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  • 0. (US) Rage testing: grey Axe vs GM weapons   02/01/2007 23:43:38 PST
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Quoted from US forum: http://forums.worldofwarcraft.com/thread.html?topicId=60758793&sid=1

In the Warrior Concerns thread, Tseric said the following:


Q u o t e:

Interesting point. Was wondering if you might want to clarify part of that for me: *snip* “but with the rage normalization, this form of compensation was removed.” So, are you saying that upgrading your weapon completely removes an option for increasing rage generation? I can see how increasingly higher-end weapons are going to see more and more effect from normalization, but are you saying that rage generation is at a halt with weapon upgrades?



It's interesting that he should ask this, because an extremely well-geared, Arms spec (with ER) friend of mine did a little testing. He strapped on his Dark Edge, full damage gear (approximately 1400 AP), and repeatedly charged a shaman pal in a duel to see how much rage he would get. He would get the charge rage and, every time, nine rage on the follow up white hit if it didn't crit. He then took off all of his gear except for the axe. 600 or so AP. He repeatedly charged the same shaman. Guess how much rage he was getting?

Right. Nine.

Assuming he didn't spend twenty minutes testing and forgot how to read numbers, this means one of two things:

-Every warrior everywhere would receive the same amount of rage on an attack if they all charged the same person. Maybe this is, in fact, the case, and I've been misunderstanding what rage normalization is supposed to do all this time; that is to say, I was under the impression it was going to pull people closer together, not put them all on the same level regardless of equipment. But it seems rather absurd- I understand the notion of keeping your hands on the reins, but you can't choke the horse.

-None of our gear affects rage generation except the weapon. That, too, seems ludicrous, because it would mean a naked warrior with a DEoI should get more rage per attack than a fully-geared one with an Arcanite Reaper.

I'm not very good at the math of this, so even if I found the damage equations, I'm not sure I'd be able to reliably figure out what's supposed to happen. All I know is that a naked warrior should, normalization or not, produce less rage than he would fully geared. If anyone else has, or cares to, reproduce this, that would be helpful; if anyone has evidence that I'm wrong, that would also be helpful. If I had the money to respec out of prot, I'd test it myself, but for now, this is the best feedback I can give.


------------------------------------------

Actually, I tested it with a lock friend, no demon armor up, a few days after the patch.

And yes, it's very silly.

Removing all my gear but a few pieces (My inventory is a mess, I carry way too many sets and no room in the bank so I didn't have room), with pitiful AP, one hit of my GM Claymore would be 14 rage without endless rage, 17 with. That's on a lock with about 13% mitigation.

I would generate exactly the same rage with all my gear.

I specced Enrage and Deathwish after.

With a +55% damage bonus, how much rage do you think I'd generate with my full gear and GM claymore?

14 rage.

Switching a weapon to a weapon with less DPS but the same speed would immediatly drop my rage, but the difference was so small it actually frustrated me - From a GM claymore to a Large axe (15 dps, Stormwind vendored weapon), the rage generation changes by...3 points, on cloth. The axe would generate 10 to 11 rage without endless rage (I didn't re-spec to try it with endless rage, I'm a poor guy).

Talk about wrong.

-------------------------------------------

(Incoming math post, but there's a point to be made at the end.. it's probably been made many times thus far, but much like politics, more voices = more power.)


Q u o t e:

Normalization based on Weapon Speed, therefor the warrior with Arcanite Reaper would gain I think 1more point of rage?



Weapon speed? Wow. Alright, let's roll with that. Becoming more the curious sort, I decided to look up the rage formula again, because I could have sworn damage was a factor. This is what I saw posted:

New rage formula (at 60), for a Mainhand hit: ((Damage Dealt) / 230.6 * 7.5 + (Weapon Speed * 2.5))/2
New rage formula (at 60), for a Mainhand crit: ((Damage Dealt) / 230.6 * 7.5 + (Weapon Speed * 5))/2

Arcanite Reaper: 153-256 damage (205 average), 3.8 speed.
Kalimdor's Revenge: 209-315 damage (262 average), 3.2 speed.

Taking the averages and factoring in a warrior with 1050 AP (additional 75 damage), that makes the average non-crit hits before mitigation 280 * 3.8 = 1064 for the Arc. Reaper, and 337 + 3.2 = 1078 for Kalimdor's. Logically, they should produce the same amount of rage per swing, with Kalimdor's giving more over time because it's a faster, stronger weapon.

Assuming 50% damage mitigation, we get:

Arcanite Reaper: ((532) / 230.6 * 7.5 + (3.8 * 2.5))/2 = 13.4 rage
Kalimdor's Revenge: ((539) / 230.6 * 7.5 + (3.2 * 2.5))/2 = 12.7 rage

And lo, we get exactly that: Over time, Kalimdor's will gain more rage, but the AR produces slightly more per swing (although it should round off to 13 in both cases). What's KR's advantage? Over 16 seconds, KR gets five swings to AR's four. 12.7 * 5 = 63.5; 13.4 * 4 = 53.6. A grand total of one hamstring in rage is gained every sixteen seconds. Previously, when rage generation was purely damage based, KR got slightly more than AR per swing. Even though it was close, KR's advantage over time was all the rage garnered from that fifth attack (probably 15-20 rage).

Now, Blizz, Tseric, if you're reading this, it may seem relatively logical and not particularly troublesome that this is the case. After all, high-end weapons were going to be brought closer to lower-tier stuff in terms of rage generation. Here's the rub: I'm comparing a blue weapon of item level 63 to an epic, end-game, 40-man raid weapon of item level 81. The concern was that rage generation was getting out of hand and causing stratospheric damage. If we can compare weapons a full eighteen item levels apart for rage, items that do not have an extreme difference in characteristics (KR is a go-both-ways weapon, equally good in Arms or Fury, not ultra-fast like Destiny or acceptably slow like a DEoI), then it's not likely we're going to see a massive gain in rage due to damage anytime soon, especially with the level cap rising in the expansion. The goal of reining in rage has clearly been reached, perhaps overshot. After all, speaking of the Dark Edge, let's compare it to the others:

242-364 damage (303 average), 3.6 speed; 303 + 75 = 378, 378 * 3.6 = 1360; 1360/2 = 680

Rage: ((680) / 230.6 * 7.5 + (3.6 * 2.5))/2 = 15.6 rage

Item level 84, twenty-one levels higher than an Arcanite Reaper, and it gives two more rage per swing.

Just for giggles, according to the post I pulled the new formulas from, the old one was:

Rage Gained = (Damage Dealt) / 230.6 * 7.5

For the Arcanite Reaper, that means 532 / 230.6 * 7.5 = 17.3 rage. According to this, then, it took a four rage nerf, and is not anything resembling a high-end weapon.

Rage generation is under control. If it was sufficient for people to work with, we'd probably see very few complaints. That, however, is not the case. So the argument is not necessarily to revert to more damage-based rage generation, but rather to loosen up the restrictiveness of the current formula.

Ideas:

-Reduce the end divisor. A drop from 2 to 1.5 may seem drastic, but in reality, we're talking about a boost in rage from 16 to 21 for a DEoI. That would bring higher-end warriors close to where they were before, give lower-end warriors a boost, and even things back up in PvP. Not knowing all the weapons in the expansion, and considering there is the PvE DPS aspect to consider, 1.5 might end up being a little extreme, but something like 1.7 should not be unbalanced.

-Reduce the damage divisor and the weapon speed multiplier. Currently, every 230 damage you do will give you an extra 3.75 rage. That leaves all weapons on a nearly identical level (as previously described). By reducing the threshhold to, say, 125 or 150, but removing the 2.5 weapon speed multiplier (and reducing the crit multiplier from 5 to 2), current rage generation would be mostly unaffected while allowing rage to scale with damage (though significantly more slowly than before). This may not be feasible due to planned itemization, but it allows for overall gear selection to play more of a role in rage generation, as it was pre-patch.

-Something, anything, that sets the median for what gets boosted and what gets nerfed higher than it currently is. This change was supposed to help the undergeared; currently, on just about every server more than six months old, having an Arcanite Reaper means you're undergeared. Unless my math is way off- and considering that math says a DEoI takes a seven rage hit, which seems about right from what I've seen, I don't think it is- those people are hurt by this as well. If the baseline were a Spinal Reaper, or even an Obsidian Edged Blade, where users of those weapons could expect to see the same rage post-patch as pre-patch, it would be a significant boost.



===================================================
Anyone still thinking that warrior is ok ? He switches from Grey 15 dps Axe to 77dps GM Weapon, and he gains stunning 2-3 rage per hit a target with 13 % mitigation if fight lasts about 20 sek, then it's a ~ 10-15 rage more difference. So vs 50 % mitigation target it'll be hmm 1 rage (~ 5 rage difference over 20 secs ? lol) ???

[ Post edited by Greeg ]


(http://nanobot2k.org/mages.avi) Warrior was cleary outplayed ... by Blizzard.
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  • 1. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 00:00:11 PST
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Very well said.
/Sign.


It's just too bad that for talking truth you'll get banned or something similar. Blizzard's way of handling things.

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  • 2. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 00:08:03 PST
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I think Blizz will find this very interesting, if it all is correct. Surely that cant be intended.

Good work over the Atlantic there.



Q u o t e:
It's just too bad that for talking truth you'll get banned or something similar. Blizzard's way of handling things.


Yah ok..

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  • 3. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 01:09:28 PST
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i so much hate all the nerfs we got latly but just one question when it comes to rage. Why should rage be diferent from diferent weapon? are you less angry with a pore mans weapon then with a rich guys weapon?

I know maybe its a bad comparison, but still The way we get rage has to be in control in some way.. i mean when the next expansion will come and we will have weapon that could give us 50% of all our rage in one hit is that the way it should work? im not sure that the rage scaling with gear is the right way to go. It most be other solutions to this. But yea we get to little rage atm in some situations.

Im not sure how rogues energy work, does theirs enregy increase with gear?
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  • 4. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 01:16:33 PST
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Energy regenerates at a fixed rate, 20 every 2 seconds. However, keep in mind the cost of rogue abilities have a wider range than warrior's one. There are moves that cost 60 energy.

NOT ENOUGH RAGE!
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  • 5. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 01:21:18 PST
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forum bugs.

( \_/) If I could give you only one advice, wear sunscreen would be it.
( ._.) /
((*)*)

For all things....Fury is here to save the day! <- I wish post 2.0
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  • 6. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 01:23:36 PST
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okay i don't know how blizzard can or how they will fix this. But the rage system is "broken" imo.

Look how it is to tank in instances there you have to good tank gear in. You don't get rage to tank properly.

Imo rage shouldent be connected to what gear you have. There most be another solution for this so the class don't get the nerf stick for every new gear that drops and when level increases
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  • 7. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 01:50:31 PST
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So by gaining 800 AP a warrior will gain no more rage per swing ?

So by using a weapon with 80 dps but the same speed as a weapon with 60 dps you gain exactely the same rage for each hit?

It also means that the equation Kalgan posted is not working or is just plain incorrect. 800 AP is 57dps increase and on 3.8 speed weapons that is a huge amount more dmg per swing and you should be generating more rage by having 800 AP more

If those factors are true then the only way to increase rage generation is to solely concentrate on +hit and +crit and warriors have a very very static rage generation which will remove our exponential scaling dmg problems. This means we scale no better than any other class and it about time we got some proper abilities and skills to compensate for our linear scaling.

I am going to do some testing myself when the servers come back up.

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  • 8. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 01:59:40 PST
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Current rage system has few flaws.

1) heavily depends on weapon speed after calculating all haste buffs (enchants, flurry, T5 set bonus)

ie. you'll get T5 set with bonus +20 % haste for 10 sec. Imagine that your hit will miss or get parried / dodged and the result will be that you'll generate less rage than without such "bonus". Really, is this how our bonuses should work ? One miss / dodge / parry and it no longer bonuses us and our burst rage is lowered while swings are faster ?

2) 0 rage at the beginning of every fight (PVE, PVP)

This hurts us in PVE and in PVP. We start the fight with 0 and the result is that we cant build up aggro quick. building aggro on few targets is currently pretty much mission impossible.
In PVP on the other hand we have 3-4 abilities active (charge + non damage abilities) at the beginning.

This means that at the beginning, we can use only one tactic - most it's just Charge + Hamstring while every other class (yes, every !) can use different tactic. For example, as lock i can seduce + soulfire. i can insta dot enemy, can deathcoil, fear, can do everything. After losing fight, i can say: "i should start better", but as warrior i cant do that because 90 % of my abilities are inactive (not enough rage)

Currently there's very strange relation. If i have somehow >50 % rage, this means that i've just received powerful Pyroblast or Soulfire or other massive damage and result is that im pretty much dead or i have something like 10 % HP. At this late stage of fight, no tactic can help.

We generate our rage way too low, and starting every fight with 0 rage hurts us more and more.

3) Rage gained from damage done almost doesnt change

The prove was in quoted post.

4) Every other class has enough mana to kill every target, the way they want

Yes. ie. Soul Fire takes about 5-10 % of their mana, while they can drop about 90 % of ours HP. On the other hand our strongest attacks such as Mortal Strike, Bloodthirst use 30 % of our rage. We lose up to 100 % our mana while stance dancing which is mostly required to do anything.

The point is, that we have to work hard to get our rage, to use our primary damage abilities while every other class has full mana bar. Their mana usage should be normalised around damage done. or mana pool lowered. Long time ago, some dev said it's cheasy to swap weapon and then they nerfed it. So now i say, it's cheasy that you can use all your powerful spells and you dont have to worry about mana. As caster you rather die quickly than losing all mana.

we should be bring back to their level (or massive change to mana). Ability such as Inner Rage (giving ie. 50 rage) could make as little bit better at the beginning of every fight in PVP, PVE.

[ Post edited by Greeg ]


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  • 9. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 02:20:47 PST
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Q u o t e:
New rage formula (at 60), for a Mainhand hit: ((Damage Dealt) / 230.6 * 7.5 + (Weapon Speed * 2.5))/2
New rage formula (at 60), for a Mainhand crit: ((Damage Dealt) / 230.6 * 7.5 + (Weapon Speed * 5))/2


very important topic!


ok, some more math:

we can change the formula above to
((DD/230.6)*7.5)/2+(WS*5)/2
then we can ignore the last part. (as with the same weapon, it will stay the same.)

DD (damage dealt) for white hits:
DD=average weapon damage (AVD)+ AP/14
so we get ((((AVD+(AP/14)*WS)/230.6))*7.5)/2

again, we will ignore the part that stays the same for one weapon:
(((AP/14)*WS)/230.6)*3.25

and to make the formula look easier:
((AP*WS*3.25)/14)/230.6

now for weaponspeed (WS) we use 3.8:

((AP*12.35)/14)/230.6

or

(AP*0.88)/230.6

or

AP/261.4

so what have i done?


to increase your rage generation per hit with the same weapon (so only via AP increase) by 1, you need to increase your AP by 261.4 points.
(on level 70 theres a chnage to the formula. you ll need a little bit more AP (310.4)

please correct all the many errors that i ve certainly made :)

[ Post edited by Storak ]

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  • 10. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 02:22:09 PST
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Before patch I could charge a mob and after 1 hit pull offa MS. Now I got the 25% rage boost talent in arms and when doing the same I end up with 27 rage....No MS after charge and 1 hit.
I use Bone Reaver's Edge
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  • 11. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 03:42:46 PST
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I did a quick 10 min test outside Og and got these results. I have 41pts in Arms for Endless rage and 25% extra rage from dmg.

1232 AP with Kalimdors revenge.

559 dmg 16 rage
530 dmg 14 rage
483 13
518 15
583 15

Average 534.6 dmg 14.6 rage

Naked with 454 AP and kalimdors revenge

389 dmg 11 rage
350 11
403 12
386 13
376 12
308 11
392 13

Average 372 dmg 11.9 rage

So on this quick test a difference of 778 AP made a difference of 2.7 rage per hit with a 3.3 speed weapon.

This is very close to Storak's much more complicated maths posted just above me and it seems to be correct.

P.s. Always remember to copy your post before pressing the Post button :). Forums acting very strange for me today .

Edit - For clarification

[ Post edited by Gruhaz ]


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  • 12. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 03:43:26 PST
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This is totally false information. Test it yourselves before trusting a random scrub from the US forums.

The harder you hit the MORE rage you get. It just isnt increasing at the same rate as pre2.0.

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Carrying out the echoes of the fallen
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  • 13. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 03:47:16 PST
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Q u o t e:
So on this quick test a difference of 778 AP made a difference of 2.7 rage per hit with a 3.3 speed weapon.

This would roughly be a 6 rage difference give or take with the old prenerf formula for comparison.

[ Post edited by Shayla ]


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  • 14. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 03:48:02 PST
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Q u o t e:
Arcanite Reaper: 153-256 damage (205 average), 3.8 speed.
Kalimdor's Revenge: 209-315 damage (262 average), 3.2 speed.

Taking the averages and factoring in a warrior with 1050 AP (additional 75 damage), that makes the average non-crit hits before mitigation 280 * 3.8 = 1064 for the Arc. Reaper, and 337 + 3.2 = 1078 for Kalimdor's. Logically, they should produce the same amount of rage per swing, with Kalimdor's giving more over time because it's a faster, stronger weapon.



This math is wrong. Average hits are calculated through: Average-Damage + (Attackpower/14)*Weapon-Speed.

That means for the Arcanite Reaper: 205 + 1050/14*3.8 = 490
and Kalimdor's Revenge: 262 + 1050/14*3.3 = 509.5

Global Cooldown = 1,5 Seconds.
Armor has no diminishing returns.
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  • 17. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 05:08:41 PST
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Apart from the haste nerf in the normalization the only real problem is that 2handers are considered as bigass 1handers with slower speed. And since the actual damage output makes so little difference compared to speed it hit the 2handers hard.

From my testing, DW'ing actually works alright. The added rage from offhand hits adds enough to the rage that we can still use our abilities. The big problem is that the weapon speed factor is static and 2handers dont get an offhand attack.

Blizzard have stated that they are looking into giving 2handers their own weapon category (so there would be 2H, MH and OH). Despite all the bad omens, I have a feeling that that would actually solve the problem.

The next big step is to normalize incoming damage, so we can stack armor/mitigation without #@*%!@ our rage income while tanking.
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  • 18. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 05:27:21 PST
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Well once we have 10-12k HP in our normal tanking gear and the mobs hit us harder to compensate we will have more rage.

They have not changed the rage gained from dmg taken equation so when we have twice the HP we will effectively be getting twice the rage from that source. In a raid situation it will mean we have more rage than ever but in the lower end 5 man instances it will make no difference because we still have the same HP pool.

In pvp it will only make a difference if they hit us and do not kill our healers and support.

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  • 19. Re: (US) Rage testing: grey Axe vs GM weapons   03/01/2007 06:13:09 PST
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Q u o t e:
Apart from the haste nerf in the normalization the only real problem is that 2handers are considered as bigass 1handers with slower speed. And since the actual damage output makes so little difference compared to speed it hit the 2handers hard.

From my testing, DW'ing actually works alright. The added rage from offhand hits adds enough to the rage that we can still use our abilities. The big problem is that the weapon speed factor is static and 2handers dont get an offhand attack.

Blizzard have stated that they are looking into giving 2handers their own weapon category (so there would be 2H, MH and OH). Despite all the bad omens, I have a feeling that that would actually solve the problem.

The next big step is to normalize incoming damage, so we can stack armor/mitigation without #@*%!@ our rage income while tanking.

From my testing DW doesnt work ok (im fury for about 1,5 year). Flurry nerf (rage formula and +haste) really hurts and offhand rage generated gives really small rage bonus. Sometimes it's even +1 rage per hit (Naxx fast OH, for slow 60 dps OH it's usually about 2-3 rage).

Imo 2handers rage gen should be buffed but also whole fury tree should be buffed - because you know, we have there DW and 2H which both generate not enough rage too. Before 2.0 patch, rage generation for DW fury was much better. So i would say that , fury DW was nerfed even more. Fury didnt receive any rage gen buff and thats the problem too :|

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