Currently on live I have self buffed
-HP w/ MoL= 16631
-HP w/ MoL+AoT= 17081
-Dodge= 529 (12.54%)
-Parry= 896 (14.5%)
Hp from Armor of Treachery=450
Hp form Endu Flask=360
On test I have
-HP w/ MoL= 15651
-Hp w/ MoL+AoT= 16371
Dodge= 323 (7.65%)
Parry= 635 (10.28%)
Block= 1167 (48.50%/61.81%)
Hp from Armor of Treachery=720
Hp from Endu Flask= 604
So MoL def makes buffs scale fairly well. I'm not really sure what this is actually going to put us in a raid environment. I'd still Like to see some form of Hp:Sp scaling but honestly overall the mitigation changes are pretty nice.
i'm trying to theory craft the changes but can't remember what base health is.
If you actually graph the two equations
y = 1.6 * (b + (9*x)) for the new MoL
y = b + (9*(1.9*e)) for the old
Where b is some arbitrary number standing in for base health, say 2.5k...
You will see that as X increases (endurance increases) the old MoL actually scales better (the slope of the line is steeper). at a certain point the old MoL will always be better.
Base health matters of course - moreso for the new one than the old....
What am I missing?
Erymi, Zalfiqar, Veirah, Imyre
Mage, Rogue, Cleric, Warrior
I was testing live and PTS. The hitpoint change as it is currently results in significantly lower hit points than increased hit points. I think you should go back to the endurance route and scale it with endurance. A flat percentage of hitpoints may not work as efficiently. I'd reccomend trying 75 and 80% hitpoints if your wanting to stay with hitpoints, not endurance. I was finding myself anywhere from 500-1500 roughly less in hitpoints on pts with the new changes compared to live.
I also would say consider moving thick skin to justicar and use spellpower for further mitigation. Just food for thought.
So, I was doing some quick napkin math with the new MoL health modifier, and am wondering if this is right...
So right now Total health = Base health + 9 * End (I think the mulitplier is *9, correct me if i'm wrong).
With LIVE MoL, this equation becomes: total health = base health + 9*(1.9*end) [90% endurance buff]
With PTS MoL, this equation becomes: total health = 1.6(base health + 9*end), distributed equation is: total health = 1.6*base + 1.6*(9*end)
Treating these equations as lines, this means that on LIVE, the slope of the line is much higher than the slope of line on PTS (1.9*9 vs. 1.6*9), meaning at some value of endurance, the LIVE equation will always be better, even with the higher base.
Am I wrong? Is there something I'm missing, or will MoL no longer scale as well with these changes?
Edit: Coxswain beat me to it, but the point still stands - even if the base gets higher (ie, contribution from all the things we didn't get contribution from before), the scaling has been severely nerfed.
Last edited by Saralene; 02-13-2012 at 07:33 PM.
Saralene - Cleric || Wolfsbane
you arent, justicar hp got nerfed massively and our avoidance is almost half that of live.
Last edited by Alyvian; 02-13-2012 at 07:32 PM.
http://tinyurl.com/RaremobsSL < Almost complete SL rare list.
"Overall we want the various callings to be competitive with each other in their comparative roles. There isnít a mandate that Rogues do more damage than Warriors or that Mages be the best ranged damage in the game. Ideally we would like to see players with equivalent skill, gear, planar attunement, buffs etc be equally effective at damage, tanking or healing." - Kervik
This is an HP Nerf. I don't understand why we get an HP nerf. We need a buff.
A warrior receives 16.5 HP's per Endurance, in this currant PTS format a cleric gains 14.4 HP's per endurance.
I like the change to +health based buff that gives proper scaling with buffs and PA's etc, but it needs to be +80% to be inline with other callings.
I like the other changes alot, the levels of mitigation and avoidance are much better on test than on live and will be a big benefit to justicar tanking, this HP thing needs fixed though, its too low at the moment.