crit-chance

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  • Arcane Brilliance: Mists of Pandaria mage guide to stats and reforging

    by 
    Christian Belt
    Christian Belt
    09.15.2012

    Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week, we talk about how awesome mages are. But did you know that you can make your mage even better? I know! It's like chocolate-covered chocolate. Or a cheesecake that also grants you three wishes. Or an Avengers movie that is also directed by Joss Whedon. Or a warlock that is also dead. With just over a week of this pre-expansion/post-patch limbo to go, it's high time we covered one last piece of patch 5.0.4 mage business before we turn our eyes almost exclusively toward the impending influx of pandaren and monks and ... pandaren monks. But good news! Most, if not all, of what we discuss here today will also apply in Mists. Though there are always small shifts in stat weight at endgame, we're still quite far removed from knowing exactly how things will shake out when we're all doing hard mode raiding. This expansion brings some major changes to our stats, radically altering the benefits they do and don't provide. Before we get to each spec and its stat weights, let's look at each stat and familiarize ourselves with its Mists of Pandaria version.

  • The Summoner's Guidebook: Items and runes for League of Legends' attack damage champions

    by 
    Patrick Mackey
    Patrick Mackey
    06.28.2012

    Attack damage is a universal thing for most League of Legends champions to build. Even characters that do not normally build AD are commonly played as AD in "joke builds." AD champions also have some of the widest variety of items available. There are a fair number of caster and tank items and a handful of hybrid items, but items that bolster physical attacks are everywhere. This can cause some confusion in what to build, and today we're going to talk about what gives you the most bang for your buck. This article will focus heavily on offense rather than defense for AD champions. We'll cover defense in a later week.

  • Counting up 1, 2, 3, 4, 6 more Shaman complaints

    by 
    Mike Schramm
    Mike Schramm
    02.18.2008

    There's a new chapter in the ongoing saga of Shaman disappointment with patch 2.4, and it's this: "1, 2, 3, 4... 6?" As you may have noticed in the patch notes, Call of Thunder (an Elemental Shaman talent that increases the crit strike chance of Lightning spells) had five ranks that gave 1%, 2%, 3%, 4%, and 6% respectively. But patch 2.4 will bring it in line with standard arithmetic, and have rank five give 5% crit chance.An obvious nerf, right? Blizzard doesn't seem to be so sure. Players say that there was a reason rank five gave 6% chance to crit, and it was probably to balance the ability with other abilities in endgame. But Neth says that though it is a nerf, the devs did it just to bring the values in line with other similar ranked talents. Even giving Neth the benefit of the doubt on the devs' decision, that seems really unlikely-- no one would "accidentally" count 1, 2, 3, 4, 6. Clearly the extra percentage crit chance was in there for a reason, and the devs shouldn't change it back unless Shamans really are critting too much (and by all accounts, they are not).It seems like a lot of whining over a small issue (and yes, that could be said about all of this Shaman business), but once again not only is Blizzard not clear on their communication, but they continue to mangle Shaman relations-- in a patch where Elemental Shamans are finally hoping for a buff, the devs decide instead to nerf one of their biggest talents, supposedly to fix a mathematical bug. If the devs suddenly said that Fel Concentration was getting nerfed to 10%, 20%, 30%, 40%, and 50% (rather than the 14%-70% it's at now) because those numbers were more "in line," Warlocks would throw a fit. And that's exactly why Shamans are so unhappy right now.

  • Attribute systems have -10 to Intelligence

    by 
    Chris Chester
    Chris Chester
    02.08.2008

    As a gamer who was holding a controller long before I'd ever even heard of a D20, the attribute systems that seem to be standard in the world of RPGs were always a little foreign and foreboding. The idea of Strength and Dexterity were easy enough to grasp, but what the heck did Constitution mean? And for that matter, what's the difference between Wisdom and Intelligence? Even as an adult, the attribute system in a game like World of Warcraft is a bit strange to me. They give general descriptions on the website and in the game's manual, but when you start throwing in things like crit chances, the five second rule, and attack power, it all becomes a dense, tangled mess.On his blog, Brian Green ponders whether such a system can't be simplified in a way that would encourage a deeper understanding for players who don't take their games so seriously that they've got their gear progression mapped out in Excel. His first suggestion is to sweep away derived stats, or more accurately, JUST have derived stats, and ignore the base stats that influence them. Seems reasonable enough, if a bit more long-winded. His second suggestion is to take away the level curve, making stats behave the same regardless of the player level. It's an interesting idea in the abstract, but one wonders whether developers, and indeed the players they're developing these games for, are ready to put in such a radically different system.