Wowpedia

We have moved to Warcraft Wiki. Click here for information and the new URL.

READ MORE

Wowpedia
No edit summary
 
No edit summary
(21 intermediate revisions by 15 users not shown)
Line 1: Line 1:
  +
==Revamp==
Should these pages be more fact based because this page is filled with conjecture?
 
  +
Hey everybody, alot of changes just took place, so everyone try to remain calm. I've added templates for all three talent trees, added a stub article for every talent, did some basic edits for the introduction section, and a brief intro to each tree above the templates. If you're concerned about data loss, I moved most of the data that was originally here to the new stub articles that I made for the individual talents. This page will be much easier to navigate now. [[User:Nswinton|Nswinton]] 12:09, 25 February 2007 (EST)
  +
  +
==normalization==
  +
I second that notion. I'm going to try and get on it in the next few days, hopefully. I'm planning on using the basic template from the warrior article. Any objections? [[User:Nswinton|Nswinton]] 16:25, 24 February 2007 (EST)
  +
  +
This page still needs to be normalized, much like the rogue / warrior pages for talents [[User:CrazyJack|CJ]] 04:53, 25 September 2006 (EDT)
  +
  +
==other==
  +
 
Should these pages be more fact based because this page is filled with conjecture? [[User:D.kanen|D.kanen]] 15:40, 1 Aug 2005 (EDT)
  +
  +
:I think you need to be more specific about what needs facts. The [[Priest Talents]] page is more a mix of facts and ''opinion'', not necessarily pure conjecture. As far as I can tell, the opinions are mostly based on evidence of experience and effectiveness during play. Unless you are a [[Blizzard]] developer with direct access to the source code, everything that is said about the game is conjecture to some degree, but I think within realistic expectations, this talent page has useful info.
  +
:Do you know a Blizzard developer with direct access to the source code?
  +
::[[User:Fandyllic|- Fandyllic]] 5:44 PM PDT 1 August 2005
  +
  +
  +
I updated it for 1.10, please check for errors. --[[User:Cigawoot|Cigawoot]] 08:40, 29 March 2006 (EST)
  +
  +
  +
Is the 20% increase in healing from Power Infusion applied before or after the +healing stat? If it is applied after +healing, then another use for the spell would be to 'down-rank' your own heals to save mana within the 15 seconds. --[[User:Sinheart|Sinheart]] 08:30, 19 July 2006 (EDT)
  +
  +
Just looking at the 'level to 20' stuff at the start.... I'm not so sure about blackout with 3 points. Even at level 60 I tend to find this a hinderance in PVE... Throw on the shield and open with Mind Blast and SW:P. But when either of these procs blackout on the target, you then aren't in range to cast Mind Flay, leaving you either to run towards the monster, or wait and stab at Mind Flay. Running at the mob tends to cause me to run too close losing some of that valuable pre-melee distance. More often than not I wish I simply hadn't put any points in this talent, although its very handy in PVP especially if you are chasing a target down and spamming away at SW:P rank 1 as there isn't a great deal a priest can do vs an enemy that is fleeing at distance otherwise. Just wondering if i was alone in finding this talent often irritating? However I'm not too sure how useful shadow focus is as its been a very long time since I played shadow without this talent (almost a year at this point). Thoughts? --[[User:iprice|IPrice]] 06:21, 06 August 2006
  +
  +
IPrice - I Agree. I'm considering re-wording the level 20 stuff to make it appear as more of opinion [[User:AmunRa|AmunRa]] 17:06, 27 September 2006 (EDT)
  +
  +
== Inspiration (Talent) ==
  +
  +
My question/comment/concern comes from the following passage under the Priest talent Inspiration...
  +
<BR><B><I>"There is a running perception that because the damage reduction due to armor isn't linear, that it isn't beneficial to have armor over a certain point. However, once the math is accurately understood, a 25% increase to armor will represent an improvement of 25% damage reduction. This talent simply serves to make your life as a healer a little easier."</I></B>
  +
  +
From experience with my Feral Tank Druid (60), that 25% increase in armor, does not equal a 25% increase in damage reduction, but merely a very small percent. For example, a character (level 60) with 10,000 armor, fighting a level 60 mob, has approximatley 65% damage reduction. Once affected with Inspiration, that armor gets boosted to 12,500, with approximatley a 5% damage reduction gain, according to [[damage reduction|Formulas:Damage_reduction]] (and personal experience).
  +
  +
If i am correct, then other talent pages would need to be changed as well. If I'm wrong, so be it. Just wanting to throw that out there, see what others feedback is.-- [[User:Deranged Hermit|Deranged Hermit]] 13:06, 13 February 2007 (EST)
  +
  +
: To my understanding, the information on the page is correct. As you mention, damage reduction increases more slowly the higher armor values you have, but overall staying power increases linearly. --[[User:Bfx|bfx]] 04:01, 14 February 2007 (EST)
  +
  +
:: Well, let's look at this with our new numbers in BC. If you had 10,000 armor, you're reducing damage from a raid boss by 45.5%, thus taking 54.5% of the damage, according to a formula on [[damage reduction|Formulas:Damage_reduction]]. 12,500 armor nets you 51.1% reduction, so you take 48.9% of the damage. 48.9% / 54.5% = 89.7% as much damage, which is 10.3% less damage than you were taking before. Therefore, it isn't actually a 25% difference in damage taken.
  +
  +
:: Assume my druid has 25,000 armor unbuffed (which is pretty close to reality). That's 67.6% reduction, 32.4% taken. Increasing it by 25% yields 31250 armor, 72.3% reduction, 27.7% taken. That's a total of 27.7% / 32.4% = 85.5% as much damage taken, which is 14.5% less damage. This suggests that the reduction bonus granted by this talent actually ''improves'' as the tank's armor gets higher, at least until it hits 28,704 at which point you're maxing his armor-based reduction against a raid boss with this talent, increasing the armor to 35,880 and reduction to a full 75%.
  +
  +
:: This is all somewhat moot re: [[Priest talents]], though, because i see the quote to which you are referring has been removed. The information on the [[Inspiration]] page is satisfactory to me. [[User:Corrodias|Corrodias]] 16:25, 31 July 2007 (UTC)
  +
  +
==Various changes==
  +
*Holy Nova: cleaned up the "where to use it" section. First, it is far from being necessary against Vael and as personally see it in this situation more as a fun spell rather than actually necessary (which should be stated on the [[Holy Nova]] page, but not on this talent list IMHO).
  +
*Blessed Recovery: to my experience, this information was either wrong or out-dated (not sure). (1) I haven't encountered any strange behaviour in conjunction with Renew past BC. (2) AFAIK the proc condition was altered long ago.
  +
*Healing Prayers: I tried to be as NPOV as possible. From what I experienced, in 5-man dungeons PoH has many uses, whereas in (especially PUG) PvP and raid PvE it can be used very rarely.
  +
If you find this information wrong or not appropriate, please comment. --[[User:Bfx|bfx]] 04:32, 14 February 2007 (EST)
  +
  +
==Edits to Disc Priest==
  +
  +
Changed "survivability due to[[Improved Power Word: Shield]] and [[Improved Power Word: Fortitude]] spells."
  +
t...
  +
"[[Unbreakable Will]] [[Silent Resolve]] [[Pain Suppression]]".
  +
  +
Gives a priest 230 extra hp, and 200 more damage absorbed is nothing (although the latter is debatable depending upon how often PW: S is cast during a fight). The above are the key survivability talents of disc spec.
  +
  +
:At the highest level, [[Power Word: Fortitude]] gives 165 extra Stamina (without [[Improved Power Word: Fortitude]]) or 214 Stamina with. That's a difference of 49 Stamina, or 490 Hit Points. [[User:Alpha Sigma Sigma|Alpha Sigma Sigma]] ([[User talk:Alpha Sigma Sigma|talk]]) 16:30, 11 June 2009 (UTC)

Revision as of 03:43, 5 January 2010

Revamp

Hey everybody, alot of changes just took place, so everyone try to remain calm. I've added templates for all three talent trees, added a stub article for every talent, did some basic edits for the introduction section, and a brief intro to each tree above the templates. If you're concerned about data loss, I moved most of the data that was originally here to the new stub articles that I made for the individual talents. This page will be much easier to navigate now. Nswinton 12:09, 25 February 2007 (EST)

normalization

I second that notion. I'm going to try and get on it in the next few days, hopefully. I'm planning on using the basic template from the warrior article. Any objections? Nswinton 16:25, 24 February 2007 (EST)

This page still needs to be normalized, much like the rogue / warrior pages for talents CJ 04:53, 25 September 2006 (EDT)

other

Should these pages be more fact based because this page is filled with conjecture? D.kanen 15:40, 1 Aug 2005 (EDT)

I think you need to be more specific about what needs facts. The Priest Talents page is more a mix of facts and opinion, not necessarily pure conjecture. As far as I can tell, the opinions are mostly based on evidence of experience and effectiveness during play. Unless you are a Spell frost icestorm [Blizzard] developer with direct access to the source code, everything that is said about the game is conjecture to some degree, but I think within realistic expectations, this talent page has useful info.
Do you know a Blizzard developer with direct access to the source code?
- Fandyllic 5:44 PM PDT 1 August 2005


I updated it for 1.10, please check for errors. --Cigawoot 08:40, 29 March 2006 (EST)


Is the 20% increase in healing from Power Infusion applied before or after the +healing stat? If it is applied after +healing, then another use for the spell would be to 'down-rank' your own heals to save mana within the 15 seconds. --Sinheart 08:30, 19 July 2006 (EDT)

Just looking at the 'level to 20' stuff at the start.... I'm not so sure about blackout with 3 points. Even at level 60 I tend to find this a hinderance in PVE... Throw on the shield and open with Mind Blast and SW:P. But when either of these procs blackout on the target, you then aren't in range to cast Mind Flay, leaving you either to run towards the monster, or wait and stab at Mind Flay. Running at the mob tends to cause me to run too close losing some of that valuable pre-melee distance. More often than not I wish I simply hadn't put any points in this talent, although its very handy in PVP especially if you are chasing a target down and spamming away at SW:P rank 1 as there isn't a great deal a priest can do vs an enemy that is fleeing at distance otherwise. Just wondering if i was alone in finding this talent often irritating? However I'm not too sure how useful shadow focus is as its been a very long time since I played shadow without this talent (almost a year at this point). Thoughts? --IPrice 06:21, 06 August 2006

IPrice - I Agree. I'm considering re-wording the level 20 stuff to make it appear as more of opinion AmunRa 17:06, 27 September 2006 (EDT)

Inspiration (Talent)

My question/comment/concern comes from the following passage under the Priest talent Inspiration...
"There is a running perception that because the damage reduction due to armor isn't linear, that it isn't beneficial to have armor over a certain point. However, once the math is accurately understood, a 25% increase to armor will represent an improvement of 25% damage reduction. This talent simply serves to make your life as a healer a little easier."

From experience with my Feral Tank Druid (60), that 25% increase in armor, does not equal a 25% increase in damage reduction, but merely a very small percent. For example, a character (level 60) with 10,000 armor, fighting a level 60 mob, has approximatley 65% damage reduction. Once affected with Inspiration, that armor gets boosted to 12,500, with approximatley a 5% damage reduction gain, according to Formulas:Damage_reduction (and personal experience).

If i am correct, then other talent pages would need to be changed as well. If I'm wrong, so be it. Just wanting to throw that out there, see what others feedback is.-- Deranged Hermit 13:06, 13 February 2007 (EST)

To my understanding, the information on the page is correct. As you mention, damage reduction increases more slowly the higher armor values you have, but overall staying power increases linearly. --bfx 04:01, 14 February 2007 (EST)
Well, let's look at this with our new numbers in BC. If you had 10,000 armor, you're reducing damage from a raid boss by 45.5%, thus taking 54.5% of the damage, according to a formula on Formulas:Damage_reduction. 12,500 armor nets you 51.1% reduction, so you take 48.9% of the damage. 48.9% / 54.5% = 89.7% as much damage, which is 10.3% less damage than you were taking before. Therefore, it isn't actually a 25% difference in damage taken.
Assume my druid has 25,000 armor unbuffed (which is pretty close to reality). That's 67.6% reduction, 32.4% taken. Increasing it by 25% yields 31250 armor, 72.3% reduction, 27.7% taken. That's a total of 27.7% / 32.4% = 85.5% as much damage taken, which is 14.5% less damage. This suggests that the reduction bonus granted by this talent actually improves as the tank's armor gets higher, at least until it hits 28,704 at which point you're maxing his armor-based reduction against a raid boss with this talent, increasing the armor to 35,880 and reduction to a full 75%.
This is all somewhat moot re: Priest talents, though, because i see the quote to which you are referring has been removed. The information on the Inspiration page is satisfactory to me. Corrodias 16:25, 31 July 2007 (UTC)

Various changes

  • Holy Nova: cleaned up the "where to use it" section. First, it is far from being necessary against Vael and as personally see it in this situation more as a fun spell rather than actually necessary (which should be stated on the Spell holy holynova [Holy Nova] page, but not on this talent list IMHO).
  • Blessed Recovery: to my experience, this information was either wrong or out-dated (not sure). (1) I haven't encountered any strange behaviour in conjunction with Renew past BC. (2) AFAIK the proc condition was altered long ago.
  • Healing Prayers: I tried to be as NPOV as possible. From what I experienced, in 5-man dungeons PoH has many uses, whereas in (especially PUG) PvP and raid PvE it can be used very rarely.

If you find this information wrong or not appropriate, please comment. --bfx 04:32, 14 February 2007 (EST)

Edits to Disc Priest

Changed "survivability due toSpell holy powerwordshield [Improved Power Word: Shield] and Spell holy wordfortitude [Improved Power Word: Fortitude] spells." t... "Unbreakable Will Spell nature manaregentotem [Silent Resolve] Spell holy painsupression [Pain Suppression]".

Gives a priest 230 extra hp, and 200 more damage absorbed is nothing (although the latter is debatable depending upon how often PW: S is cast during a fight). The above are the key survivability talents of disc spec.

At the highest level, Spell holy wordfortitude [Power Word: Fortitude] gives 165 extra Stamina (without Spell holy wordfortitude [Improved Power Word: Fortitude]) or 214 Stamina with. That's a difference of 49 Stamina, or 490 Hit Points. Alpha Sigma Sigma (talk) 16:30, 11 June 2009 (UTC)