Many players in Wow it probably shouldn't have noticed that a few small things had changed in the calculation of the loss figures with the start of Legion. In a special case, the variance in the damage numbers of your special attacks was removed through some changes to the internal processes. Since then, a crusader strike has always caused a precisely determined amount of damage, which of course is based on your equipment, talents and other buffs. So if you hit three or four crusader kicks in a row and nothing changes in your character in the meantime (procs, buffs or the like), then each of these attacks causes exactly the same damage value. This is exactly what will happen in the upcoming WoW expansion Shadowlands but change again.

Because then the developers reintroduce the variance in the claims numbers into the game. Instead of the calculated value, the crusader shock can then hit a little stronger or weaker. With this, the developers want to prevent you from seeing the exact same damage numbers pop up on your screen again and again and at the same time go a little more in the direction of classic role-playing games, where it is completely common for attacks to hit stronger and weaker at times. At the same time, however, they want the random factor to not ensure that you sometimes cause significantly more and sometimes significantly less damage. Therefore, they keep the variance relatively low at five percent. In addition, this should more or less balance itself out in the course of a fight with the large number of attacks. Here is the original Bluepost from Blizzard:


Blizzard
In an upcoming build, most non-periodic abilities on all classes will have a small amount of variance on the damage or healing of each individual use.

This was standard behavior in WoW (buy now for 14.54 €) for many years (and has its roots in familiar mechanics from many RPGs), but recently was lost as a side effect of some under-the-hood mechanical changes. We're restoring this behavior now to bring back the small bit of texture, and avoid the result where using the same spell repeatedly results in exactly the same 3- or 4-digit number every time.

We're keeping the amount of variance small (5% currently), so that the impact on total performance, over the course of a combat with many events, is negligible.


But not all players seem to be so impressed that with this change the random factor plays a bigger role in the performance of your own character in combat. The relatively well-known streamer slootbag has already voiced its concerns. In his opinion, it is never a good thing that chance plays too big a role in combat. In his eyes, most players prefer the greatest possible consistency from pull to pull. Game Director Ion Hazzikostas, however, pointed out that the developers did not re-invent this mechanism, but it has existed for over 12 years and is now only being used again.

What do you think? Does it feel better if the damage figures vary slightly or do you prefer constancy?

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