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The mechanics of most instant melee attacks have been modified to improve item balance. Previously, instant melee attacks did damage based on the damage range of the weapon, plus a bonus for the player's attack power. This bonus was then multiplied by the speed of the weapon. As a result, slow weapons did more damage than was intended, and fast weapons were considered inferior by most players. We have changed the way the attack power bonus is calculated for instant attacks. This change does NOT affect attack power calculations for normal melee attacks. Instead of multiplying by the speed of the weapon, the attack power bonus is now multiplied by a fixed number pulled from the following table:

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  • Warrior patch history
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  • The mechanics of most instant melee attacks have been modified to improve item balance. Previously, instant melee attacks did damage based on the damage range of the weapon, plus a bonus for the player's attack power. This bonus was then multiplied by the speed of the weapon. As a result, slow weapons did more damage than was intended, and fast weapons were considered inferior by most players. We have changed the way the attack power bonus is calculated for instant attacks. This change does NOT affect attack power calculations for normal melee attacks. Instead of multiplying by the speed of the weapon, the attack power bonus is now multiplied by a fixed number pulled from the following table:
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abstract
  • The mechanics of most instant melee attacks have been modified to improve item balance. Previously, instant melee attacks did damage based on the damage range of the weapon, plus a bonus for the player's attack power. This bonus was then multiplied by the speed of the weapon. As a result, slow weapons did more damage than was intended, and fast weapons were considered inferior by most players. We have changed the way the attack power bonus is calculated for instant attacks. This change does NOT affect attack power calculations for normal melee attacks. Instead of multiplying by the speed of the weapon, the attack power bonus is now multiplied by a fixed number pulled from the following table: * Two-handed weapons: 3.3 * Daggers: 1.7 * All other one-handed weapons: 2.4 As a direct result of this, many weapons have shifted position in their relative power. In particular, many Epic (purple) quality items are now more powerful than slower Superior (blue) weapons. This change was not made to reduce the power of instant attacks, but to correct the relative imbalance of weapon itemization. At a given level requirement, epic quality weapons should always be more powerful than superior quality weapons. Please also note that all normal weapon swings will be completely unaffected by this change. The following abilities are affected by the design change: Whirlwind, Mortal Strike, and Overpower. * The cost per point of durability to repair plate, chain, and leather items has been reduced to be equal to the cost of repairing cloth items of the same quality. * Concussion Blow - Will now initiate combat when used. * Shoot Bow/Crossbow/Gun - Fixed a bug where these abilities could be used faster than intended. * Throw - Use of this ability will now only cause a cooldown with Shoot abilities. * Mortal Strike - Now uses normalized attack power. * Overpower - Now uses normalized attack power. * Whirlwind - Now uses normalized attack power. * Warriors can immediately Intercept after using trinkets to remove immobilizing effects. * Camera angles when using Charge should be improved. * Items which provide +hit chance will now be allowed to counteract the increased miss chance penalty of dual-wielding.
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