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  • Hendrata
  • Member Since Oct 1st, 2008

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Buff(ing) For BlizzCon: Carving out Caverns of Time and unarmed combat {WoW}

May 20th 2010 12:51PM Yup, scale is a wonderful tool to do what it's supposed to do, but often misunderstood and misused (kinda like Recount).

What you need to remember is that muscle is heavier than fat, so gaining weight may mean you gain muscle and losing weight may mean you lose muscle. Of course it might also mean you gain or lose pure fat.

So measuring length around certain places of your body is a much more accurate portrayal of your progress, not to mention sometimes more encouraging than using the scale.

The Queue: High above the mucky-muck {WoW}

May 18th 2010 1:13PM I have a question about this phenomenon called "Plate HP Envy" (I think I heard it back in last year's Blizzcon). It's something about how plate wearers tend to have bigger HP in general.

My question is, how exactly this happened? Do plate gears really have that much more stamina in it than cloth? If so, then something is wrong with the dps tuning and item budget.

Say 2 characters, a mage and a dps warrior, each wearing the same iLvl gear. (Say a full 245 gear on every slot, properly itemized). From my observation, it would seem that the warrior has much more stamina than the mage. But if class balance is done properly (which I think mostly is), then they both should output the same dps. (maybe 5% less for hybrid tax). But every point that goes into stamina in warrior's gear could have gone into Strength or +AP or even things like crit and haste. The fact that they both output similar dps means that either strength is underbudgeted and should have been more expensive, or the underlying warrior base damage is too high (or the underlying mage base damage is too low).

Is this right, or am I missing something obvious in terms of stat allocation and game mechanics?

The Queue: Bree to wed Asian design major {WoW}

May 11th 2010 5:12PM Another question, I was simply trying to settle down an argument with a friend:

Back in vanilla, paladins were counterparts to shaman, since Alliance has paladin and Horde has shaman. That's why they were balanced against each other. But did they really intend for shaman to be able to tank raids back in Vanilla? If so, how exactly, with mail gear and all that. Secondly, by balancing against each other, do they just mean dps output, or everything? Shaman has Elemental tree, but Paladin doesn't have that caster dps tree.

The Queue: Bree to wed Asian design major {WoW}

May 11th 2010 2:19PM Didn't they standardize all spell ranks a while back? I thought now all ranks of the same spell cost the same amount of mana

The Queue: Bree to wed Asian design major {WoW}

May 11th 2010 1:21PM Here is a question:

Why can't paladin and warrior equip plate before level 40? Or rather, why didn't they create plate armor from level 1? Is there a reason behind the whole level 40 armor thing where hunter and shaman gets mail, druid gets dire bear, etc?

The Art of War(craft): Of honor and conquest {WoW}

May 7th 2010 5:36PM Thanks everyone. Now I see why they adopted this model, it's not just legacy, but because that's what keeps us playing (and paying).

The Art of War(craft): Of honor and conquest {WoW}

May 7th 2010 4:02PM I agree. I think the compromise here is to allow 2 levels of weapons: the lower level ones that you can buy without any rating restriction, and the higher level ones where you need like 2200 rating or something.

The problem with the current system is that there's NO weapon if your rating is not up to par. NONE, NADA, ZILCH. It's not because the best weapons require ridiculous rating. I think the best weapons SHOULD require high ratings, just as the best weapons in game drop from heroic 25 man Lich King.

The Art of War(craft): Of honor and conquest {WoW}

May 7th 2010 3:50PM Allow me to ask a very basic question: why do the developers insist on bosses dropping random loot? I know that this has been the model in the past X years of MMO history, but doesn't mean it's the best one.

Why, for example, don't they make it that the boss drops an item that, upon a turn in, will grant the players with a significant amount of Valor points? For example if a kill awards 200 points to everyone in the raid, then this item awards 3000 points to whoever turns it in. Maybe even drop multiple of those. We're already doing it with the whole Crusader Trophy, or even class-specific tokens.

Or why don't they just get rid of loot altogether and bump the valor point award to, say, 500 points per kill.

Or have raid quests that say: kill Lord Marrowgar 10 times, and you'll be awarded with 15000 valor points. It's more predictable to gear up this way.

Drama Mamas: When the game is no laughing matter {WoW}

May 7th 2010 11:49AM Read the last paragraph of the article. It's copy pasted as the first paragraph of my post.

Drama Mamas: When the game is no laughing matter {WoW}

May 7th 2010 11:20AM If the tank or healer in your dungeon finder group is struggling to keep up with your blistering DPS, lighten the load -- literally. Dial back the intensity by switching out to some lower ilevel gear. Not only will you smooth the group's performance by shrinking the awkward imbalance, but you may find that attacking the content wearing appropriate gear injects an element of strategy and fun into instances you've run again and again.

Yeah when I run with a much lower-geared tank through random dungeon tool, I usually unequip my head piece. No one in the group can tell because they think I just have the show helmet option turned off. The instance run would be a lot smoother because of that, no more aggro drama, no more getting hit (and dying and paying repair). It's not that any of the heroic content is really challenging, even with appropriate gear, they're mostly basic strategy: avoid the fire, cure poison, type of stuff.