BARELY posted during March-April :3
... Dragon, why are you giving my DKP the evil eye?
More on track: this is a moronic track. People griping about Flameglow being way too good against DoTs. Blizzard's response: "k, we'll nerf the scaling so that it's still good against DoTs and still useless against massive attacks". About the only thing that it (slightly) alleviates is ... medium attack speeds for medium damage, so ... I guess it makes Enhancement Shamans slightly better against Mages?
... I don't know how to respond to that.
I barely PvP so I don't know how well Flameglow actually was, but I'm aware enough that this "nerf" will not affect its intended purpose.
Flameglow was good enough that people in high end PVP were taking it even against things like warriors and other mages. Do I agree with this method of change? Not really. Did it need to be nerfed? Entirely.
Lower the cap threshold and increase the SP coefficient if they didn't want to do something fancy/practical, like Mini said at the top of this page.
That was also the arrangement brought up by a multi-glad mage I was talking to. But the problem with that, is that it overshadows TS/IB in PVE.
And yes, we desperately need some form of damage reduction. I'm tired of being #3 on damage taken on fights that have NOTHING bad to stand in while our Warlock is not only 10th, but so far in last place that it's just so unfair.
I can fix all the talents. Remove PVP from the game and then they wont have to do any nerfing save for some minor damage adjustment. Balancing for the minority who participate in PVP ruins it for the majority that play PVE.
If all spells had two separate functions: Hitting NPCs and hitting Players/their pets and minions, they could EASILY tweak either or, and not both simultaneously.
TS doesn't really work as a defensive CD because it doesn't prevent damage. It doesn't save your ass if you're sitting at 80% health as interrupting jolt goes out. It'll help your healers if you both survive it, and they don't ignore the heal on you. Good luck with that, they want to rank just as much as we do. I should know, I ran it the entirety of T14.
If TS had like a 20% damage reduction tied to it as well, it and G.invis would be absolutely perfect to cover our defensive CD needs, and they can nerf FG however they hell they like. People, myself included sometimes, really underestimate G.invis as a defensive CD. Being able to eat thunderstruck, point blank, on H25 is amusing. Honestly without a passive damage reduction, a 20% on TS would just fit us. It's short enough in both CD and duration that it wouldn't be too overpowered if you consider the lack of passives, and gives us something to ACTUALLY hit for things like interrupting jolt, and allows us to eat matter swap almost as well as a warlock. We wouldn't die/proc cauterize at random during P1 Twins if both the crash and the fire are aimed at you at the same time.
(Also dunno if you raid 25 mans, but I'd imagine that would devalue TS greatly in comparison to 10s)
I underestimate G Invis because I refuse to raid w/o Cauterize (because we HAVE no reduction and the lowest HP pool in the game). It just lets me feel so safe whenever it's up.
Too bad Blizzard's logic has become retarded logic when it comes to things like this.
Oh, trust me. I know. Being able to have a second chance at failing a mechanic? Having a buffer for healer fail? Bloody amazing. I love cauterize so much. But G.invis lets us eat some mechanics with essentially no damage, and it's on a shorter CD. It's really really powerful if you're careful enough that cauterize isn't a consideration or a thing that tends to proc on a given fight. As I said, H25 Lei Shen's thunderstuck becomes laughable damage, less than you'd take at range without a CD. Static shock can be solo absorbed repeatedly between it and ice block.I underestimate G Invis because I refuse to raid w/o Cauterize (because we HAVE no reduction and the lowest HP pool in the game). It just lets me feel so safe whenever it's up.
Last edited by Kuni Zyrekai; 2013-05-14 at 12:02 AM.
Still, I feel unsafe when I don't have Cauterize due to my horrendous damage incoming.
Granted, I should try using it on H Jin. Would make Ionization completely laughable. You should try doing 10s sometimes and just see how frail you really feel without Cauterize (it's saved us from so many wipes, actually).