subject: World Of Warcraft: Patch 1.12 Details [print this page] The following changes and innovations are introduced with the patch in World of Warcraft:
Cross-Realm Battlegrounds
For the first time in the history of World of Warcraft players from different realms in the Battlegrounds will compete against each other. PvP Battlegrounds link Alterac Valley, Warsong Gulch and Arathi Basin are connected so that players from several realms with and against each other to fight. Replenish your mana, sharpen your blades, and get ready for a brand new challenge!
PvP in the game world
The stage is set for intense, specific objectives based on land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Makes you set out for Silithus and Eastern Plaguelands to transgress against the enemy on the field! (More details)
General
# Threat Reduction Effects
* This system was redesigned to eliminate inconsistency in how the effects work. So far, some effects were additive (for example: 30% reduction + 20% reduction = 50% reduction) while others were multiplicative (30% reduction multiplied by 20% reduction in total 44% reduction). They are now all multiplicative. This also prevents unpredictable behavior when should not exceed a total of 100% threat reduction.
# Haste and Slow effects
* Previously Haste and Slow effects worked inconsistently, with spells working differently from weapons behaved, acceleration and slows not acting as inverses of each other. We have revised the system so that all haste and slow effects work the same and the percentage of acceleration and deceleration perfectly cancel each other (30% acceleration and 30% slow combine to no change). As a result, we had all the numbers are changed in the haste effects, and tooltips of melee and range slow effects. The numbers are different, but the functionality is unchanged (other than slight rounding errors). The changed tooltips now display larger numbers than before. Conceptually, haste values indicate how much more you can perform an activity in a specific time period: 30% melee haste means 30% more swings in the same period. Slow values indicate how much longer an activity requires 30% slow means an action takes 30% more time until it is completed.
For all who are interested, mathematically, the new acceleration and deceleration effects work in the following way: each effect is in itself a weapon with the attack time or the time to cast a spell multiplied. The multiplication of multiple effects is in order (the order does not matter) and the final result is then the time of attack or cast time. The multipliers use the following equations:
As an example, 50% acceleration corresponds to a multiplier of 0.666, 50% slow corresponds to a multiplier of 1.5. If the two values are multiplied together, the result is first An acceleration of 50% to a weapon with 3.0 speed gives the weapon a speed of 2.0, this yields a 30 beats per minute instead of 20 beats before: 50% more strokes. A slowdown of 50% with a cast time of 3.0 results in a cast time of 4.5: a 50% take longer to cast the spell.
# The time of the debuff 'deserter' will now run even after you log out.