So, it's confirmed that us poor crafters can't get the bonuses (warforged, prismatic gem slot, tertiary stats)?\r\rHow about from Apexis-grinding, do those six slots get the bonuses?
The bonuses for difficulties have already been integrated into item weights but not the second-level stuff like Warforged, Extra Sockets, tertiary. There would be dozens of variations, not to mention 20 variations for each type of random stat. We played around with it last week and it felt too overwhelming when it wasn't crashing the tool. We'll see if we can refine results to allude to them in the future but including them now felt too confusing.I'm not sure what you mean by different versions collapsed--I think what's happening here is that you're searching for gear that requires level 100, but the other versions don't appear because you can equip them below 100.If you want to play around with weights to add stats like Versatility or Multistrike and see level 100 results, you can customize the weights and it should return items from all difficulties, with hybrid primary stats also calculated correctly.The tertiary stats scale based on their item level, eg if you get a dungeon item from Normal mode UBRS with avoidance, it will have less avoidance than an item from Heroic UBRS.Crafting is easier than in Warlords--you don't need to be max level to make these epics.
Currently, that applies to other raiding difficulties too. I've left Throne of Thunder only to return with all the bosses defeated, despite leaving the group after the first boss.. It's quite annoying.
Has anyone at Wowhead experienced the farming\/grinding exp nerf. I was reading the Wow forums earlier today and I didn't save a link, but it's something along the lines of after 15 kills of a single mob, your exp drops to 10% of what you would normally get for killing that mob. \r\rI'm not too happy about this news, but I'm also not freaking out because I feel that there needs to be some more clarification on what's going on, and as such, any news on this from you guys?\r\rThanks
Good GOD, you guys just keep making this database even more and more amazing. This helps me plan for all my alts so much better.\r\rKeep up the amazing work!
Currently, that applies to other raiding difficulties too. I've left Throne of Thunder only to return with all the bosses defeated, despite leaving the group after the first boss.. It's quite annoying.\r\rIt's.. always been that way? Mythic is the "old" Raid ID lockout style, going back to Vanilla. Which every raid up until Siege was in Mists as well.
I want to add that For the last week my wife and I have been having the Mythic lockout changes affect our normal and heroic raids that we two man. She and I for example may do the conclave (first encounter "boss") in Tot4W. Then we break party and attempt to each fight Al'Akir solo for increased mount chance. However we are both placed back in the same raid. We will not be in party but both be able to see each other and are forced to share the same lockout. \r\rIf I go and defeat Al'Akir and she is say, doing dailies; she won't be able to do him later on in the week. When she enters the raid it tells her that she is entering a raid with 2\/2 bosses killed and will be saved. \r\rA GM told her after a ticket response that this is working as intended... Which is very strange, since we were not in mythic.
No problem, if you could detail the other stat weight issue to we'll try to look at it soon.
Has anyone at Wowhead experienced the farming\/grinding exp nerf. I was reading the Wow forums earlier today and I didn't save a link, but it's something along the lines of after 15 kills of a single mob, your exp drops to 10% of what you would normally get for killing that mob. \r\rI'm not too happy about this news, but I'm also not freaking out because I feel that there needs to be some more clarification on what's going on, and as such, any news on this from you guys?\r\rThanks\r\rHas anyone seen clarification on this?
BTW, look at the different stages for each Crafted item. The item not only become better statistically, but it becomes better visually. Great addition, Blizzard.I think professions are gonna be viable thru the whole 90-100 grind. Only thing better is Heroic, for the most part.I do have a question. There are two items that aren't a part of the Warlords Crafted requirements.The Shrediron's Shredder and Shadowtome aren't in that system, but they are viable weapons that can be upgraded 3 times.Anyone got a clue for this exclusion? I've been wondering for a while now...
Has anyone at Wowhead experienced the farming\/grinding exp nerf. I was reading the Wow forums earlier today and I didn't save a link, but it's something along the lines of after 15 kills of a single mob, your exp drops to 10% of what you would normally get for killing that mob.This was an effort to stop power-leveling but was overtuned and is going to be disabled and re-worked.Source: http:\/\/us.battle.net\/wow\/en\/forum\/topic\/15007430804?page=24#466
Currently, that applies to other raiding difficulties too. I've left Throne of Thunder only to return with all the bosses defeated, despite leaving the group after the first boss.. It's quite annoying.\r\rIt's.. always been that way? Mythic is the "old" Raid ID lockout style, going back to Vanilla. Which every raid up until Siege was in Mists as well.\r\rNo, they changed it to the "flexible lockout system" (or something of a similar name) when ICC was released (but not retroactively), which let players drift between raid IDs at the same place... except for heroic difficulty. http:\/\/www.wowhead.com\/guide=4.0.1\r\rExactly. Which is what we expected but when 6.02 came out I noticed that all raids are now functioning as the mythics they are describing here.
In challenge modes the bonus stats and sockets will be inactive, so maybe they should be greyed out when Challenge Mode is checked on the item's page ?
The mythic lockout change from Cata's flexible system is silly in my opinion. My guild was 10man heroic so the change to mythic really gimped us. To make things worse, someone can now steal your lockout such as happened to us on week 1. Tuesday we cleared to Thok and were slated to resume Sunday. One of the pugs stole the lockout and cleared it. :(\r\rThe change of Mythic vs. heroic should have not been implemented until WoD as being near the end of an exp. a lot of players are taking a break or still in the same guild they've been in. For groups that were well progressed in 10man this really set back.\r\rtl:dr nb4QQ
I want to add that For the last week my wife and I have been having the Mythic lockout changes affect our normal and heroic raids that we two man. She and I for example may do the conclave (first encounter "boss") in Tot4W. Then we break party and attempt to each fight Al'Akir solo for increased mount chance. However we are both placed back in the same raid. We will not be in party but both be able to see each other and are forced to share the same lockout. \r\rIf I go and defeat Al'Akir and she is say, doing dailies; she won't be able to do him later on in the week. When she enters the raid it tells her that she is entering a raid with 2\/2 bosses killed and will be saved. \r\rA GM told her after a ticket response that this is working as intended... Which is very strange, since we were not in mythic.\r\rare you doing the tot4w on heroic diff?\rthe blue notes applies to mythic soo lockout and heroic icc until heroic tot
Edawan - I would recommend simply deselecting those augmentations in the Item Versions meni, the Challenge Mode checkbox just covers scaling.
I experienced the xp nerf while questing in Outlands on my druid over the weekend. I was just working on some quests that had low drop rates so I had to kill 20 or so of the mob and my xp dropped to almost nothing... So glad they're turning it off. It was seriously broken.
I experienced the xp nerf while questing in Outlands on my druid over the weekend. I was just working on some quests that had low drop rates so I had to kill 20 or so of the mob and my xp dropped to almost nothing... So glad they're turning it off. It was seriously broken.\r\rThere were lots of complaints regarding it. Considering how I have a tendency to pull about 8-10 mobs together and massacre them on a good number of my characters (as in this could arguably be normal play too), I can imagine how painful the penalty is :(
I don't think there is a real definitive way for them to stop grind exploiting anyways.
I think there just needs to be better scaling in terms of the XP loss when grinding mobs. First 20 give you 100% xp, the next 20 give you 50%, the 20 after that 25% and anything after that is 5-10%. (Doesn't have to be 20, could be 10 for some and 40 for others, depending on density\/difficulty\/xp gain). \r\rIt means that those doing quests legitimately (even with low drop rates) aren't penalised, and players who stick around a little longer or have to clear their way out, aren't gimped either. Plus other than farming for mats or a specific item, when was the last time you had to kill more than 20 of one mob type? \r\rKnowing Blizz and their tendency to go to extremes though, I can see them completely removing mob xp and upping the quest reward...
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