# Tag Archives: game design

## Warrior Block Calculations – Part 4

In the last three posts, we’ve built up the equations we need to calculate the survivability stat weights for warriors. In this post, we’re going to summarize the equations we need, and then plug in numbers to see how it … Continue reading

## Warrior Block Calculations – Part 3

So far, we’ve developed the general expressions for warrior block mechanics, and we’ve worked out the warrior rotation and the effects of parry haste. In this installment, we’ll work out the last two pieces to the warrior block mechanics puzzle: … Continue reading

## Warrior Block Calculations – Part 2

In the last installment, we calculated expressions for the normalized scale factors $\Delta_i$ that represent the effectiveness of a given stat at reducing damage taken. To finish the job, we need to calculate explicit expressions for the variables $\rho_h$, $\rho_e$, … Continue reading

## Warrior Block Calculations – Part 1

In response to my earlier work on paladin MoP Block mechanics, several of my warrior friends asked if I could perform a similar calculation for their class. I thought that it would be a relatively straightforward calculation – after all, … Continue reading

## Followup à Block

A few weeks ago, I wrote an article that was pretty critical of the new block implementation.  Now that we’ve had a few weeks to think about and dissect the changes, I wanted to re-visit the topic and look at … Continue reading

## Mists of Pandaria Buffs/Debuffs Matrix

Yesterday, Ghostcrawler gave us a peek at the plan for buff and debuff distribution in MoP.  However, the blog format makes it tough to get a clear picture of who’s bringing what, and how evenly the buffs and debuffs are … Continue reading

## Folie à Block

(Madness of Block) In the latest developer blog, it was revealed that blocking will move to a two-roll system – one roll for avoidance, and a second roll for blocking if we fail to avoid.  In addition, we learned that … Continue reading