Jump to content
FORUMS
Sign in to follow this  
Starym

The Power of Direct Damage Procs in the Dragonflight Pre-Patch

Recommended Posts

Clipboard01.jpg
 

There's something strange happening with certain specs' DPS in the Dragoflight pre-patch, as some are suddenly doing crazy amounts of damage. Normally we'd just attribute it to a "pre-patch chaos of two expansion systems interacting", but our Blood Death Knight guide writer Mandl found some very interesting things going on. So let's take a look at what's happening and why it's significant not just for the pre-patch, but how these specs might work in Dragonflight itself as well.

Why are Direct Damage Procs so Busted right now?

As you may have seen on logs and general statistics, an unusual trend has been taking place for most of the pre-patch: Guardian Druids have been doing a slightly incredible amount of damage. They are not the only ones, however - lucky Gavel users, including Blood Death Knights, often see themselves walking out of boss fights with Kyrian or Venthyr boons doing 30 to 40 percent of their damage. This is new to the Dragonflight pre-patch, and seemingly came without notice. What happened?

The answer to this mystery lies in a sneaky change that occurred sometime during the Dragonflight beta cycle. All effects, both dealing direct damage, direct healing or absorbs, work off a relatively simple set of curves, whose points are pre-computed and stored in game data. Back in September, build number 45570 modified the one used by virtually all direct damage effects, multiplying all values by 1.65 (a 65% gain). A hotfix applied just before pre-patch launch (build 46293) reduced this down to 50%, which is the value we see today on live servers.

To give you an idea of the breadth of this change, these are some of the effects that were directly modified by this change:

The last point in particular led to some interesting rumors of Shadowed Orb of Torment Shadowed Orb of Torment killing players out of the blue shortly after pre-patch launch, and this is not impossible to understand. It also allows us to quickly and efficiently verify this change, as friendly fire damage is unaffected by Versatility or other damage increases or reduction effects. Check out the difference below:

Effect Season 4 tick value (mythic ilvl) Pre-patch tick value (mythic ilvl) Delta
Tormented Insight 9691 14 536 50%

This change has greatly benefited some players and specs, and greatly cost others. Blood Death Knights (thanks to Gavel), Guardian Druids (thanks to Gavel and Cache) and Rogues (Banshee's Blight Banshee's Blight also benefited from this, along with Cache and Fusion Amplifier) came out as clear winners. On the other side of the scale, most casters likely got hurt by this, as Shadowed Orb of Torment is a clear favorite trinket, and in this particular case, the effect that got buffed was the friendly fire (negative) effect.

With this in mind, some of the log data from pre-patch starts to make more sense: this parse in particular, from Dec 8k above the competition, makes sense. This was not previously easy to do, but due to the removal of some of the borrowed power present in Shadowlands along with this 50% buff, a single Gavel roll can easily account for 25% of their damage.

More worryingly, however, is the distorted image this may convey of specific specs, Guardian Druids being the prime example of this. With the triple Fated affix being introduced, along with all bosses being fated, it is now possible to have Chaotic Mote Chaotic Motes on almost every boss - a situation that greatly benefits Guardian Druids, as they can very easily deal massive damage to the motes by simply using Ravenous Frenzy Ravenous Frenzy at the same time. This skews damage dealt massively in their favor, as seen on logs like this one, with a Guardian Druid easily towering above the rest of the raid.

To make matters even worse, Thrash Thrash can directly proc Vicious Wound Vicious Wound (the bleed debuff from Cache of Acquired Treasures Cache of Acquired Treasures, one of the trinkets buffed by the change we mentioned before) on any target it hits, and the bleed effect is hasted. This very quickly leads to a snowball effect, where two effects deal a combined 30 to 35% of the specs damage on any encounter. While this may be pre-patch, it could lead to specialization-oriented tuning, where the core of the problem is an unfortunate mix of borrowed power and below-the-hood tuning going awry on specs that were already poorly designed, and whose damage relies almost entirely on borrowed power to stay relevant.

So, to summarize:

  • Any trinket or cantrip effect that deals direct damage in any shape or form has had its effect buffed by 50% on pre-patch launch. Go and enjoy your significantly stronger procs!
  • Guardian druids need some love, as without these effects, they'll be permanently stuck in Valdrakken.


You can find more from Mandl here:

Share this post


Link to post
Share on other sites

I agree that the guardian druids need some love! I am surprised they are launching in such a state, I thought guardians would have one of the better and more interesting trees.

Share this post


Link to post
Share on other sites
8 hours ago, Ken007 said:

I agree that the guardian druids need some love! I am surprised they are launching in such a state, I thought guardians would have one of the better and more interesting trees.

Why would they have a more interesting tree when the specc itself consists of a basic rotation of 2 buttons

Share this post


Link to post
Share on other sites
2 hours ago, Cham79 said:

Why would they have a more interesting tree when the specc itself consists of a basic rotation of 2 buttons

Three

Share this post


Link to post
Share on other sites
3 hours ago, Cham79 said:

Why would they have a more interesting tree when the specc itself consists of a basic rotation of 2 buttons

I didn't make any comment about the rotation (which is the the buttons you push in what order), I was referencing the vast history of abilities that was available to the spec across expansions. The devs could also use the tree to make the rotation more interesting or to have more abilities that synergize- like the warrior tree as well. A lot of people play bear, it is a common tank- I am surprised they would let a popular spec launch DOA.

Share this post


Link to post
Share on other sites
18 minutes ago, Ken007 said:

I didn't make any comment about the rotation (which is the the buttons you push in what order), I was referencing the vast history of abilities that was available to the spec across expansions. The devs could also use the tree to make the rotation more interesting or to have more abilities that synergize- like the warrior tree as well. A lot of people play bear, it is a common tank- I am surprised they would let a popular spec launch DOA.

The warrior tree hasn't changed their rotation besides arguably more use of thunderclap nor does it need changing and although you didn't comment on the rotation, how can a tree be 'interesting' if the rotation is snore worthy

Share this post


Link to post
Share on other sites
On 11/11/2022 at 3:24 PM, Cham79 said:

The warrior tree hasn't changed their rotation besides arguably more use of thunderclap nor does it need changing and although you didn't comment on the rotation, how can a tree be 'interesting' if the rotation is snore worthy

There are just a few specs that requires more then a 4 buttons Rotation tbh, Even Healers are like consistensly just 3 a 4 buttons.

  • Confused 1

Share this post


Link to post
Share on other sites
On 11/12/2022 at 7:08 PM, Selika said:

There are just a few specs that requires more then a 4 buttons Rotation tbh, Even Healers are like consistensly just 3 a 4 buttons.

I play only warrior, a class that is ridiculed for being 'brain dead' and the rotation is Charge, Shield Slam shield block, Revenge, thunderclap, Shield Slam, condemn / ignore pain.

7 buttons, 6 if you don't count charge / intervene

Not including longer CDS which are still part of a rotation: Avatar, Demoralising Shout, Ravager / Spear of Bastion / Thunderous Roar / Shield Charge

Edited by Cham79

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      The Fatebout Hero Talent tree available to Assassination and Outlaw Rogues has been enabled for testing on the War Within Alpha, and so we're looking at the new talents!
      Talents with the NYI tag have not yet been implemented.
      Rogue
      Mean Streak (new) - Fatebound Coins flipped by Envenom multiple times in a row are 33% more likely to match the same outcome as the last flip. Edge Case (new) - Activating Deathmark causes your next Fatebound Coin flip to land on its edge, counting as both Heads and Tails. Tempted Fate (new) - You have a chance equal to your critical strike chance to absorb 10% of any damage taken, up to a maximum chance of 40%. Chosen's Revelry (new) - Leech increased by 0.5% for each time your Fatebound Coin has flipped the same face in a row. Deal Fate (new) - Sinister Strike generates an additional combo point when it strikes an additional time. Delivered Doom (new) - Damage dealt when your Fatebound Coin flips tails is increased by 35% while Blade Flurry is not active. Fateful Ending (new) - When your Fatebound Coin flips the same face for the seventh time in a row, the lucky coin grants 1% increase to all primary, secondary, and tertiary stats until you leave combat for 10 seconds. Threads of Fate [NYI] (new) - Dispatch critical strikes duplicate 20% of their damage to 2 additional nearby enemies. If there are no additional nearby targets, duplicate 20% to the primary target instead. Double Jeopardy (new) - Your first Fatebound Coin flip after breaking Stealth flips two coins that are guaranteed to match the same face. Inexorable March [NYI] (new) - You cannot be slowed below 70% of normal movement speed while your Fatebound Coin flips have an active streak of at least 2 flips matching the same face. Death's Arrival [NYI] (new) - Grappling Hook may be used a second time within 3 sec, with no cooldown. Inevitability [NYI] (new) - Cold Blood now benefits the next 2 abilities but only applies to Dispatch. Fatebound Coins flipped by these abilities are guaranteed to match the same face as the last flip. Destiny Defined (new) - Sinister Strike has 5% increased chance to strike an additional time and your Fatebound Coins flipped have an additional 5% chance to match the same face as the last flip.
    • By Staff
      To celebrate the next week's Patch 10.2.7 launch, Blizzard provided us with a code for the Lucky Quilen Cub pet that we're giving away on Twitter. Find out how to enter the giveaway!
      Blizzard was kind enough to provide us with 1x Lucky Quilen Cub battle pet code and we're giving it away via Twitter.
      Giveaway Rules
      For a chance to win, simply like and retweet the tweet linked below and follow our Twitter account. Act fast—the giveaway ends on May 7, 2024, at 2:00 PM Paris time. This code can be redeemed in either the EU or US. We’ll select the winner randomly after the contest concludes and reach out via Twitter DM.
      Placeholder for tweet 1786720824600190996 Lucky Quilen Cub

    • By Stan
      Blizzard added new Hero Talents for Priests in the latest War Within Alpha build.
      Priest
      Halo- Discipline, Holy, Initial: Creates a ring of Shadow energy around you that quickly expands to a 30 yd radius, healing allies for [ 161% of Spell Power ] and dealing [ 144.2% of Spell Power ] Shadow damage to enemies. Healing reduced beyond 6 targets. Shadow: Creates a ring of Shadow energy around you that quickly expands to a 30 yd radius, healing allies for [ 161% of Spell Power ] and dealing [ 144.2% of Spell Power ] Shadow damage to enemies. Healing reduced beyond 6 targets. Generates 10 0 Insanity. Word of Supremacy (new) - Power Word: Fortitude grants you an additional 5% stamina. Heightened Alteration (new) - Increases the duration of Dispersion by 2 sec. Manifested Power (new) - Creating a Halo grants Surge of Light. Empowered Surges (new) - Increases the healing done by Flash Heals affected by Surge of Light by 30%. Energy Cycle (new) - Consuming Surge of Insanity has a 100% chance to conjure Shadowy Apparitions. Concentrated Infusion (new) - Your Power Infusion effect grants you an additional 10% haste. Resonant Energy (new) - Allies healed by your Halo receive 10% increased healing from you for 5 sec. Shock Pulse (new) - Halo damage reduces enemy movement speed by 25% for 5 sec, stacking up to 2 times. Perfected Form (new) - Your damage dealt is increased by 10% while Dark Ascension is active and by 15% while Voidform is active. Incessant Screams (new) - Psychic Scream creates an image of you at your location. After 4 sec, the image will let out a Psychic Scream. Sustained Potency (new) - Creating a Halo extends the duration of Dark Ascension or Voidform by 1 sec. If Dark Ascension and Voidform are not active, up to 6 seconds is stored and applied the next time you gain Dark Ascension or Voidform.
    • By Staff
      We've all seen the giant Hallowfall crystal and just how great it looks, but as it turns out, the light emanating from it actually changes in a sort of strange day/night cycle, and we get a really awesome transition into Void light animation! 
      First off we can see a snippet of the change in Blizzard's official short preview of the zone:
      And then there's this extended look at the switch, showcasing just how impressive the animations are, by PreachGaming's Chunkeyninja:
      And here's a slightly better look at the Void to Light transition, courtesy of Kexman:
      The exact timing on the cycle isn't 100% clear, but MrGM noted how it works on the Alpha right now, with a 3 hour cycle, as the Void part remains active for 30 minutes:

      Hopefully we'll also get some lore to go with the transition, as the light into void thing is pretty thematically interesting, as well as being really visually impressive.
    • By Stan
      We've summarized all Paladin changes that went live in the third War Within Alpha build. Check them out!
      Paladin
      Mastery: Highlord's Judgment (Spec Aura) - Increases Holy damage done by 12.0%. Judgment has a 12.0% 6.0% chance to blast the target with the Light, dealing [ 120% of Attack Power ] Holy damage. Templar Strikes - Crusader Strike becomes a 2 part combo. Templar Strike slashes an enemy for [ 72.29% 90.37% of Attack Power ] Radiant damage and gets replaced by Templar Slash for 5 sec. Templar Slash strikes an enemy for [ 88.89% 111.12% of Attack Power ] Radiant damage, and burns the enemy for 50% of the damage dealt over 4 sec. Aegis of Protection- Divine Protection reduces damage you take by an additional 20% 10% and Shield of Vengeance absorbs 10% more damage. Boundless Judgment- Judgment generates 1 additional Holy Power and has a 50% increased chance to trigger Mastery: Highlord's Judgment. Radiant Glory (new) - Wake of Ashes grants you Avenging Wrath for 10 sec. Your other damaging abilities have a chance to grant you Avenging Wrath for 5 sec.
×
×
  • Create New...