Wiz
NOT DONATING *EVER*
OK, I'm going to make this short. This is a discussion thread for some changes I have in mind for DPS.
The current problems with DPS are:
- Melee disparity between raid and exp mobs.
Essentially, because of the current to hit calculation, there is a huge disparity in what melee dishes out to raid versus exp mobs. By huge I mean 200 vs 300 dps for a top-equipped rogue. As well as making it hard to properly balance the lines between these mobs, it leads us on to point 2:
- Melee vs caster disparity in sustained damage
This is mostly a product of AAs which are creating the problem above - melees having a 85% or so hit chance against a level 60 mob. As pets do not gain this advantage and there is no comparable AAs for mana regeneration, this is throwing sustained damage gaps out of whack, with a warrior having higher sustained damage than a magician of comparable equipment against exp mobs - while the magician was more efficent against a raid mob!
- Solution
To fix this, I am planning to instute an avoidance cap on NPCs at level 60 which is comparable to the to hit cap of melees (250 offensive and 250 weapon skill). I am however planning to make both non-raid NPCs and players miss somewhat more. This should bring all melee DPS in line somewhere between the present raid vs exp (probably further towards the low scale, to be truthful) while keeping the game challenge the same. Or to use simpler terms: Melees will be more efficent against raid mobs and less efficent against exp mobs.
This should hopefully fix disparity problems between casters and melees in groups.
Please feel free to post any comments here. Save the sarcasm for your guildchat though.
The current problems with DPS are:
- Melee disparity between raid and exp mobs.
Essentially, because of the current to hit calculation, there is a huge disparity in what melee dishes out to raid versus exp mobs. By huge I mean 200 vs 300 dps for a top-equipped rogue. As well as making it hard to properly balance the lines between these mobs, it leads us on to point 2:
- Melee vs caster disparity in sustained damage
This is mostly a product of AAs which are creating the problem above - melees having a 85% or so hit chance against a level 60 mob. As pets do not gain this advantage and there is no comparable AAs for mana regeneration, this is throwing sustained damage gaps out of whack, with a warrior having higher sustained damage than a magician of comparable equipment against exp mobs - while the magician was more efficent against a raid mob!
- Solution
To fix this, I am planning to instute an avoidance cap on NPCs at level 60 which is comparable to the to hit cap of melees (250 offensive and 250 weapon skill). I am however planning to make both non-raid NPCs and players miss somewhat more. This should bring all melee DPS in line somewhere between the present raid vs exp (probably further towards the low scale, to be truthful) while keeping the game challenge the same. Or to use simpler terms: Melees will be more efficent against raid mobs and less efficent against exp mobs.
This should hopefully fix disparity problems between casters and melees in groups.
Please feel free to post any comments here. Save the sarcasm for your guildchat though.