#7 - Sept. 13, 2007, 6:28 p.m.
Shortly after that write up, and due to us going back through the code, the programmers found that a character's defense as a whole was being taken in to account, and not just their base defense as intended. It was definitely our mistake in only looking at what values are taken into account when calculating daze, and not how those values are generated. They're separate bits of code in different locations, so it wasn't easily or immediately apparent.
Q u o t e:
Drysc actually kinda contradicts himself in his first post but he gets his point across.
"First an explanation on how the mechanic works. The chance to be dazed is determined by the character’s base defense rating as compared to the mobs level, or technically the defense of the character versus the attack skill of the mob"
It wasn't a contradiction, but a left out word could make it seem like there was a discrepancy.
"First an explanation on how the mechanic works. The chance to be dazed is
determined by the character’s base defense rating as compared to the mobs level, or
technically the base defense of the character versus the attack skill of the mob"
Works a little better for what was being stated. The addition of the word "base" makes all the difference in the world obviously. The intent was just to say that it's technically the attack skill of the mob, and not its level (although it's really just 5 x mob level).
The intention of the mechanic isn't that it punishes some classes or specs more than others, you shouldn't be punished more than someone else because you chose to play a priest instead of a warrior. The complaints that the mechanic was not working correctly and had increased or changed in the expansion is the only reason we investigated the mechanic further, and found an issue that we're now correcting.
It's obviously an unpopular mechanic as it can slow down a player, or can sometimes be the cause for a death. Anything that works to help ensure a player realizes or understands a mistake, unwise choice, and that potentially leads to a death is going to be unpopular. However, it's an important mechanic as it helps encourage caution and awareness. If you're not careful to stay out of aggro range of mobs, not careful to be patient in your pulls, or not aware of your surroundings or pathing mobs, then we want something that helps to ensure simply pulling a 180 and running away (coupled with class abilities) isn't always a guaranteed escape.