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Posts with tag Mega-Damage

Mists of Pandaria: UI Updates

If you've been nervous about how Blizzard intends to handle the item squish that Lead Systems Designer Greg "Ghostcrawler" Street discussed in a developer blog back in November, worry no more -- we saw the solution in action first-hand at the press event. We also saw a few other notable UI updates and additions, such as the full implementation of the new talent pane, a new buff tracker, and a revamped character creation screen.

Mega Damage

Rather than compressing item levels and retuning seven years' worth of content, the developers appear to have opted to go with the concept of Mega Damage, replacing a bunch of spare 0s with a K or an M where appropriate. When killing mobs in Pandaria, my four-digit damage was not compressed. If I hit something for 3,000 damage, it displayed as 3,000 damage. However, five-digit numbers and higher were compressed. 30,000 became 30K. It's a very simple solution and should have very little impact on your gameplay overall.

Here's Ghostcrawler's explanation of the Mega Damage solution from that old dev blog:

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Filed under: News items, Mists of Pandaria

Ol' Grumpy and the grimoire of gear inflation

Hello again, everybody. I'm Ol' Grumpy. You might remember me from such posts as Ol' Grumpy and the Goblet of Firelands adjustments or Ol' Grumpy's guide to outdated content and you. This time, we're going to be talking about what gear inflation is, how it happens, and why something eventually has to be done about it.

Gear inflation has actually been a concern of mine since about halfway through Wrath of the Lich King's expansion cycle. Back then, it was armor penetration that really set off my gear inflation warning bells, a stat that's since gone the way of the dodo. If you remember ArP, you remember that it start acting extremely weird at higher gear levels and often had to be adjusted and capped to keep it from doing things like reducing target armor into the negative.

In essence, for a brief period after Ulduar dropped, ArP could actually cause your target to have negative armor values so that their damage taken was increased by a percentage instead of just reduced by a percentage. This was very wonky. It was quickly capped and the stat adjusted. But by ICC levels of gear, it was possible again to reach 100% ArP, and doing so was absolutely your best bet as a melee DPS.

Now, let's be honest: Gear inflation is the inevitable by-product of a game where one increases in power via leveling and gaining new gear. It must happen. If you simply look at gear from original World of Warcraft's 1 to 60 game, you'll see that gear steadily increases in power and that raid gear from MC to BWL/AQ and to the now-vanished Naxxramas-40 steadily increases in power. Indeed, Naxx-40 gear was such an upgrade in power that it was roughly as strong as blue drops from level 70 instances. You could raid Karazhan in Naxx-40 gear. The Burning Crusade dealt with gear inflation differently than its successors did because it could.

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Filed under: Analysis / Opinion, News items, The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria

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