Con Warlords Of Draenor probabilmente non sarà più così: i tempi in cui un tank può rivaleggiare con i DPS in quanto a danno fatto pare giungeranno al termine con la nuova espansione e l'implementazione di Resolve. Questa nuova meccanica pare più improntata alla difesa che non all'attacco: un ritorno alle origini che potrà essere gradito a molti, ma che forse farà anche storcere qualche naso.
Che ne pensate? Siete felici del cambiamento? Il tanking come lo abbiamo conosciuto negli ultimi anni potrebbe essere stravolto.
Celestalon ha scrittoOne of the new mechanics in Warlords of Draenor for tanks is Resolve. It is similar in design to Vengeance, except without the offensive component. Incoming damage increases the effectiveness of your self-healing, so that things like Shield Block and Shield Barrier stay competitive with each other, both in solo questing, and mythic raiding.
Resolve: Increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 sec.
Resolve from Stamina
- You always get a baseline amount of Resolve, based on Stamina
- This uses the formula: Stamina / (250 * ItemScaling[PlayerLevel])
- ItemScaling is a table with a value for each player level, that you can find in the DBC files. Ex: ItemScaling=261
- This updates dynamically with temporary stamina buffs.
Resolve from Damage Taken
- You also get some based on damage taken, as a % of Max Health , and decaying over time
- The server remembers your damage taken events for the last 10 sec.
- This portion is recalculated every 1.0 seconds and on every damage taken event.
- Each damaging event grants 0.25 * [ Damage * 2 * ( 10 - ( Now - DamageTimestamp ) ) / 10 ] / MaxHealth
- This averages to ~Damage/MaxHealth
- This calculation uses the damage before damage reduction (% damage reduction effects, and armor).
- Damage that is not mitigated by armor (Spell and Bleed damage) grants 2.5x as much Resolve.
- Auto-attack damage that is avoided counts as the average amount of damage that that auto-attack would have done.
- MaxHealth does not include increased max health from temporary multipliers like Last Stand, or Ursa Major.
- Resolve is multiplicative: A heal of size X becomes size X*(1+Resolve).
- Resolve does not affect percent-based heals (i.e. "heals you for 20% of your life" would be unaffected.
- There is no quick-ramp-up mechanism or taunt-transfer mechanism
- Resolve will persist through shapeshifts.
- Resolve only affects self-heals and self-absorbs
- It will still have diminishing returns when attacked by multiple mobs (same formula/logic as Vengeance had)