Heal Scaler is the multiplier all heals have in PvP combat, and is based on your effective level. Code: Heal Scaler Level 1-85 - 0.65 Level 86-94 - 1.35 Level 95 - 1 The rest of these are all straight PvE attribute to PvP attribute conversions. PvE Value - PvP Value Code: Potency 25 - 25 50 - 50 100 - 90 125 - 110 150 - 115 175 - 120 200 - 125 300 - 180 400 - 300 500 - 375 600 - 450 700 - 525 1000 - 650 Code: Crit Bonus 25 - 10 50 - 15 100 - 18 200 - 19 290 - 20 300 - 150 400 - 190 1000 - 400 Code: Ability Modifier 50 - 50 100 - 80 200 - 150 300 - 200 400 - 225 500 - 250 1000 - 400 2000 - 600 3000 - 700 4000 - 800 5000 - 900 10000 - 1000 50000 - 7500 Code: AE Auto 25 - 25 50 - 35 100 - 50 200 - 100 Code: Strikethrough 35 - 35 50 - 40 70 - 50 90 - 60 100 - 65 Code: Accuracy 35 - 35 50 - 40 70 - 50 90 - 60 100 - 65 Code: Spell Doublecast 25 - 5 50 - 8 75 - 11 100 - 15 Code: Flurry 10 - 3 20 - 4 30 - 5 40 - 5.5 50 - 6 60 - 6.5 70 - 7 80 - 7.5 90 - 7.8 100 - 8
Does the heal scale include wards? I am positive wards do not scale in bg's at low level's and I'm wondering if wards scale in general at cap because while I can easily put out a 100k+ heal without any heal potency temp my group ward will average around 28-38k untemped. All of shamans passive wards from AA's are also in need of check as they ward for a max of maybe 5k.
Ward scaling works a bit differently in code, so I don't have easy access to those numbers. It's something I'm working on getting my hands on.
shaman wards have been an issue even pre-tov in pvp, regardless of how much potency/cc/cb/AB etc you got, the max. amount of (group) wards never passed a certain number, saying a naked recently lv 95 dinged mystic can ward as much as a full pvp geared fella. now this is not applying to other heal classes tho. I mean sure, a good shaman can keep his head right above the waters, but its way less fun to play compared to the powers of druids or clerics.
Thank you! can you do crit bouns also to 400 500 600 700 800 ? And, spell double attack honestly shouldn't even be used in pvp since it doesn't follow the 40% rule when it multi attacks most of the time. Conversion should be lower than flurry , and flurry should be higher in pvp for sure. Auto attack dmg should be adjust based on class type, and possible heal and ward scales different for different class types. Can't balance it just by putting a multiplier on heals because different classes have different heal types. Like, a reactive heal which does 1k with a 1.35 modifier doesn't gain much but a 30k single target heal gains a lot. When will the individual class developers go in and adjust each class to be balanced with the others? For the most part it is pretty good but I can give you at least 2-3 abilities on each class that need adjusting one way or another either not strong enough or too strong.
The way the tables work will make a flat progression from the previous point to the next. In the following example, each 10 points in PvE would equal 1 point in PvP. Code: 0 - 0 100 - 10
That doesn't seem right by looking at the table you posted above. 485 crit bonus on my current character is 219 in PVP Also with your current scale 300 is 150, 400 is 190, that's not 10 points per one if it was 10 points per one, then 400 would be 160, but it's not. You have me confused now
To put it another way, above 400 CB each point in PvE counts as .35 in PvP. So with your 485, that first 400 converts to 190, and the other 85 convert to an additional 29.75.
so crit bonus, 500 is 225, 600 is 260, 700 is 295, 800 is 330, 900 is 365, 1000 is 400 , got it, thanks Potency works the same way from 400 to 700, except each point is 0.75 it looks like, and after 700 it must change to another scale? Where's the ability mod tradeoff point? Obviously somewhere it changes between 10k and 50k because 10k is 1k and 50k is 7500 that's not 1k ab mod per 10k pve so must be similar to the potency where the scale changes once you hit a certain amount.
Ah okay, I'm hoping ward scaling can be corrected and shamans are put back on par with other priests. Will gladly log in to beta if you need any help testing.
I remember seeing in a Dev response after last update that Ability Mod had been capped in PVP at 2000. Is this still the case?
Yes it was originally called spell double attack, then multi attack and now its called doublecast lol
Edited for clarification. The numbers above are the exact numbers used in game. So, no, ability mod is not capped at 2000.
I just added more ability mod to my toon, and sure as smelly stuff it increased everything. Thanks for this post.
Kinda impossible to reach those numbers, so I think the point is moot currently. Unless someone has found a gear resource, there's not a chance that you can get 2100 castspeed and there's not that many slots where DC is available.
No, the stats above are current pvp caps, so at 100 PvE doublecast, you are capped at 15 PvP doublecast.