So I see some posts here and there suggesting balancing changes to classes in wow classic+/SoM2. That is something I agree on would make the game more enjoyable since it could expand the “playable” spec and class to roosters in raids primarily.
Some people suggest something like -“Give us TBC talents and call it a day”. I dont think thats gonna be the change Vanilla classic players would like. The whole premise with Classic vanilla is that it is VANILLA wow and I wanna stay true to that in this post.
--------------------------------------Balance Druid: Starfire---------------------------------
!Math inc!
Iv’e calculated the dps for Starfire like this: SPELLPOWER : SPELLCRIT
SPELLHIT
CASTIME
(
Spellcrit and spellhit with decimals example 20%crit = 1,2 and 10%hit = 0,94
)
((((594+ )*
)*1,1)
)/
To calculate the castime = 3-(((
-1)* 100)*0,005)
I’ve done a Balance Druid in gear-planner. Also included buffs, flask, consumebles and curse of shadow. The nubers I came up with are:
832
1,28
1
= 3-(((1,32-1)* 100)*0,005) = 2,862
Average dps = ((((594+832)*1,28)*1,1)*1)/2,862 = 699 dps
So this is the avarage dps for that player with that gear on a patchwerk fight with just spamming Starfire.
If we give Druids 1%Spellcrit for every 20 int stead of 60
and make Spellcrits reduce the next starfire with 1 sec instead of 0,5
sec the math would look like this:
832
1,39
1
=3-(((1,35-1)* 100)*
0,01
) = 2,611
Average dps = ((((594+832)* 1,39
)* 1,1)* 1)/2,611
= 835 dps
During SoM, Fire Mages was doing slightly above 850dps in median with 80+ilvl on Patchwerk.
Keep in mind that this Starfire rank 10 spam is roughly kapable to last 1min40sec with major mana and demonic rune and Innervate. In SoM the Patchwerk fight could last for about 2-3 min
-------------------------------------------Moonfire-------------------------------------------------------
The direct dmg is kinda strong in pvp so I would’t touch that, but we can buff the dmg on the tic. Instead of 0,5209 spellcoefficiency on the tics we can try with 1 = 100%
. My calculation for Moonfire with the same gear as above:
Direct dmg = ((254+(832* 0,1495 )1,1)(1,39 +0,1) + Dot dmg = (460+(832 *1
)*1,1) = total of 1957dmg per cast in average.
To weave this in a rotation with Starfire we can first ignore the reduced castime for simplicity and calculate that in 12sec/3casts we get 4 Starfire casts during a Moonfire and additional 1,5 sec for the global cooldown when casting Moonfire. That will make the sequence 13,5 seconds
1957 average dmg for Moonfire + 4* average Starfire = ((594+832)* 1,39)* 1,1)* 1) = 2180
Moonfire + Starfire weave dps = ((2180*4)+2023)/13,5 = 791
This demonstrate that Moonfire is only good when u have to move, otherwise just spam Starfire. Even without my changes to the underlying dmg calculation on Starfire.
------------------------------------------Paladin---------------------------------------------------’
Here’s what I think could help the 2 strugging specs of the paladin. Protection and Retri.
An overall increase in spellcoefficiency on dmg spells. In that way we can boost the strugglin dps of both specs and also increase threat for prot paladins. Here is a list of spellcoefficiency of dmgspells as it is currently in game.
-
One-Handed Seal of Righteousness - 10% per hit
-
Two-Handed Seal of Righteousness - 12% per hit
-
Judgement of Righteousness - 50%
-
Seal of Command - 20% of spell damage, 29% of Holy damage
-
Judgement of Command - 43%
-
Consecration - 33%
-
Holy Shock - 1.5/3.5 - 42.85%
-
Hammer of Wrath - 1/3.5 - 28.57%
-
Exorcism - 1.5/3.5 - 42.85%
-
Holy Wrath - 2/3.5/3 - 19%
-
Holy Shield - 5% per Block
Seal and Judgement of Command could without a problem get a big buff in my opinion since Retri is trugglin hard. Also Concecration since it costs so much mana to even cast should get the dps it deserves. Holy Shield should also get a buff in my opinion, that will help prot paladins to sustain good threat while tanking.
You could also make Exorcism and Holy Wrath work on all kinds of mobs and bonus dmg on demons/undead. This would make a designchange but I think it is quite needed for the paladin to have in its arsenal.
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What are you’r suggestions how to balance the classes? this is just minor changes that can be done without changing to much.
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