1. Here are the numbers for the bosses I could target from the raid entrance:



    You be the judge.
    You suck at math.

    4.3 mil to 8.6 mil is a 100% increase, not 200%.

    Anyway, a bit more fine tuning is needed imo. The initial 10+ mil was so unrealistic.. I know it's a hardcore server but scaling up the health of a dps race boss over one of the toughest bosses ever made by blizz (Algalon) is just ridiculous. A 50% increase would be just fine. You're forgetting that with all working mechanics, spells, etc. blizz tuned it to 4.3 mil. You can never achieve blizz conditions.

    If you start making ridiculous numbers at the begining, you'll end up like blizz did with MoP and tanks having 1 mil hp.

    Imagine it.. if you scale bosses by 100%, then for example, Algalon 25 will have 60mil+ hp. He's already a hardcore boss on his own, with a 6min enrage timer (take away the big bang phases). So by going with this logic, you'll need 10 mil DPM from the total raid. If you have 16 dps, that means each will have to pull the amount of dmg they're pulling right now in RS25 with 6.3k GS for example.. and Algalon is just the optional boss in the 2nd tier.. Imagine the **** ups later when you reach the 3rd tier in WotLK and you have 4 separate modes.. will Lich King 25hc have 206 mil hp? Will Festergut require 105 mil damage done before the enrage timer ticks? (5min enrage)(needing around 20k dps)..

    A lot of things need to be taken into consideration, not just slapping a number and then nerfing it. That's what blizzard usualy does, but in early private F&F alpha tests.
    Edited: December 10, 2015

  2. You suck at math.

    4.3 mil to 8.6 mil is a 100% increase, not 200%.
    Eh, it is % of retail HP so it is just a bad header name by me, sorry. The formula is given so ¯\_(ツ)_/¯

  3. You suck at math.

    4.3 mil to 8.6 mil is a 100% increase, not 200%.

    Anyway, a bit more fine tuning is needed imo. The initial 10+ mil was so unrealistic.. I know it's a hardcore server but scaling up the health of a dps race boss over one of the toughest bosses ever made by blizz (Algalon) is just ridiculous. A 50% increase would be just fine. You're forgetting that with all working mechanics, spells, etc. blizz tuned it to 4.3 mil. You can never achieve blizz conditions.

    If you start making ridiculous numbers at the begining, you'll end up like blizz did with MoP and tanks having 1 mil hp.

    Imagine it.. if you scale bosses by 100%, then for example, Algalon 25 will have 60mil+ hp. He's already a hardcore boss on his own, with a 6min enrage timer (take away the big bang phases). So by going with this logic, you'll need 10 mil DPM from the total raid. If you have 16 dps, that means each will have to pull the amount of dmg they're pulling right now in RS25 with 6.3k GS for example.. and Algalon is just the optional boss in the 2nd tier.. Imagine the **** ups later when you reach the 3rd tier in WotLK and you have 4 separate modes.. will Lich King 25hc have 206 mil hp? Will Festergut require 105 mil damage done before the enrage timer ticks? (5min enrage)(needing around 20k dps)..

    A lot of things need to be taken into consideration, not just slapping a number and then nerfing it. That's what blizzard usualy does, but in early private F&F alpha tests.
    i doubt Ulduar will be geting any buffs

  4. Here are the numbers for the bosses I could target from the raid entrance:



    You be the judge.
    Got the HP from some of others:
    - Four Horseman (each boss): 2.15M (10man) // 6.52M (25man)
    - Maexxna: 6.28M (10man) // 15.20M (25man)
    - Loatheb: 16.73M (10man) // 40.44M (25man)

    Thaddius was out of range even passing through Patchwerk with stealth.

  5. Got the HP from some of others:
    - Four Horseman (each boss): 2.15M (10man) // 6.52M (25man)
    - Maexxna: 6.28M (10man) // 15.20M (25man)
    - Loatheb: 16.73M (10man) // 40.44M (25man)

    Thaddius was out of range even passing through Patchwerk with stealth.
    Hey, thanks a lot. I've edited them in.

  6. Thaddius was out of range even passing through Patchwerk with stealth.
    Thaddius is inactive and as such untargetable untill you kill Fengen and Stalagg.

  7. so ur saying that pulling 5146 dps is imposible?? ur correct about scale off 25m and 10m but you know its f*** hard to get 25 people that know how to play , if you cant pull 5146 dps with pre raid bis gear you are bad end of story. coz im pretty sure decent/skilled people will be pulling 5.5-6k+ dps for sure with some classes with pre raid bis gear. so stop crying there are proffs , eoh gear , craft items , rep gear and with that gear and right itemization you will be doing 1k+ dps than on ptr atm for sure
    update didn't see it already got nerfed too bad , seeing every1 do 5.1k+ dps would mean ur raiding with right people
    You sir are troll and completly out of the point of this topic.
    The point is not to test it with the pre-raid bis gear and proffesion but with the current available items on PTR.
    And Im just going to facepalm over what your said about 25man groups. Just becouse your guild or you yourself cant find 24 skilled ppl it doesnt mean that 25 mans are easier only becouse they have more manpower.

    And btw the 1st cleared naxx wont be anywhere near full pre-raid bis geared.
    Edited: December 10, 2015 Reason: spell

  8. Pls remember that most ppl of server population will be in small guild and will be impossible for them to reach as goog as quality like the best ones. And if they are not ale to beat basic naxx, they can at the end leave the server and it could have negativ impact for whole server in population way so adjust raids with brain in your hands and dont brake blizz basic mechanics :-)

  9. Since HP Scalling has to do with 3.3.5a patch and ´more dmgˇ from talents, what is idea behind overboosting boss´s autoattack and spells dmg? Tanks and healers are not scalled up to handle 300% increases on dmg from bosses.

  10. Since HP Scalling has to do with 3.3.5a patch and ´more dmgˇ from talents, what is idea behind overboosting boss´s autoattack and spells dmg? Tanks and healers are not scalled up to handle 300% increases on dmg from bosses.
    to not make it faceroll

  11. i doubt Ulduar will be geting any buffs
    I would not say that yet till Ulduar is gonna be PTR tested by everyone and tuned (after we have had Naxx).

  12. 10 man raids in wotlk were meant to be "GEARING RUNS" to clear out 25 man instance. This is sole reason why ilevel in 10 man runs is lower than that in 25-man. Because Blizzard aimed for guilds aiming for 25 man progress as it was meant to form bigger guild making 2-3 or more 25 man raids a week. This is the reason why 'Proud' and 'F L A W L E S S' on Deathwing has quite a serious number of players to make 4 minimum ICC 25 HC runs every week.

    Let me throw a little more light on situation, making 10 nm harder harder and more harder will result in simply people ignoring 10man runs and rather doing 25 man instances. This was the main reason why MOP was a failure as Blizzard made 25 man runs easier than 10 nm. If you don't trust my words, google is your friend on that part.

    But yea increasing difficulty level for 10 man is bit ok but making it almost impossible for 99% of the population can cause bad results like people not doing 10 man runs (being serious) at all. Rest of it, i really dont have a single issue if a boss is made totally immune to damage even, because i will go along with my guild and rest fellows of lordaeron. As its not gonna be for me alone but same boss for everyone out there. I just care about Warmane attracting more and more population daily rather than pissing a major community when some so called bragging guilds are trying to fulfill their own dreams forsaking the rest of players.

  13. You suck at math.

    4.3 mil to 8.6 mil is a 100% increase, not 200%.

    Anyway, a bit more fine tuning is needed imo. The initial 10+ mil was so unrealistic.. I know it's a hardcore server but scaling up the health of a dps race boss over one of the toughest bosses ever made by blizz (Algalon) is just ridiculous. A 50% increase would be just fine. You're forgetting that with all working mechanics, spells, etc. blizz tuned it to 4.3 mil. You can never achieve blizz conditions.

    If you start making ridiculous numbers at the begining, you'll end up like blizz did with MoP and tanks having 1 mil hp.

    Imagine it.. if you scale bosses by 100%, then for example, Algalon 25 will have 60mil+ hp. He's already a hardcore boss on his own, with a 6min enrage timer (take away the big bang phases). So by going with this logic, you'll need 10 mil DPM from the total raid. If you have 16 dps, that means each will have to pull the amount of dmg they're pulling right now in RS25 with 6.3k GS for example.. and Algalon is just the optional boss in the 2nd tier.. Imagine the **** ups later when you reach the 3rd tier in WotLK and you have 4 separate modes.. will Lich King 25hc have 206 mil hp? Will Festergut require 105 mil damage done before the enrage timer ticks? (5min enrage)(needing around 20k dps)..

    A lot of things need to be taken into consideration, not just slapping a number and then nerfing it. That's what blizzard usualy does, but in early private F&F alpha tests.
    Are you stupid or something? His chart says % of retail. His math isn't bad. The problem is that YOUR math apparently ended at 2nd grade. Yes, it's a 100% increase, but it's 200% of the original number, which is what he stated. I love when some ***** comes on here to troll and just makes himself look like a fool. Foot meet mouth. I honestly don't know why he even apologized to you afterward for his choice of column header. I would have told you to go **** yourself.

    Back on topic: as far as I can recall (and I could be wrong), the DPS requirement on Live was a bit harsher on 10-mans than it was on 25. Something to consider though, is that there are raids on live in which guilds were mixing up the compositions in which they would swap in/out a DPS for a healer. Not all bosses require the same composition. Sure, this was more common on the hard/heroic modes where every fraction of a % was vastly more important.

    I think the staff is doing a good job though of making things more difficult. If they make it too easy and people faceroll it with greens, then they're going to be *****ing and moaning for weeks while the next tier is being tested/tuned. Naxx wasn't released with 3.3.5, so they need to tune it to properly keep this server working as a WOTLK progression server. Just because it's the easiest raid in WOTLK doesn't mean it should be on close-your-eyes faceroll in the first 3 days of the server opening. I don't understand why people want it to be so easy. If you feel that way, go play Live and solo it with your Holy Priest at level 100.

  14. it can be slidely buffed, but its nonsense to make a hard progres raid from naxx, its not a point of this raid, we will have another raids with realy hard progres like Ulduar

  15. it can be slidely buffed, but its nonsense to make a hard progres raid from naxx, its not a point of this raid, we will have another raids with realy hard progres like Ulduar
    Oh we aint getting Ulduar for at least 3-6 months....

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