Due to common attack speeds across weapon types, there's no longer any need to normalize weapon speed, a feature that's been in the game since Vanilla Patch 1.8.Many AP-only scaling abilities, such as Shield Slam do this in Legion already, but others do not. By using weapon DPS instead of the weapon's damage range, there's no variance in ability damage every cast of the ability will deal the same damage (x, x+1), provided no change of de/buffs.There are also a few other considerations Although individual class tuning will still dictate absolute gain, by making all abilities use the same formula, every class should value weapon upgrades and ilevel much more comparatively. Although it would benefit from the increased agility on a weapon upgrade, you wouldn't think that Dragon Roar should realistically benefit from your weapon's damage, but under this new system, it does.Īlthough that may seem strange, Monks are the most notorious example of why this change is a good thing although they wear weapons, most attacks are made with their legs and fists, and so for thematic purposes all but a few of their abilities are attack power based, causing savvy players to almost completely ignore weapon ilevel. Currently, attacks which wouldn't realistically use a weapon, such as Kill Command, Howling Blast, Diseases, Poisons, and Bleeds, only benefit from attack power and ignore weapon damage entirely. Most importantly, it seems to be an attempt at uniformity between classes, making the effects and benefit of weapon damage more consistent, creating better balance for everyone.įrom a systems design perspective, the most interesting part is that there no longer appears to be a difference between attacks which are based on weapons and those which aren't. The major point is that while this doesn't really affect anyone from a gameplay perspective, it's a significant change to the things you don't see working under the hood. *Note: Physical damage, such as Obliterate, is still subject to reduction by enemy armor, so actual damage would be less than the tooltip value. (363 + 1.73 * 7) * 0.162 * 1.12 * 1.28 = 87 damage, which matches the tooltipĪuthors note: Adjustments have been made over the course of the Alpha/Beta process - the formula is now AP + WDPS * 6 rather than multiplied by 7, as it was at the time of writing this article. (Weapon Damage + Attack Power / 3.5 * Normalized Weapon Speed) * Coefficient * Damage MultiplierĪ level 110 Death Knight with no gear except a Cutlass, has 10,232 Strength (Attack Power), 7-12 weapon damage, and a normalized weapon speed of 2.4 for one-handed weapons, multiplied by their 12% base Mastery, and the current 28% hotfix scaling aura Frost Death Knight. On live, Frostscythe deals 135% weapon damage, so under the hood it uses the current formula: This appears to be intended to create better balance between classes, rather than some favoring weapons heavily (Warriors), while others hardly at all (Monks). Thanks to Archimtiros, Navv, nuoHep, and the rest of the SimulationCraft team, we've learned that the actual ability damage formula itself has changed as well, and all non-caster abilities now use both weapon damage and attack power, even abilities like Shield Slam or Howling Blast. On live, attack power based abilities ignore weapon damage entirely, raising questions of whether weapons would scale poorly for everyone without greatly increased stats, weapon damage would no longer exist, or some other unknown change. Old nightly builds can be found here and can be downloaded by clicking on a build and downloading the artifact from github.In alpha build 26010, we found that Melee & Hunter abilities which were previously based on weapon damage now instead use attack power as a direct coefficient. We think that providing only nightly builds will be more beneficial for everyone involved. This often caused confusion and problems in the past, since important enhancements and bugfixes are often missing. SimulationCraft is in constant development, which means that manual releases quickly become outdated. There will no longer be any manual release builds available starting with shadowlands. Sources that contain all code up to this commit. The nightly builds contain a git commit hash of the source that was used to build the release.įor example, simc-901-01-win64-7bd7371.7z was built from the The windows nightly is compressed using 7-Zip - to uncompress, get 7-Zip here The graphical user interface on windows requires Windows 10/11 version 21H2 or later. The link above always contains only the latest available build for a given version. Simulationcraft nightly builds are created daily for both Windows and MacOS.
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