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3-09-2012 @ 5:17PM
I don't understand why you argue the linearity of block in one paragraph then conclude by stating that a better solution would be to maintain the linearity you just cited as the source problem, and simply modify the conversion rate. If linearity was the problem before, it can (potentially) be a problem again with higher ilvl gear in MoP, and the devs see that. This is a more permanent fix than having to constantly monitor all the potential ways pallies are going to try to stack mastery and make sure it never reaches a certain level. Also, it brings pallies and warriors in line with the way mitigation works with DKs and druids; druids have dodge and DKs have dodge/parry for avoidance and then for more "active" mitigation they have mechanics to mitigate attacks that are not avoided althogether. Pallies and warriors will now have the similar incoming damage as a result of the two roll system and it sounds like the devs plan to make that blocking mechanic more "active" as well. Lastly, how do you get a value of 1.4% in your example? The value of mastery(block chance) in a two roll system is dependent upon the amount of dodge and parry you have. If you have high dodge/parry, then block is somewhat less attractive because it affects fewer incoming hits. By the same token, to achieve higher dodge/parry, you have more of those stats than mastery (block), so comparatively, mastery(block) has more value due to diminishing returns on the higher stats. My point is that there is a strong and non-linear relationship between dodge/parry and block under this system so hard numbers can't be calculated without knowing those precise values.
3-09-2012 @ 5:20PM
You would also need to know the decay rates of dodge, parry, and mastery
3-09-2012 @ 6:33PM
I believe his linearity argument comes down to this: the two-roll system is EXACTLY the same thing as the current one-roll system with a nerfed value to mastery, at one given "snapshot" point. Theck proved that 1-to-1 mapping on his blog, as mentioned by the author.So this new system doesn't have much of a point, except introducing the exact problem you describe - the value of mastery would now depend on your avoidance (more avoidance makes mastery less atractive). Which is fine, if that's the goal, but it goes directly against Ghostcrawler's intended design (according to his Dev Watercooler post).Personally, I think this will be one of those things that will be designed and redesigned at least a couple times before MoP comes out.
3-09-2012 @ 8:09PM
How consistent it is with their goal depends entirely on how you count it. With the plan GC mentioned, any given amount of Block will mitigate exactly the same amount of damage that isn't avoided.Nature's Guardian seems to be cut from the same cloth, but I've not done the math to see how it deals with variations in your base armor.Blood Shield stands as the odd mastery out; sure, it only mitigates against physical damage, but it scales completely linearly (so far) and offers mitigation against non-physical damage indirectly, since big magic hits power Death Strike just as well as big physical hits.
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