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Why Fated Boss Health Hotfix Didn't Affect Kill Difficulty in Castle Nathria
10 дн. назад
Earlier today, Blizzard
fixed the spell scaling
which caused enemy health to display higher but Blizzard commented that the difficulty of the raid has remained unchanged. This confused many players, so we wanted to investigate and see how this was possible!
A few hours ago, there was a
explaining the hotfix to spell scaling being bugged inside Castle Nathria also appeared to increase boss health by approximately 15% across the board. In this post, it was stated that the same issue that caused spell scaling to be incorrect also caused enemy health to display incorrectly. However, this doesn't seem to be the full story.
If only the boss health was 15% lower due to a display error and not player damage, then the statement that followed about effective combat time and difficulty being unchanged would not make sense, as bosses would have gained health while players are doing the same damage. Luckily, we have logs of these bosses that can help explain what's going on. Based on these logs, it appears as if there was some universal scaling being applied to the raid for both player damage as well as boss health.
, Squishei linked some examples of how the boss health changed between pulls. While we're unable to directly compare logs for the same players on the same boss from before and after the hotfix due to Mythic lockout, we can use recent logs from
and apply a little logic to figure out what exactly happened.
In order for the statement about combat time and difficulty being unchanged to be true, we begin with the following:
: Not only was boss health being displayed incorrectly, but player damage was as well.
First we'll take a look at
This Mythic Shriekwing kill
. Doing a quick search reveals that these players are in Shade on US-Illidan. Now we can compare to a recent
log of Mythic Skolex
from the week before Season 4 started. While they will not have the exact same gear or stats, it's generally close enough that we can see if something odd is happening or not.
If the damage values are approximately the same, we can conclude that our hypothesis was incorrect. In addition, we would expect that the damage dealt by players would increase going from the Sepulcher logs to the Fated Castle Nathria logs due to minor gear upgrades. However, if the damage values go down, this will support our argument. We will avoid looking at DoTs as they generally have a micro-tick based on your haste which lowers the average hit, and look at direct damage components. While this is not a perfect analysis, as there may be slightly different buffs over the fight, I will choose to look at classes and spells that don't have large modifiers when hitting them, eg Balance can be tricky to interpret due to eclipse, while something like Outlaw that isn't running
will typically have consistent damage values on their generators.
Going through the logs, we see that Qwiggy the Shadow Priest is doing
an average of 2046 damage per hit on Mindbender on Shriekwing
2426 damage per hit on Skolex
which is about 18% more. Similarly, mousing over the damage done by
shows an average of 6704 damage on Shriekwing and 7512 damage on Skolex, which is 12% more. For Shadowy Apparition, it's 1938 damage per hit on Shriekwing and 2148 on Skolex, at 11% difference.
Next, we look at Rabbyt the Outlaw Rogue on the same logs.
Выстрел из пистоли
does 1586 average damage on Shriekwing and 1791 on Skolex - a difference of 13%.
does 1620 on Shriekwing and 1818 on Skolex, differing by 12%.
Finally, we'll look at Towellieesan the Brewmaster Monk.
. Here we see that
hits for an average of 1846 damage on Shriekwing and 2087 on Skolex, a difference of 13%.
does 1652 average on Shriekwing and 1935 on Skolex, a difference of 17%. Lastly,
deals on average 713 damage to Shriekwing and 838 to Skolex, a difference of 17%.
These values vary quite a bit, but it's clear that there is a damage difference going from Sepulcher last week to Nathria prior to this hotfix. The damage differences tend to be in the 10-20% range, averaging at about 15% on these common spells, despite most players having gained some ilvl. Therefore, the evidence is supporting our hypothesis.
I believe the blue post was unclear and only stated that boss health was being displayed correctly, but it seems clear that
both player damage values as well as boss health values were being underrepresented
due to this bug.
While we don't know for sure how things work, I posit that what actually happened is that some sort of scaling was accidentally being applied to the entire instance for Fated raids, similar to the forced scaling applied on PTR when testing dungeons and raids. When the specific spells were fixed, they also managed to fix this scaling as a byproduct. Why do I think this is the case? Well, if we go back to Vanilla WoW, when health bars did not show absolute values, but only percentage values, we were able to estimate health bars by using the damage applied in the combat log and looking at the percentage on the health bar allowed us to estimate the true health. If it were the case that the health was displayed incorrectly, but the damage in combat log was accurate, then we would expect a mismatch between the damage dealt to a boss and the health of the boss in the logs, but there isn't. Instead, the logs show that players were dealing reduced damage as well. For further proof, we would need to look at expected tooltip value and whether there was a mismatch with the combat log, but since it has been hotfixed, we're unable to fully verify this with testing.
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