"Daze" and confused?

#0 - Sept. 13, 2007, 5:44 p.m.
Blizzard Post
I wanna hear from Drysc on this one. Apparently someone changed their mind about this mechanic, and since he was so good at explaining it the first time around how about an encore?

Here's the daze mechanic explained back in June:

http://forums.worldofwarcraft.com/thread.html?topicId=115042266&sid=1

Here's the PTR notes about a month later:

http://forums.worldofwarcraft.com/thread.html?topicId=174505927&sid=1

bullet #6
Q u o t e:

Daze: Defense skill will no longer reduce the chance players have to receive the Daze effect when attacked from behind by enemies.


So, wanna tell us what's going on? Inquiring minds want to know.
#7 - Sept. 13, 2007, 6:28 p.m.
Blizzard Post
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.
#56 - Sept. 13, 2007, 7 p.m.
Blizzard Post
Tanking is definitely something we're thinking about and keeping an eye on, it's something that we kept in mind and we're open to seeing how the change affects a tank's ability to reposition mobs in instances and make possible adjustments.

Basically, it's going to be harder. However, there are easy ways to adapt, such as simply moving backwards or sideways. Then there are abilities such as a warrior's intervene which can help gain some extra ground. Some fights that require quick and sometimes "long-distance" repositioning, such as Prince Malchezaar, will likely require some adaptation.

We're keeping our eyes on the situation though, and keeping an open mind about the mechanic requiring further changes should it become a debilitating issue.
#61 - Sept. 13, 2007, 7:03 p.m.
Blizzard Post
Q u o t e:


This does sound reasonable. You can't skip the content in instances since mobs have an infinite leash in that environment.


Well, you can flop content potentially by dying (with a self rez) or dropping aggro.
#62 - Sept. 13, 2007, 7:05 p.m.
Blizzard Post
Q u o t e:

So people complaining that daze rates were to high led to an investigation which will result in an overall increase in daze rates.

What delicious irony.


That's what I said! But then someone threw a bottle at me.
#79 - Sept. 13, 2007, 7:23 p.m.
Blizzard Post
Q u o t e:


How in any way shape or form is this relevant to tanks?


They said "disable daze in all instances", and yes it's something we've thought of, but it brings other things we have to think about.
#96 - Sept. 13, 2007, 7:42 p.m.
Blizzard Post
Q u o t e:


Question drysc i asked in my thread but wil ask here

You stated in your Original post

Other factors that may give a sense that daze is occurring more often may include the lack of many actual level 60 mobs roaming throughout leveling or questing areas in Azeroth, as compared to the large amount of level 70 (and higher) mobs roaming throughout Outland. Also, as it’s based on probability there’s a good chance that you will run into streaks where you’re dazed more or less often. [b]Aside from keeping a maxed defense rating the best thing you can do to keep from being dazed is to simply avoid the aggro radius of mobs you don’t intend to fight.

Then later you come out and say that defense should not effect being dazed

stating here
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.

the reality is it doesn not matter what the codes are the words specifiallly imply that you and the develiopers fully inteded to have defense rating negate the Daze Mechanic


You're reading into it too much. Let's insert the word "base" again, and watch the intended meaning float to the surface. :)

"Aside from keeping a maxed base defense rating..."

It is possible to not have it maxed, in fact some ranged classes may almost never get hit and in those cases their base defense rating may be low enough as to increase a chance to be dazed dramatically. The statement had nothing to do with daze taking into account defense from gear, as we didn't know that was the case at the time of the write up.