Ice not only suffered 40% damage reduction, but 100%, 90% or 80% of the resistance,wow gold how do you think?
More accurate idea of your ice spells affected more severely than other systems. On the way spells are also being watched, you may need to modify a technical nature, it takes time to re-evaluate and improve. I do not have more specific information … … In fact the developer itself is not like this spell reduce the problem.
Solution is simple, requires a lot of resistance to the concept of the Master removed from pvp. But if you read my evaluation of the following items, you will find this is not a good idea:
Resistance should be defined as a fixed reduction of harm, as harm to property, like +50 fire damage to property is not able to provide 50 additional damage. Resistance should not be so, at least in pvp, not so, at this stage in the implementation of the system in pve quite successful, but the other is not ideal.
So my suggestion is to translate into a fixed resistance to reduce damage, such as 50FR = 20% reduction of fire damage. No real harm done to reduce this high, this can avoid the factors leading to very little chance against the fire was able to cut a lot of damage.
The following simple analysis reduced if 50FR = 20%, then the 100FR = 40%, so 250FR = reduced by 100%. If the fixed amount of damage reduction and fire prevention in the relationship, you will be able to get a very accurate value of the damage mitigation. Maybe you believe that the present configuration there is a problem because even if 300FR also have a chance by some of the fire damage, and in your system envisaged by the order and damage mitigation will become predictable,World of Warcraft gold which means players can be very precise when or how to calculate the 100% to 100% damage reduced. But our system is to ensure that you get a lot of damage can only hope to reduce rather than completely rely on this.
That you and Blizzard are substantially by reducing the harm caused by increased resistance is not a good idea, so modified the Warlock Curse of Elements (cote) and Shadow Curse (cos), then from the opposite perspective, thus significantly weakening of damage is bad, both are the same, the changes are very bad.
Fixed relationship between the resistance and reduce damage debuff as changes to the warlock like a lot of damage not only to solve problems can be absorbed that way spells to solve 100% or 0% of the problem.
I do not agree with your point of view, two things are different. In considering changes to reduce harm by reducing the frequency and amount of damage.
The second problem (viability) very good expression, we measured the viability of hard, but the comparison can be concluded the following:
Stamina = life (viability)
Resistance = spell damage reduced (viability)
Armor = melee damage mitigation (viability)
Int = small amount of crit (crit 100 Int = 1) (dps) = mana continuing injury + Damage = damage (dps) + Crit = crit (dps)
Then take a look at Warrior:
Stamina = life (viability) Resistance = spell damage reduced (viability) Armor = melee damage mitigation (viability) Strength = Attack Power (dps) Agility = crit (40 agility = 1 crit) (dps) + Attack Power = Attack Power (dps) + Crit = crit (dps) Weapon dps = damage (dps)
I’m not very good data, but this is clearly a more precise assessment.
In UBRS (Upper Blackrock Spire) after the blue loading the equipment be upgraded to Master not much improvement, even if mc and bwl the loot (this refers to the spoils of war) too, but hp increase from 3300 to 3800 up to no more than 500hp.
Master Hp upgrade is not the most power needs increase, the increase is the intelligence and magic.
UBRS equipment, stage (Master) Fire prevention is about 0, MC stage was about 50, BWL stage may have to raise 10-15.
UBRS at least you can get a certain stage of the resistance increase, I think I understand the main points of your presentation (to avoid bureaucratic jargon to answer). Quote: Armor did not improve, not to reduce the melee damage.
You really want to explain what, from pundits to provide arcanist about 100 armor increase, it can not cause a lot of damage mitigation, but at least improved.
So law and enhance the combat system is very uneven:
Strength = Attack Power (dps)
Weapon dps = damage (dps)
Agility = crit (40 agility = 1 crit) (dps)
Int = small amount of crit (crit 100 Int = 1) (dps)
This is a gap.
First of all we are talking about survival or to dps it? I understand that dps will affect a (rival) fast death of the player, but why bring dps to do the same viability and comparison of it, your view is not very clear.
Secondly, I want to look at this distinction, an increase of only long-range attack agility dps, strength was nearly war, we can discuss these two properties, respectively, but combined the two and intellectual property is not appropriate to compare this as if to imply that the two properties will work the same kind of dps. So back to your example, should such a comparison: power = dps, weapon = dps, or agility = crit, intellect = spell crit rating and indirect = dps, damage and processing equipment = dps, in general I think Your comparison is selectively biased expression.
As a mage, when the upgrade of equipment, there are two options:
Damage / crit equipment
Too much focus on key attributes, simplistic is not very appropriate ancillary properties. But intelligence, damage / crit installed there is no doubt the choice of 2 kinds of important and will be given priority when upgrading equipment.
Little to enhance our endurance, no such equipment can be increased dramatically 150hp, or to provide an effective armor improved. Sometimes intelligence is useless, consumables (potions) makes little difference between 5500 and 6000, so obviously will be more inclined to hurt the mage equipment.
From arcanist to install Spirit does not give you more stamina, intelligence has been enhanced as the Master property to the main design. Certification of intelligence is too useless to simplification of the problem, and your theory seems to be based on intelligence not directly affect the injury does not directly affect the viability of the premise on. If you choose to use consumables and equipment more harm, which is equivalent to a simple exchange of the same, this also shows the viability of the Master does not depend on support requires a lot of magic spells.
And near-war (equipment) increased compared to the Master or the Department to obtain enhanced pitiful argument, the design of our equipment is slag.
Developers extracted the equipment and professional information, and compare the existing equipment and new equipment, given the recent increase, from the resulting data, we can get the following:
1-59 melee class when the damage is indeed higher than the legal system to improve on.
60 + (including the initial raid and equipment to the equipment tier2) The damage is both balanced.
Now, specifically, we try to balance the increase of a few equipment problems caused. We will continue the legal system through the equipment settings to solve this problem, in order to achieve a similar item at the present stage combat system saturated conditions. So you found the law far less equipment is not true, we also try to narrow the gap between the two. As you said “very bad design”, I am not a very strong statement that any subjective evaluation, we will continue to improve the setting items.
Solution: With the tier (set) level of increase, increase legal systems of the armor, the same as combat system.
Legal systems of the armor does not increase with the increased tier level, requiring the same words as the combat system entirely to ignore the viability of the elements of the Master, once again stressed that (the viability of the Master) but not about the bear attack to avoid being attacked.
High-level legal systems to improve endurance property damage equipment. Tseric: I will ask the members of the established development intent … … (simply not possible) Qutoe: Enhance the property provides the addition, let us get more from the intellectual power of injury, or a higher crit rate.
Like I said before, each attribute is set to act on different aspects. Therefore, the equipment will have emerged unharmed, the injury improved to provide an independent way. Every profession has a primary function of each attribute and the second function, affecting different aspects of characters. A simple copy and paste the effect of each attribute is not a development to bring the members want to do.
Give us a weapon similar proprietary property, consider the staff to, such as abolition of the equipment plus other parts of the property damage results, only in the wand on. We need to get in a position similar to the effects of close combat as a significant upgrade, such as from those who seek to destroy the heart of the blade.
Damage to its spread to all parts of the bonuses you prefer to focus on the point (sic: the eggs in one basket), then the following is a hypothetical scenario:
Warrior 1: Hey, want to know how a mage in battle-torn it?
Warrior 2: Of course, how to do it?
Warrior 1: Disarm … …
Master is not one to rely on weapons to attack the occupation, we will not under its non-essential part of the great effort. By now you require more armor, melee bonuses of similar, more attack points, or strengthen the arms, it seems that you are asking for a transformation into a soldier the opportunity, while maintaining the long-range damage.
In addition, use the staff and the use of the sword / deputy, there is a difference, you seem to suggest that we re-establish our goods data, the proposed design according to your weapons and armor. That your proposal is to allow game makers to push to the reconstruction, which is obviously impossible.
Hp = hp
Ac = ac
Resistance = resistance
Force / Min = Intelligence
Staff weapon dps = damage
+ Attack Power = + damage
+ Crit + crit =
You see it is only fair, we should get the same rights and soldiers, if the soldiers can loot in UBRS and MC, get 50% and 30% of the damage the viability of upgrades for weapons obtained in 15% of the injuries and 2% crit increase, why we can not do.
I have already explained how we improve player attributes and capabilities and how to change, and now there is no definitive evidence that aspects of the Master and soldiers in enhancing the apparent gap. You should be emphasized in legal systems and combat system to get the weapons as obtained through a significant strengthening of this argument is unacceptable, no weapons nothing combat system, the law is not,buy wow gold or if you are willing to like them?
(Skip the summary of two meaningless dialogue)
Full end of the … …
The origin of this quote: Master of a particular resistance to a mage complaining about the situation (Azrayne), and then made some Tseric explained in the Replies, and the resistance that exists at this stage need to fix the place, but to balance the game for no effect on … …
Replies can be summed up by a few points that we broadly to:
With the arrival of Ahn’Qiraj resistance to the conversion equipment will be put on the agenda, the most reliable is the natural resistance of the large demand, the Emerald Dream and Ahn’Qiraj is likely to be demanding on the natural resistance to a copy of Flame resistance equipment will also be weakened.
Master of the high-end copy of the equipment will be finalized in the effect of increased intelligence and increased damage / crit on, and increase resistance to / back to the devil and other additional properties, no increase endurance without armor. And the set of all the fantasy games, like, the Master needs to do is not to be down rather than to suffer a few attacks.
Master in the next patch (1.9) in the temporarily buff (increase) without nerf (reduced) … … private law is set in the orange arms, combat system too much at this stage to alleviate the Guards weapons led to the case law hard to survive .
Chance to resist damage bonus formula and formula may be modified … …
Law is certainly not good the day before.
Personal view:cheap wow gold Master is not just a series of work … … do not understand is the root of the problem.