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[REJECTED] [Death Knight][Frost] Obliterate DMG 27% too low

 
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zubrowka

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Post Posted: 10-07-2017, 09:58:49 | Translate post to: ... (Click for more languages)

WoW Freakz spell link:
Bug description:

Tooltip says Obliterate should do 154k dmg.
With mainhand buff up it should be 173k

After 40 Obliterations average dmg was:
Mainhand 76k
Offhand 50k
=> 126k

There is around 40k missing dmg.

Obliterate is 27% too low



Proof:

Screenshot Tooltip without buff: http://imgur.com/a/U1MMB
Screenshot Tooltip with buff: http://imgur.com/a/Me9o0
Screenshot Obliterate DMG Mainhand: http://imgur.com/a/AJo8S
Screenshot Obliterate DMG Offhand: http://imgur.com/a/Run6X

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Lunia

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Post Posted: 10-07-2017, 10:54:32 | Translate post to: ... (Click for more languages)

Reanimated Monstrosities have 2500 armour which results in roughly a 30% physical damage reduction.
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zubrowka

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Post Posted: 10-07-2017, 11:00:04 | Translate post to: ... (Click for more languages)

Lunia wrote:
Reanimated Monstrosities have 2500 armour which results in roughly a 30% physical damage reduction.


And Dungeoneer's Training Dummy (lvl 112) and Taining Dummy (lvl 110)?

Did 50 Obliterates on each and the combined average dmg was 115k

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Quicksand

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Post Posted: 10-07-2017, 11:35:54 | Translate post to: ... (Click for more languages)

You can go to our website and see exactly how much reduction they have.

https://www.wow-freakz.com/npc_finder.php?npc=31146&&name=raider-s-training-dummy

This is the raider's training dummy, if you check it, it says 3.5k armor (-30% reduction)

Same goes for dungeoneer's training dummy -> it has 3.4k armor which is roughly 30% reduction too.

And by the way, it is no longer MoP - what I mean by this is that there are no overlycomplicated formulas that can go wrong and cause the damage to be low (at least not for these baseline spells which deal pure AP or weapon based damage).
Let me show you an example... This is Blackout Kick's formula from MoP: http://imgur.com/a/Hbrfa
On legion: http://imgur.com/a/j2HfD

Things are so overly-simplified nowadays, only spells that have some custom damaging method (like agony which increases overtime, or wild growth which decreases overtime, or custom damage dealing abilities, like when it says something like "deals x% of the absorbed damage back to the attacker") can face the problem of having incorrect damage. Abilities like Obliterate and such deal damage purely based on AP or Weapon damage, and there is really nothing that can go wrong in the calculations -

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zubrowka

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Post Posted: 10-07-2017, 11:43:48 | Translate post to: ... (Click for more languages)

@Quicksand Thank you very much for the detailed explanation.
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Locked by Quicksand, 10 July 2017 10:38



 
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