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Warlocks buffed in Wrath!Follow

#1 Sep 10 2008 at 2:01 AM Rating: Decent
forums.worldofwarcraft.com/thread.html?topicId=9679892704&pageNo=1&sid=2000#0

Koraa wrote:
We're going to make Corruption base instant cast. The Improved Corruption talent will now increase Corruption's damage by 4/8/12/16/20%.


forums.worldofwarcraft.com/thread.html?topicId=9679802649&pageNo=1&sid=2000#4

Koraa wrote:
In an upcoming build we are changing Ruin to a 5-point talent. However, it will swap places with Devastation. Devastation will become a 1-point talent (5% spell crit). This will be a minimal change to the Destruction Warlock, while opening up Ruin to other builds without having them sacrifice their 51-point talents.


forums.worldofwarcraft.com/thread.html?topicId=9679801199&pageNo=2&sid=2000#20

Koraa wrote:
We recently re-designed Metamorphosis for an upcoming build. Some changes:

- It will no longer remove your pet (your pet remains)
- It increases your armor by 600%, up from 360%
- It increases all your damage by 40%
- You can still cast your regular Warlock spells
- You gain access two a few new unique Demon Form abilities that can only be used in Demon Form

Among some other improvements. It will be changed back to a 5-minute cooldown, however (with a 45 second duration). With the changes to Ruin, you can also get Metamorphosis and Ruin in a build if you wish.


Dude. DUDE. DUDE!!!

Edited, Sep 10th 2008 3:57am by wingsofscion
#2 Sep 10 2008 at 3:38 AM Rating: Decent
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Hellyeah !
Was about bloody time they threw a bone for us.
#3 Sep 10 2008 at 4:14 AM Rating: Good
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******* Yeah!!!! :D

my favourite of that is the corruption change :D we've needed that for a LONG time, imba buff to all specs and even more reason to go afliction... hmm.. i'm spoiled for choices. also the demon form change is sweet and needed. a lock without a pet in pvp is just a pointless version of a mage. lol
#4 Sep 10 2008 at 5:23 AM Rating: Good
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Really happy with this especially the corruption and ruin ones (Affliction is my favorite spec).
#5 Sep 10 2008 at 6:45 AM Rating: Decent
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Very nice. I guess they weren't joking when they said we were getting a huge overhaul before 3.0 went live. With the changes to the way buffs/debuffs are working, it was looking pretty grim for us, especially Affliction. Now Haunt/Ruin should be able to put up some damn good numbers, and Haste will be more worthwhile to Affy 'locks using SBs with Ruin.
#6 Sep 10 2008 at 9:47 AM Rating: Good
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This is the best (wow related) news I've seen in a while!


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#7 Sep 10 2008 at 10:03 AM Rating: Decent
@Jenova - Yes, spoiled for choices indeed! I'm glad that they're pushing away from Devastation being so necessary for Aff and Demo locks, and making Ruin more available, from a PvE perspective. Though, it just saddens me that we're still going to have to go 18 points into Destruction to be truly effective in raids (for Destructive Reach). Oh well, a buff is a buff, no?
#8 Sep 10 2008 at 10:54 AM Rating: Good
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20 points actually... ever tried doing a boss fight with constant aoe damage WITHOUT intensity? say hello to 4-5 second SBs and up to a 50% decrease in total damage done... lol
#9 Sep 10 2008 at 1:05 PM Rating: Decent
17 or 19 with Intensity since Shadowburn isn't really necessary, heh. But they are changing the mechanics of pushback so we'll have at most 3.5 second Shadow Bolts (provided we spec Bane, which any sane raiding lock should). There's still a required 17 points in Destruction for affliction locks, but I think I could deal with 1 point in Intensity, if any at all.
#10 Sep 10 2008 at 5:52 PM Rating: Good
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3.5sec SB... compared to a 2.5 sec is still a 40% decrease in damage delt. try doing RoS in BT without intensity and your damage will go down to something more comparible to the tanks... (even with the upcoming change).
the main causes of crap damage are:
1. poor time management
2. poor ability cycle

both of these kinda overlap, the poor time-management counts in spell knockback and seeing how most bosses have aoes that'll inevitably hit us, saying "i'll risk 1 or 0 points in intensity" is like say "i can't be ***** to do good damage". the overlap is where you try to use your spell cycle but the dot/etc... gap gets widened due to knockback/movement etc...
#11 Sep 10 2008 at 7:15 PM Rating: Decent
I'm not going to disagree with that latter statement, but until I see the mechanics of raid environments in Wrath, I'm going to go out on a limb and say that raids will probably NOT be the same as BC raids. Comparing raids now to those that don't even exist is rather naive and presumptuous, don't you think? I don't like the idea of being pigeonholed into 19 points in Destruction, but I'll take it if I have to, and probably will anyway if I'm stuck with Affliction right off the bat, since I can't stand drain tanking anymore.
#12 Sep 11 2008 at 4:59 AM Rating: Good
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k... comparing 'exact' raid environments is silly... NOT. blizzard always re-uses old encounter abilities for boss A through to Z in everything below the 25 mans (best example is mechinar and arcatraz... LOL at the bosses there sharing EXACT tactics with AQ40/naxx bosses... lol). come 25mans, yes bosses will have new abilities, but in the end the vast majority of new abilities will fall within these catagories

1. stuns on tank/raid which'll require extra healing
2. silences which require timing heals
3. passive aoe auras which'll require constant aoe healing / resistance gear
4. targeted aoe's which will require people to move away from it (or whirlwind type aoes which only require melee to move away)
5. targeted aoe's on X person which requires massive healing on X and overs to move away
6. targeted abilities generally which'll require healing/special item use/dodging
7. self heals which'll require interupting/debuffs to decrease it
8. abilities to dispel from raid members/boss
9. X factor abilities....the big ones bosses do that look cool, seem very unique, say like burn on brutalus, breath on felmyst, onyxia and like.. every other dragon, Mind Controls etc.., but actually arn't unique and you always respond to them in very similar ways... move/heal/ability/special cloak to wear.. hehe. the only variable really is what type of healing works best and where to move.
10. adds. same tactic always.. aoe tank tanks them if it's lots of adds. if it's 2-3 strong adds you have special offtanks for them instead (usually a mix of actual tanks with ranged tanks.. us warlocks... for a few others). the only variable is where you tank them

simply put, the variables available are always the same. the difference is how they use them and trust me, in ALL hard encounters there's massive AOE damage which constantly knockbacks heals/casts so you WILL need intensity. it's a more core talent than destructive reach, ISB or ruin simply because spell knockback is the largest dps decrease available to be used in just about every encounter. heck I'm not even happy with just the talent, I generally demand a pally in my group for conc aura simply so that there isn't the 30% chance for getting like a 30-40% decrease in dpsc on my current spell.

POST EDIT

oh if you hadn't realised yet... I'm one of the ones who helps create tactics for new raid encounters, everything from positioning to who heals/dps's/tanks what, and trust me, when it comes to bosses (across every single online game, not just wow) they're limited in choice and they capped out on the choice back prior to tbc, just all they do is change how they mix and match the abilities as well as how powerful/location etc.. each is used.

Edited, Sep 11th 2008 9:02am by Jenovaomega
#13 Sep 11 2008 at 6:52 AM Rating: Good
Abilities vs. actual encounter are two very different thing. I couldn't care less if you come up with new tactics (and rather see you as a braggart for saying as much), but regardless of that, you wouldn't have to come up with new tactics for new bosses if they truly were all the same, now would you? Besides, Blue has stated that they're making things less AoE intensive in comparison to BC because not only Warlock pets but also Hunter pets have had severe survivability issues (and also one of the reasons that Demo Sac has been the premier raid spec over 0/40/21 with succubus).

This is not a pissing contest, Jenova. Beyond that, why start an argument anyway? No real reason. I get all my information from the Beta boards as well as the WoW boards (Maso, Clearly and Fallenman being probably some of the most upstanding people to get info from, for that matter - Maso being a PvP lock and Clearly and Fallenman being Sunwell raiders).
#14 Sep 11 2008 at 9:43 AM Rating: Good
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abilities and encounters aren't two different things. an encounter is as difficult as the combination of abilities used and the timings on each. and the only variables for the tactic for each ability is how much damage, the location and timings. If the boss ability is a hard hitting stun, the solution is something along the lines of timing healings for the target or making sure a grounding totem is up for it if magical. if it's an area targeted ability, the tactic is to move to X spot for that encounter, the only difference between each encounter is where you move, how important it is to move in time (damage/effect used by it) and how often the ability is used. I can go on and on, but simply when it comes to making tactics, each ability type has a set choice of responses and the only hard part of each encounter is getting people to learn where exactly to move/stand/when to use abilities. why do you think the top guilds in the world can down new encounters so fast? because they know these facts. oh and I'm not trying to brag, i'm just trying to explain why you should believe what I'm saying rather than just shoot it down.

people on forums argue, because everyone believes everyone is equal. this isn't true. some of us have spent alot of our own time doing all the additional stuff, I theorycraft, I help create tactics for new encounters, I've spent ALOT of time researching almost every aspect of this game for both my own benefit and to help others. the only thing that people can fault me for is my very abrasive methods of putting across this information.. but that'll never change.

oh and blues also said that ALL pets are getting avoidance (80% reduction to aoe damage), so aoe is no longer an issue for pets.
I'm not starting an argument, just correcting someone who's wrong. you said that intensity wasn't needed. you are obviously insane because it's one of the core talents of ALL casters and without it, no caster can properly survive without the talent in a raid environment.

I'd be posting on the beta forums if i was lucky enough to get hold of a beta key, but I haven't been. I am though I regular poster on all other lock based forums, I'm a sunwell raider too and there aren't many encounters in the game that I haven't tried (only naxx, and the last few bosses of sunwell, which my guild will get through in no time, we're managing a new boss every 1-2 weeks, m'uru maybe 3weeks)
#15 Sep 11 2008 at 10:16 AM Rating: Decent
Whoa whoa whoa, I never said Intensity wasn't needed. In fact, I'm one of those people who value Intensity over Nightfall, which is annoying at best, though technically a DPS increase (but so marginal, I find Intensity more worthwhile, especially given my grinding methods). Currently, you have to sacrifice either Nightfall or Intensity, period. I see the benefits of Intensity now, but given we have yet another spell to add into our rotation, as well as the implementation of haste on all gear, things could change. I said it may not be AS necessary because we're also going to be spending time casting Haunt (which has pushback resistance with Fel Concentration, as does UA) - and again, because of haste being added to our gear, which lowers effective cast time even further, even with pushback. And also as I said, we may not need both points if we have paladins with Concentration Aura up, since it's another talented 50% pushback resist, which will sit us at 85% pushback resist with only one point in Intensity (and we could get to 92% pushback on UA/Haunt with the only three points in Fel Concentration, or 106% pushback with four points, but Amp. Curse is more of a significant boost than Fel Concentration, if you ask me, unless the Aff lock is on CoEl/CoR duty). Since Paladin auras are being moved to raid-wide, this is also something to consider.

What I'm concerned about it Affliction bloat, because 5/5 Fel Concentration may be necessary to prevent UA/Haunt pushback in the same way Intensity provides pushback resistance for our Destruction spells, which brings the Affliction point requirement up by another two points. Already, we need 58-59 points in Affliction to do optimal damage (counting either Frailty or Malediction, but not both), as well as another 19 points in Destruction to do optimal damage, but we have to sacrifice something in order to get ahead.

Also, I am aware that pets are getting avoidance baseline, and am very happy about that.

As for "explaining to me" anything, I don't care what qualifications you have in terms of theorycrafting. Just knowing that you have done the encounters is enough for me and for many others. So it will come off as you bragging. And normally I'd be one to insult you based on where you stand in raiding versus other claims you've made, but I won't, because that would be pointless.

The problems I have with your posts, Jenova, are that they are not fully thought out. There are things being brought in from other classes that also must be taken into consideration. That leaves us more talent points available for other things, and we can probably go with a 53/0/18 build using 1 point in Intensity, and skipping out on Shadowburn for Affliction, thanks to the combination of Concentration Aura and Haste, not to mention Eradication procs, Wrath of Air totem, Moonkin Aura, Heroism, etc.
#16 Sep 11 2008 at 10:45 AM Rating: Good
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they're plenty thought out, it's what I do.`.. heck I wouldn't exactly be good at designing tactics or theorycrafting if i didn't think everything through.
as you were saying about with the spell knockback talents, 1 point intensity 2-3 fel conc is fine with conc aura and that chances are spec ways you'll be going something between a 51/0/20 and 54/0/17 spec to make sure you get the required spell knockback protection and required dps talents. the main deciding factor is what pet you use as afliction and whether or not it's there for dps, a mana pool or as both (felhound with imp.felhound being the only option there).

your comment about haste and knockback though is actually incorrect. increased haste doesn't lead to knockback being less of an issue, it actually becomes more. due to how spell knockback is going to work (total possible of 1.5seconds if I remember correctly at 0.8, 0.5, 0.2... though correct me if i'm wrong as i can't find anything on it right now). with say... 0% haste, SB is 2.5seconds. so 1.5second interupt of that is a 60% decrease in dpsc. if you have say... 25% haste, making SB a 2second cast then that becomes an 80% decrease in dpsc, so making interrupt resist more important.
#17 Sep 11 2008 at 3:04 PM Rating: Decent
The way I see it, haste works in a way such that if you are spending less time casting, the less chance you are to be vulnerable to spell pushback.

Consider this:

Scenario 1:
Random Mob A shoots a Fireball at you, and you have zero haste or pushback resist. The Fireball will take 4 seconds to reach you. In that time, you have the mana to shoot two Shadow Bolts (at 2.5 second cast time) at the enemy. Firing off two shadow bolts will take 5 seconds. By the time you are finished with your second sbolt cast, the Fireball has reached you, causing you pushback.

Scenario 2:
Random Mob B shoots a Frostbolt at you, and you have enough haste to bring your sbolt cast to 1.9 seconds, but still no pushback resist. The Frostbolt will take 4 seconds to reach you. In that time, you have the mana to cast two sbolts at the enemy. Casting two sbolts will take 3.8 seconds. By the time the Frostbolt reaches you, both of your sbolts have already been cast, and you have no worries about pushback (assuming the two sbolts would kill the mob).

Also, pushback mechanics are changed so that you only receive two pushbacks until you are immune to pushback for the rest of the cast. So, at the very most, that would be 1.3 seconds of pushback, if you are even affected by the pushback to begin with. Remember, Concentration Aura will bring up the pushback resist by a significant margin (50%), so you won't be pushed back anywhere near all the time, as you are making it sound.

Granted, much of this has to do with raid setup. If you have more than one paladin, one paladin is going to have Retribution Aura up and one is going to have Concentration Aura up. The way you make it sound is as if you have zero pushback resistance 100% of the time. As it stands now, we don't have an option other than to spec Intensity because Warlocks don't have the luxury of a Paladin in their group, much less a Holy paladin. With paladin auras being made raidwide, the value of Intensity is likely to change in the xpac, and I can feasibly see only putting one point into Intensity. Until we know exactly what the mechanics of each fight will be like, we can't make any set views, however.

Edited, Sep 11th 2008 5:00pm by wingsofscion
#18 Sep 11 2008 at 7:00 PM Rating: Good
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sadly your maths is flawed, and it's not the 'single shot' abilities like a fireball as you suggested that kills you if you have no knockback resist, it's the constant auras / melee hits on you. i.e. the stuff that happens on a regular/fast basis (being the only type of aoe you get in raid encounters, the direct attack abilities are dodged/healed and less issue in terms of knockback).

for the '1 off knockback' then in the scenario of a firebolt, 3.5sec cast, 0.5sec flytime to hit you, having haste will mean you cast more spells, and do more damage, but this is 1 small scenario which plays to your benefit and simply put, it's a strawman arguement. chances are, you're going to be getting melee'd or hit by regular aoe damage (be in solo, or in raids). in this scenario the more haste you have, the bigger the effect it has on your total damage. here's why.

example 1. 0 haste, SB hits for 2000 damage, 25% crit and presuming you do crit the statistical amount and have ruin, 1minute fight, SB spam, constant aoe damage every 1second, no talents other than ruin (this is a simple scenario to make the maths easier)

60seconds @ 2.5sec cast = 24 SBs, 6 crits with a maximum achievable damage of 60,000 damage with no knockback

now with the aura
every 2.5sec SB becomes a 3.8 sec cast
60 @ 3.8 = 15.78 SBs cast = 39,473 damage which is 65.79% of your max damage.

example 2. 25% haste, 2000 damage SB, 25% crit and presuming you do crit the statistical amount 1minute fight, SB spam, constant aoe damage every 1second (this is a simple scenario to make the maths easier)
60 seconds @ 2sec is 30 SBs, so 75,000 damage without knockback

now with aura
every 2sec SB will recieve 2 knockbacks as well, making it s 3.3 sec cast
60 @ 3.3 = 18.18 SBs = 45,454 damage which is 60.6% of the maximum achievable damage.


so as I said, the more haste you have, the larger the effect of knockback on your damage. though I'll admit I over-estimated the effect. I'm surprised that even though the increased cast time is a much highier % of the original cast time (80% instead of 60% if you have 25% spell haste), the effect of this is only a 5% variation between having haste and not having haste in terms of total damage delt with constant knockback.



Edited, Sep 11th 2008 11:01pm by Jenovaomega
#19 Sep 11 2008 at 7:58 PM Rating: Decent
No, it's not JUST the more haste you have, but ALSO the more incoming damage you have. You are continually assuming that you will ALWAYS be knocked back EVERY time you get hit. With talented Concentration Aura, you will only get knockback 50% of the time. Add in one point in intensity, that is boosted to 85% knockback resist (which is already higher than what we currently have from Intensity alone).

So in a 1 minute scenario, you will only get pushback 15% of the time with iConcAura and 1 point in Intensity, or once every 9 seconds on average. Assuming 2 second sbolts, that is once every 4.5 sbolts. Even then, since you have pushback resistance, it is not feasible to say you will necessarily get pushed back twice during that same cast. RNG skews the results greatly, and you could have some fights where you only get pushback once or twice, or fights where you get pushback 15 times in one minute. Unfortunately, we can't exactly created a fixed amount because each fight will be different.

60/2.5 is a possible 24 shadow bolts, at a maximum of 48,000 damage dealt.

Scenario 1: Assuming double pushback each time there is pushback, while also having iConcAura and 1 point in Intensity:

Every 9 seconds, Shadow Bolt becomes a 3.8 second cast. Just over 20 shadow bolts in 60.2 seconds, or an average of 3.01 second cast shadow bolts. Approximately 39,867 damage dealt in 60 seconds, or ~83% of maximum damage.

Scenario 2: Assuming one pushback each time there is pushback, while also having iConcAura and 1 point in Intensity:

Every 9 seconds, Shadow Bolt becomes a 3.3 second cast. 22 shadow bolts in 58.8 seconds, or an average of about 2.67 second cast shadow bolts. Approximately 44,943 damage dealth in 60 seconds, or almost 94% of maximum damage.

60/2 is a possible 30 shadow bolts, dealing a maximum of 60,000 damage. Pushback occurse again every 9 seconds due to 85% resist to pushback.

Scenario 3: Assuming double pushback each time there is pushback, while also having iConcAura and 1 point in Intensity, with 2s sbolt cast:

Every 9 seconds, Shadow Bolt becomes a 3.3 second cast. 26 shadow bolts in 58.8 seconds, or an average of 2.3 second cast shadow bolts. Approx. 52,174 damage in 60 seconds, or ~87% of maximum damage.

Scenario 4: Assuming one pushback with each pushback, with outlined stipulations in Sce.3:

Every 9 seconds, Shadow Bolt becomes a 2.8 second cast. 27 shadow bolts in 58.8 seconds, or an average of 2.18 second cast shadow bolts. Approx. 55,046 damage in 60 seconds, or ~92% of maximum damage.

But again, this is assuming constant damage every second, which has not been the case in any raid environment. And this is more or less a "worst case" scenario, anyway. The numbers in an actual raid will vary due to RNG.

Suffice to say I don't completely disagree with you, but I don't completely agree with you, either, given RNG and the wide array of scenarios that can be cooked up.

Edited, Sep 11th 2008 9:54pm by wingsofscion
#20 Sep 12 2008 at 3:59 AM Rating: Decent
You two proper need to get a room...
#21 Sep 12 2008 at 6:00 AM Rating: Decent
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Quote:
Suffice to say I don't completely disagree with you, but I don't completely agree with you, either, given RNG and the wide array of scenarios that can be cooked up.


Even with the RNG factor, the best you can do is work of averages, and over time, they tend to come true. One fight you may be really lucky, and the next extremely unlucky, but over the course of a full raid, you'll normally be pretty close to the averages. That's the way RNG's work, and the reason why Jenova has almost never been wrong. He does the maths, and does them well.
#22 Sep 12 2008 at 6:19 AM Rating: Good
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It's getting squelchy underfoot in here but on the ORIGINAL post...

That entire change was to allow Warlocks to raid as Demonology. Now they can. That was it, no more, nothing else, nada. The 'new' demonform will be nerfed I assure you, 40% damage increase is spasticated and any multiplier larger than 20% without a major side-effect is dev-repellent. Expect it 'balanced' back down to 20%-ish.

Im really starting to think the WoW class designers get their ideas from other internet forums, because every single change to Demon Form was posted on the Wottle-wiki forums a couple of weeks before they went live. They even crunched the math and came up with a necessary 42% damage increase to overcome Ruin, and lo and behold, out of nowhere comes this 40 number. They also in the same thread suggested moving Ruin to a 5pter at the top of the tree and Devastation rolled into a 1pter at 21pts Destro... it really is uncanny.

A Dev could be reading this, right now, desperate for answers, weeping into his Mountain Dew.

Koraa, it's ok. I know you just need a big, sweaty man-hug.
#23 Sep 12 2008 at 9:39 AM Rating: Good
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sooo, to sum things up. my maths was right, I was right but I over-estimated the effect. as said, these are very simplistic scenarios and there won't be many boss fights with constant aoe damage or parts of the encounter with constant aoe damage (but there will be some). the original arguement occured because you did say that you'd be tempted to go 0/2 or 1/2 intensity, which is where the arguement stemed from, your underestimation of the importance of knockback resistance and my over-estimation of it ( though I'll still go as far to say that capping knockback resist is as important as capping spell hit in terms of increasing personal dps)

back to the original topic, sinstralis is right about the changes, it's also there beause in pvp, demon form was currently being only a 'oh FSMA<MW' button to save ourselves, but with little viablity to deal damage or CC in comparison to not using it and staying with pet out (a lock without a pet in pvp, is generally just dead-weight), so the change for 40% increased damage is more of a pve thing and to actually make your opponents scared of you while in demon form rather than just think "meh, i'll ride this out" and then part of having the pet out is there for the added pvp utility (also further increased pve damage)
#24 Sep 12 2008 at 9:58 AM Rating: Decent
@Lathais - Averages over an extended time don't matter during one fight.

@Jenova - Actually what my math is showing is that as long as you're getting pushback twice on a cast, and not only once, then you're actually doing better the more haste you have. Granted, I did say only TEMPTED to go only 1 point in Intensity (going without any is kinda stupid, imo). 2 points is, of course, optimal, considering that that pally might die, move out of range, etc. Don't get me wrong, I see the value of it, but I'm wondering exactly HOW MUCH value it'll have for Aff and Demo locks. As far as we know, though, Affliction talents could actually outweigh the second point Intensity in Wrath. Since a lot of Warlock talents are stil NYI or buggy, there may yet be some issues.

Also, if you add up the values manually in a calculator, you will also see that each time your shadow bolt is knocked back, it is closer to the end of the cast, which probably means less knockback time for it. If they're also changing the knockback duration, then this makes all this math above for naught anyway.

Edited, Sep 12th 2008 12:03pm by wingsofscion
#25 Sep 12 2008 at 10:34 AM Rating: Good
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my maths is, last i checked, exactly how knockback is working in wotlk, if it changes then I'll redo the maths. I actually done the maths both with and without simplified crit, i was surprised to find that it doesn't affect the overall % differences, though this is in a simplified setting... in a real life raid scenario things work alot differently
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