Vengeance : scaling issues
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Vengeance : scaling issues
Rendered null and void by a better understanding of the underlying pattern. Check this post for a breakdown of Vengeance's mechanics.
Important : do not clutter the ATC thread. Discussion/comments/whining/wishfulthinking/whatever should be posted here. Thank you.
Important : do not clutter the ATC thread. Discussion/comments/whining/wishfulthinking/whatever should be posted here. Thank you.
Last edited by tlitp on Thu Sep 09, 2010 3:02 pm, edited 1 time in total.
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tlitp - Posts: 552
- Joined: Mon Jul 27, 2009 3:25 pm
Re: Vengeance : scaling issues
It's finally happened then? Someone got around to cloning Theck?
I kid, I kid. Thanks for posting this, I'll digest the numbers when I have time to do so.
I kid, I kid. Thanks for posting this, I'll digest the numbers when I have time to do so.
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Chunes - Posts: 2196
- Joined: Thu May 08, 2008 3:46 pm
Re: Vengeance : scaling issues
How exactly is this a scaling issue?
We live in a society where people born on third base constantly try to steal second, yet we expect people born with two strikes against them to hit a homerun on the first pitch.
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Flex - Posts: 6883
- Joined: Tue Jul 10, 2007 7:29 am
Re: Vengeance : scaling issues
Flex wrote:How exactly is this a scaling issue?
If I understand it correctly, as our avoidance increases our ability to keep up Vengeance is greatly reduced which in turn greatly effects our tps on fights
There ain't no pirate like a Mead Hall Pirate
Mead Hall Pirates - The Scryers US
Dmor: 80 Prot Paladin | Dmok: 80 MM Hunter | Dmos: 80 Disc Priest | Dmoz: 80 Unholy DK
Mead Hall Pirates - The Scryers US
Dmor: 80 Prot Paladin | Dmok: 80 MM Hunter | Dmos: 80 Disc Priest | Dmoz: 80 Unholy DK
- dmok
- Posts: 972
- Joined: Thu Apr 24, 2008 6:49 am
- Location: The Scryers
Re: Vengeance : scaling issues
It means that low avoidance / high HP gear will be the way forward for high threat. Or some way to self-damage. If only we still had SoB! Standing in a fire while tanking might be making a comeback! Haven't done that since TBC.
Too high avoidance will quite drastically lower your threat on a slow hitting boss. From those graphs, you can see you can easily lose 20-30% of the boost.
Too high avoidance will quite drastically lower your threat on a slow hitting boss. From those graphs, you can see you can easily lose 20-30% of the boost.
- Candiru
- Posts: 2479
- Joined: Mon May 28, 2007 12:21 pm
Re: Vengeance : scaling issues
dmok wrote:Flex wrote:How exactly is this a scaling issue?
If I understand it correctly, as our avoidance increases our ability to keep up Vengeance is greatly reduced which in turn greatly effects our tps on fights
But wont the damage increase from harder content and an increase in health pool come into play, sort of like the current rage model of feast and famine?
We live in a society where people born on third base constantly try to steal second, yet we expect people born with two strikes against them to hit a homerun on the first pitch.
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Flex - Posts: 6883
- Joined: Tue Jul 10, 2007 7:29 am
Re: Vengeance : scaling issues
Flex wrote:But wont the damage increase from harder content and an increase in health pool come into play?
The uptime on the Vengeance buff we gain is only dependent on how frequently we get hit. How much we get hit for, or how well we can handle it do not factor into our ability to maintain threat over ever increasing tps from the faster scaling dps .... which is where vengeance is supposed to help us out.
There ain't no pirate like a Mead Hall Pirate
Mead Hall Pirates - The Scryers US
Dmor: 80 Prot Paladin | Dmok: 80 MM Hunter | Dmos: 80 Disc Priest | Dmoz: 80 Unholy DK
Mead Hall Pirates - The Scryers US
Dmor: 80 Prot Paladin | Dmok: 80 MM Hunter | Dmos: 80 Disc Priest | Dmoz: 80 Unholy DK
- dmok
- Posts: 972
- Joined: Thu Apr 24, 2008 6:49 am
- Location: The Scryers
Re: Vengeance : scaling issues
dmok wrote:Flex wrote:But wont the damage increase from harder content and an increase in health pool come into play?
The uptime on the Vengeance buff we gain is only dependent on how frequently we get hit. How much we get hit for, or how well we can handle it do not factor into our ability to maintain threat over ever increasing tps from the faster scaling dps .... which is where vengeance is supposed to help us out.
The strength of the vengeance buff is tied to how hard we are hit and how large our health is though.
So provided it functions properly in the initial raid tier the health gain and damage increase from gaining a new raid tier should wash out the DPS gains where the only factor would be avoidance gains, but, according to a post I saw on the official forums, a warrior was rocking about 16% combined parry and dodge in most of the 333 blue tanking gear.
Then if things move into farm status you just swap in the DPS offset gear with more threat stats.
Last edited by Flex on Tue Sep 07, 2010 9:28 am, edited 2 times in total.
We live in a society where people born on third base constantly try to steal second, yet we expect people born with two strikes against them to hit a homerun on the first pitch.
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Flex - Posts: 6883
- Joined: Tue Jul 10, 2007 7:29 am
Re: Vengeance : scaling issues
It caps out pretty fast, so as content gets harder it still caps pretty fast anyway.
- Minarva
- Posts: 123
- Joined: Tue Jul 08, 2008 12:58 pm
Re: Vengeance : scaling issues
The thing is however that (apparently) Vengeance decays slowly, as opposed to just going from however high it was to nothing once the buff runs out. That means that it does scale negatively with avoidance, as more avoidance means there's on average a longer delay between the times you take damage, which in turn will lower the average attack power contribution of Vengeance as unlike thought before, Vengeance's attack power doesn't stay at it's cap so long as you get hit at least once every 20 seconds. That's in addition of course to the already known (obvious) factor of more avoidance meaning it takes longer for Vengeance to reach its cap in the first place.
Though as I said above "(apparently)", I'd personally like to see more testing done on the subject. It should be fairly easy to see the described effect in action, I'm mostly questioning it's authenticity as I'd never heard someone mention this before and the poster that posted it is newly registered and has but a single post.
Though as I said above "(apparently)", I'd personally like to see more testing done on the subject. It should be fairly easy to see the described effect in action, I'm mostly questioning it's authenticity as I'd never heard someone mention this before and the poster that posted it is newly registered and has but a single post.

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Chicken - Posts: 1597
- Joined: Fri Jun 26, 2009 2:19 pm
Re: Vengeance : scaling issues
Weren't bosses supposed to get more exp and hit in higher tiers? Just like they are getting more avoidance.
Mutley
Vek'nilash EU
Vek'nilash EU
- Mutley
- Posts: 242
- Joined: Fri Sep 05, 2008 6:52 am
Re: Vengeance : scaling issues
Chicken wrote:I'm mostly questioning it's authenticity as I'd never heard someone mention this before and the poster that posted it is newly registered and has but a single post.
That is why I posted what I saw because no one had mentioned the decay. I know I read earlier that the devs were thinking about having it decay at some rate.
I created an AddOn to record the changes in my characters AP and tested on mobs in deepholm where the only AP changing ability was vengeance. Below is data from the end of the last boss fight in stonecore where you can see the vengeance decaying over 20 secs in 10 ticks.
The AP listed is only the AP from vengeance. The DmgIn, Resist, Absorb, Blocked columns are the amount of dmg that came in from the last change in AP value. My health for this fight was around 78k.
- Code: Select all
Time, AP, DmgIn, Resist, Absorb, Blocked
33:51, 4822, 0, 0, 0, 0
33:53, 5431, 14687, 0, 2761, 451
33:55, 5159, 0, 0, 0, 0
33:57, 4902, 0, 0, 0, 0
33:59, 5741, 19723, 0, 958, 0
34:01, 6398, 17160, 0, 0, 0
34:03, 6250, 1349, 1216, 1488, 0
34:05, 6707, 13982, 0, 0, 0
34:07, 6853, 8760, 0, 1135, 4241
34:09, 6168, 0, 0, 0, 0
34:11, 6823, 17520, 0, 1164, 0
34:13, 7447, 17548, 0, 0, 0
34:15, 6702, 0, 0, 0, 0
34:17, 6367, 0, 0, 0, 0
34:19, 5622, 0, 0, 0, 0
34:21, 6186, 15375, 0, 1283, 631
34:23, 6015, 1730, 0, 1514, 562
34:25, 6951, 22499, 0, 0, 0
34:27, 6796, 3498, 0, 0, 0
34:29, 7401, 17173, 0, 0, 0
34:31, 6656, 0, 0, 0, 0
34:33, 5911, 0, 0, 0, 0
34:35, 5167, 0, 0, 0, 0
34:37, 4422, 0, 0, 0, 0
34:39, 3676, 0, 0, 0, 0
34:41, 2932, 0, 0, 0, 0
34:43, 2187, 0, 0, 0, 0
34:45, 1442, 0, 0, 0, 0
34:47, 697, 0, 0, 0, 0
34:49, 0, 0, 0, 0, 0
Last edited by Kierly on Tue Sep 07, 2010 12:22 pm, edited 1 time in total.
- Kierly
- Posts: 15
- Joined: Tue Aug 31, 2010 10:39 am
Re: Vengeance : scaling issues
Kierly wrote:Chicken wrote:I'm mostly questioning it's authenticity as I'd never heard someone mention this before and the poster that posted it is newly registered and has but a single post.
That is why I posted what I saw because no one had mentioned the decay. I know I read earlier that the devs were thinking about having it decay at some rate.
I created an AddOn to record the changes in my characters AP and tested on mobs in deepholm where the only AP changing ability was vengeance. Below is data from the end of the last boss fight in stonecore where you can see the vengeance decaying over 20 secs in 10 ticks.
The DmgIn, Resist, Absorb, Blocked columns are the amount of dmg that came in from the last change in AP value. My health for this fight was around 78k.
- Code: Select all
Time, AP, DmgIn, Resist, Absorb, Blocked
33:51, 4822, 0, 0, 0, 0
33:53, 5431, 14687, 0, 2761, 451
33:55, 5159, 0, 0, 0, 0
33:57, 4902, 0, 0, 0, 0
33:59, 5741, 19723, 0, 958, 0
34:01, 6398, 17160, 0, 0, 0
34:03, 6250, 1349, 1216, 1488, 0
34:05, 6707, 13982, 0, 0, 0
34:07, 6853, 8760, 0, 1135, 4241
34:09, 6168, 0, 0, 0, 0
34:11, 6823, 17520, 0, 1164, 0
34:13, 7447, 17548, 0, 0, 0
34:15, 6702, 0, 0, 0, 0
34:17, 6367, 0, 0, 0, 0
34:19, 5622, 0, 0, 0, 0
34:21, 6186, 15375, 0, 1283, 631
34:23, 6015, 1730, 0, 1514, 562
34:25, 6951, 22499, 0, 0, 0
34:27, 6796, 3498, 0, 0, 0
34:29, 7401, 17173, 0, 0, 0
34:31, 6656, 0, 0, 0, 0
34:33, 5911, 0, 0, 0, 0
34:35, 5167, 0, 0, 0, 0
34:37, 4422, 0, 0, 0, 0
34:39, 3676, 0, 0, 0, 0
34:41, 2932, 0, 0, 0, 0
34:43, 2187, 0, 0, 0, 0
34:45, 1442, 0, 0, 0, 0
34:47, 697, 0, 0, 0, 0
34:49, 0, 0, 0, 0, 0
I'm confused, what exactly do the columns represent? I notice AP goes to 0 at the end so it can't be your total AP.
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Sabindeus - Moderator
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Re: Vengeance : scaling issues
The AP is the AP value from the vengeance buff alone as it changes.
The other columns are the amount of total damage that came in between changes in the AP value of vengeance. Resist is the portion that got resisted, absorb is the amount that got absorbed, and the block column is the portion that got blocked.
The other columns are the amount of total damage that came in between changes in the AP value of vengeance. Resist is the portion that got resisted, absorb is the amount that got absorbed, and the block column is the portion that got blocked.
- Kierly
- Posts: 15
- Joined: Tue Aug 31, 2010 10:39 am
Re: Vengeance : scaling issues
So you started the fight with 4822 Vengeance?
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Sabindeus - Moderator
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- Joined: Mon May 14, 2007 9:24 am
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