20 June, 2006

1.11 Out Soon

Tigole's informing that testing of 1.11 is wrapping up.

Cool... 1.12 draws closer. And that might be the patch which would complete our talent review.

Edit: It's out!

10 Comments:

Anonymous Anonymous said...

And that might be the patch which would complete our talent review.

I think that is fairly unlikely based on past history.

You also might want to report that our rank 12-13 pvp set might be heading back to the critadin style, there was a blue post on the general forums saying that "We realize that certain rank 12-13 sets were changed too dramatically from what the people originally put the effort in for. We are going to change the stats of certain sets to make them more in line with the original vision of the sets".

I have to think he was talking about us.

While a lot of the paladin community will say "OMG THE NEW SET WAS BETTER THAT THE OLD ONE" what they don't realize is that the 'new new' one will be better than the old one also, it will get a stat buff.

Overall that might be a good thing. I don't have rank 12-13 gear, and I mostly heal in pvp, but I think retribution paladins should have something to shoot for outside of AQ 40. Either that, or they should revamp the retribution tree to make us rely on spell stats (ie +damage/healing, int) rather than physical ones.

It's funny, but Seal of Command which is our most pvp viable seal, shows some of the problem with the class. On one hand, you want to chase melee crit and a lot of attack power/strength to make Seal of command hit for good damage. On the other hand, a Good deal of Spell Damage and Int is needed to make JoC more viable. So with just one seal (and pretty much our best/only pvp option) you end up chasing +crit/agility, Strength/attack power, +Damage/healing and int.

I mentioned before that maybe they should make retribution revolve around more int/spell power, just to give us some kind of relief from the hybrids Dilemma. I really don't know how they could do this, off the top of my head, maybe:

Seal of Command - Make this seal magic based, and dependant on weapon speed. Something like 7PPM @ 500 damage each for a slow weapon might make sense, with the damage going down as weapon speed goes up. The co-efficent should be slighty raised as well.

Vengence - Rather than turning on when a melee crit occurs, they could make it activatable with a 2-3 minute cooldown.

Ok, I'm ranting now. :D

1:00 AM  
Anonymous Vaelin said...

Or it might be just like 1.11, where we go an entire patch cycle with no word from Blizzard and end up only with more bug fixes or nerfs.

4:15 AM  
Anonymous Anonymous said...

Quite disappointed in the backtrack from Blizzard on the rank 12+ stuff. I felt it was Blizzard's good way of saying how useless a paladin with a 3.2k mana pool was...

If people realised that one +spell damage increases your SoC and JoC DPS by 0.11 (plus obviously increasing HoW and Healing) while one STR increases it by 0.18 minus armour (STR usually coming in lower numbers than +spell dam) why would they continue to go with maxing AP and STR? I can understand to a certain extent the fact that crits help burst damage but I wish people would move away from STR/AP...

You can make a perfectly well rounded pvp build around spell damage, INT and STA - in actual fact you can even make a perfectly acceptable pve DPS build around these stats which is another thing people continue to complain about...

9:48 AM  
Blogger Brian said...

Unfortunately, Patch 1.11 contains a problem for Retribution Paladins.

I don't know if this is a nerf because Blizzard claims that it always works this way.

In the Test Realms, people noticed a delay between a swing and the SoC proc. When people complained, we were told that this is only a visual delay and that there is no delay between the two attacks.

Then, people provided pictures where SoC proc was 0.5 to 1 second behind the triggering swing. Also, we had a pic of SoC "failing" because the target was dead. Again, someone questioned the delay and we were told this was a "client-side" delay and that SoC always fails if the target died from the melee swing and the melee swing procs SoC.

I've played a Paladin almost since release and have been almost exclusively a Retribution Paladin. I have never seen a message that SoC failed because the target was dead. To the contrary, I've seen SoC proc on a dead target plenty of times (happened last night).

Now, we have a post that shows the consequences of that delay. A melee attack procs SoC but SoC fails because the Paladin is stunned. So, we can add that to the list of things that will lower the SoC proc rate. A dodge, a miss, a block, or if the Paladin is stunned.

GG Blizz. Stealth nerfs for the lose.

5:51 PM  
Anonymous Anonymous said...

Patch is up and live.
notes

5:54 PM  
Blogger Thoma said...

The problem with your math example is that the +attack power adds to both white damage and holy damage. SoC is based off of weapon damage with +attpower figured in.

Given that it's two attacks, every increase of +att power gets counted twice. (Assuming you get a full 7 ppm and judge JoC every eight seconds you get 14.5 bits of holy damage, the slowest weapons in the game allow for 15.78 attacks per min.) So +spell damage only counts for 15 or so attacks per min, and +attpower counts toward 30 attacks per min.

Also note that stacking spell damage before you get to a raiding situation is extremely tough. Before MC there is very little plate with +spell damage and there isn't enough of it to matter. Even when you get to raiding you won't see much plate with +spell damage till Judgement.

And your numbers for spell damage are off. SoC only gets a 20% bonus from spell damage while JoC gets 43%. So that works out to one +spell damage equals a .07 dps increase. Given that +strength is over four times as effective per point...which would you take?

6:28 PM  
Anonymous Anonymous said...

1.11 is awesome for pally changes, we got our seal of command tooltip fixed. YES! /sarcasm off

6:42 PM  
Anonymous snow said...

Also a big nerf is that judgement of command is now resistable. Is this a bug fix? Yes, I think we knew that. Does it suck a lot? Yes, quite a bit. Time to stock up on some +spell hit gear.... On the bright side, we can now take almost any piece of gear and have a use for it.

Also I don't have a ZHC (yet) but since it got nerfed, and then nerfed again for paladins specifically, there goes some of those burst dmg screenies we've all enjoyed drooling over.

11:53 PM  
Blogger Thoma said...

All judgements have always had the same base 4% to be resisted. Some mobs have always had higher resist rates. (That cow Onyxia for one seems to love to resist JoW)

1:36 AM  
Blogger Thoma said...

So something I figured out last night...rank 1 conscrate does enough damage to make a mob "yours" even on lvl 60 mobs. And we can spam that for a long, long time. Something to keep in mind as try to get your runes.

6:04 PM  

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