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Battle for Azeroth: New Formula for Calculating Ability Damage
격아
2018/02/15 시간 09:03
에
Archimtiros
에 의해 작성됨
In
alpha build 26010
, we found that Melee & Hunter abilities which were previously based on weapon damage now instead use attack power as a direct coefficient. On live, attack power based abilities ignore weapon damage entirely, raising questions of whether weapons would scale poorly for everyone without greatly increased stats, weapon damage would no longer exist, or some other unknown change.
Thanks to
Archimtiros
, Navv,
nuoHep
, and the rest of the SimulationCraft team, we've learned that the actual ability damage formula itself has changed as well, and all non-caster abilities now use both weapon damage and attack power, even abilities like
방패 밀쳐내기
or
울부짖는 한파
. This appears to be intended to create better balance between classes, rather than some favoring weapons heavily (Warriors), while others hardly at all (Monks).
How it works in Legion
On live,
Frostscythe
deals 135% weapon damage, so under the hood it uses the current formula:
(Weapon Damage + Attack Power / 3.5 * Normalized Weapon Speed) * Coefficient * Damage Multiplier
A level 110 Death Knight with no gear except a
Cutlass
, has 10,232 Strength (Attack Power), 7-12 weapon damage, and a normalized weapon speed of 2.4 for one-handed weapons, multiplied by their 12% base Mastery, and the current 28% hotfix scaling aura
Frost Death Knight
.
Therefore, they would deal:
(7 + 10232 / 3.5 * 2.4) * 1.35 * 1.12 * 1.28 = 13,592 minimum damage
(12 + 10232 / 3.5 * 2.4) * 1.35 * 1.12 * 1.28 = 13,602 maximum damage
(13592 + 13602) / 2 = 13,597 average damage, which matches the tooltip
*Note: Physical damage, such as Obliterate, is still subject to reduction by enemy armor, so actual damage would be less than the tooltip value.
Changes in Battle for Azeroth
In Alpha,
서리낫
deals 16.2% attack power, but also still benefits from your equipped weapon damage. Keeping in mind that all numbers are squished, it will use the new formula:
(Primary Stat + Weapon DPS * 6) * AP Coefficient * Damage Multiplier
Authors note: Adjustments have been made over the course of the Alpha/Beta process - the formula is now AP + WDPS *
6
rather than multiplied by 7, as it was at the time of writing this article. Under Blizzard's new naming conventions, (Primary Stat + Weapon DPS * 6) is now referred to as "attack power".
A level 110 Death Knight with no gear except a
커틀라스
, has 363 Strength (Attack Power), 1.73 weapon DPS, multiplied by their 12% base Mastery, and the current hotfix scaling aura
냉기 죽음의 기사
.
Therefore, they would deal:
(363 + 1.73 * 7) * 0.162 * 1.12 * 1.28 = 87 damage, which matches the tooltip
Authors note: Adjustments have been made over the course of the Alpha/Beta process - the formula is now AP + WDPS *
6
rather than multiplied by 7, as it was at the time of writing this article.
*Note: Physical damage, such as Obliterate, is still subject to reduction by enemy armor, so actual damage would be less than the tooltip value.
What does this mean?
The major point is that while this doesn't really affect anyone from a gameplay perspective, it's a significant change to the things you don't see working under the hood. Most importantly, it seems to be an attempt at uniformity between classes, making the effects and benefit of weapon damage more consistent, creating better balance for everyone.
From a systems design perspective, the most interesting part is that there no longer appears to be a difference between attacks which are based on weapons and those which aren't. Currently, attacks which wouldn't realistically use a weapon, such as Kill Command, Howling Blast, Diseases, Poisons, and Bleeds, only benefit from attack power and ignore weapon damage entirely. Although it would benefit from the increased agility on a weapon upgrade, you wouldn't think that
용의 포효
should realistically benefit from your weapon's damage, but under this new system, it does.
Although that may seem strange, Monks are the most notorious example of why this change is a good thing; although they wear weapons, most attacks are made with their legs and fists, and so for thematic purposes all but a few of their abilities are attack power based, causing savvy players to almost completely ignore weapon ilevel. Although individual class tuning will still dictate absolute gain, by making all abilities use the same formula, every class should value weapon upgrades and ilevel much more comparatively.
There are also a few other considerations;
By using weapon DPS instead of the weapon's damage range, there's no variance in ability damage; every cast of the ability will deal the same damage (x, x+1), provided no change of de/buffs. Many AP-only scaling abilities, such as
방패 밀쳐내기
do this in
Legion
already, but others do not.
Due to common attack speeds across weapon types, there's no longer any need to normalize weapon speed, a feature that's been in the game since Vanilla Patch 1.8.
The auto-attack damage formula appears to have been changed in
Battle for Azeroth
as well, although we haven't quite figured out exactly how yet. Currently auto-attacks on the Alpha are contributing an inordinately large amount of damage for many classes, so it could very well change again. In
Legion
it's:
(Weapon Damage + Attack Power / 3.5 * Weapon Speed) * Damage Multiplier
Casters are not affected by this change; their spells currently gain no value from weapon damage on live or in the
Battle for Azeroth
Alpha. Instead, they use Spell Power via Intelligence, which their weapons tend to have a higher than normal amount of, to compensate for ignoring weapon damage.
With both the
Legion
and
Battle for Azeroth
formulas, abilities with offhand components, such as
분노의 강타
, use the formula separately for each weapon, halfing offhand damage as a final multiplier. This way, both attacks benefit from the combined attack power, but only their own individual weapon damage/DPS.
The new formula has been derived largely through exploration, and may not be exact. Although many abilities have been tested, some may still work differently, whether by oversight or design, while others currently have inaccurate tooltips.
As a reminder, this is Alpha content, which is
always subject to change
, and may not make it all the way to release.
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