Hey i just have a question about spell damage.
When I do PVP on my mage, all hits vary in damage. Even so with crits. I (think i) understand the difference between white crits and yellow crits, but how can it be the damage varies so much per hit?
Say I have 1k spellpower (to just take an easy numer) and detract armor and resistance. What makes my spells vary in damage each hit??
If my question is confusing, please let me know and i will try to elaborate further.
Thanks
Spells and abilites have certain damage ranges. The tool tip of a spell might say it will do 1000 damage but actually do anywhere from 950 - 1050 damage, for example. This is built into the damage formula and can’t be negated or worked around.
Although i believe it varies a bit from ability to ability. Im pretty sure some Paladin spells always deal the exact same damage.
Well there is spell damage which is preferable such as the weapon enchants which gives a raw 30 spell damage I believe and then there is “increases damage and healing done by magical spells BY UP TO X” so it’s not completely accurate.
There is no difference between these effects other than the wording. They all give the stated amount multiplied by the coefficient of the spell you’re casting.
In fact, some spells have a coefficient greater than 100% so that “up to” text can be straight up misleading, since they will give those spells even more than the stated amount.
yea maybe people should also be killed for playing wow as people dying is a fact of life
there are good reasons the only good competitive games have little to no RNG, as OP was asking about pvp in particular it shouldn’t affect it as it is anti skill in nature and just adds noise to outcome
If they do not generate them themselves, they enable random behavior by relying more on the players skills, reaction time, aim, and decision making…all of which are inherently subjected to the natural RNG of our bodies and minds.
A game that doesn’t include any kind of RNG, would be incredibly boring.
if you define biology as RNG then “A game that doesn’t include any kind of RNG, would be incredibly boring.” is a false statement as it is impossible when you define anything outside your personal knowledge as RNG.
sure i guess u have to draw the line of RNG somewhere around unpredictability as true RNG does not exist. However the amount of layers early wow has is unfun and anti competitive.
anyway back to your first statement; “Random events happen all the time, so why should a role-playing game not reflect that?”
What is the necessity of these additional layers of RNG when you claim: “they enable random behavior by relying more on the players skills, reaction time, aim, and decision making…all of which are inherently subjected to the natural RNG of our bodies and minds.”?
WoW Classic was never designed as a competitive game to begin with.
And to me the game is incredibly fun.
If someone doesn’t like the game as it is…well, no one is forced to play it
Because the statement works both ways: The less a game relys on “natural RNG”, the more it has to compensate for this by introducing RNG artificially.
The gameplay of WoW Classic and TBCC is comparatively simplistic when contrasted to, say, an FPS game. There is not much variation in players ability to be had, when all they do is press 1 or 2 buttons until some healthbar is gone, and the most important gameplay element is the timesink, rather than the players ability.
games are pretty much all designed to be competitive in one way or another.
That statement does not work both ways, the real outcome is the more a game relies on artifical RNG the value of “skillful rng”, as i assume you consider it, diminishes.
There is a lot of variation in player ability. Classic PvE for example ended up with only 4 guilds good guilds, even within those guilds the amount of good players is a thin minority.
The timesink element is a skill to a degree, patience for example, however the timesink element of wow largely boils down to RNG; loot for instance.
And it’s not really true for TBC for that matter, you can be raidlogging within a month.
I could imagine, that this was just a way to mirror the “mechanics” of offline / Pen’n’Paper RPGs where you also roll dice to see how much damage you deal in many situations.
But I guess the people behind those board games, RPGs etc. also thought out “RNG-rules” to make the game a little more unpredictable and interesting.