In response to the new ... 'change' to Shield Slam, I've started to look at how the new formula will work out.
The old one is
Code:
Base + IF(Block<2400;Block;2400+0,95*(MIN(3160;Block)-2400)-0,000625*(MIN(3160;Block)-2400)^2)
Or spread up:
* BV < 2400: BV damage = BV
* BV > 2400: BV damage = 2400 + 0.95*(Block-2400)-6.25E*(Block-2400)^2
* If BV > 3160, use that number instead, which ends up as 2400 + 361 = 2761
As the DR softcap is now lowered to 1960, while the hardcap (for original BV value) remains the same, the constants in that formula have to change. Unfortunately we only know the hardcap, which is 2072 for an original BV of 3160.
If the formula is using a similar style as before, we get
Code:
X * (Block-1960) - Y * (Block-1960)^2
Filling in 3160:
Code:
X * (3160-1960) - Y * (3160-1960)^2 = 2072-1960
X * 1200 - Y * 1200^2 = 112
X = 1200 * Y + 112/1200(=7/75)
It is currently impossible to determine X and Y untill we get more data points, which will probably be when it goes live. The same goes for the threat addition, although I'm looking at about 200-300 threat innate added if they wish to keep the threat the same.
Additional Thoughts on the SS change:
* The innate threat will now be 30-35% of the total threat, as opposed to the current ~20%. Innate threat does not scale with damage modifiers.
* The damage reduction on SS is almost equal to simply not having Imp. Disarm. Only one of 'em is a pure PvP thing.
* They want to reduce burst, yet nerf overall Shield Slam damage rather than fix Shield Block still boosting it's damage past the cap?
* SW & CB will now out-perform SS without SB as pure threat and damage moves.
* After doing preliminary math on it, I still think of this as "Seriously WTF?"
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