tukeykramer Posted January 12, 2013 Report Share Posted January 12, 2013 While it was clear that Pyre got nerfed in patch 1.70, the nature of the nerf may not be intuitively clear. I was told that the change to Pyre was intended to make the item more of an anti-tank item and less effective against non-tanks. I'm not sure if that was the actual intent behind the change, but I think that is a reasonable goal. Also, I am not opposed to an overall nerf to Pyre, as I believe the item was one of the strongest in the game (especially given the cost). However, the change to Pyre does little to reduce damage dealt to non-tanks, while significantly reducing damage dealt to tanks. To illustrate, I put together the graph below. As you can see, the new Pyre almost always does less average damage per auto attack. However, Pyre's damage output is by far reduced the most against tanks. This seems to run counter to the stated purpose of the change (as it was explained to me). That is, while this change does nerf Pyre overall, it makes Pyre much less effective against tanks, while making is somewhat less effective against non-tanks. Note that as a simplification I've assumed that the enemy hero has no spell resistance (including base spell resistance). However, in reality, tanks often have more spell resistance than non-tanks, meaning Pyre is much less effective against tanks (in any iteration) than it would appear based on this graph. If Pyre is intended to primarily be an anti-tank item, I suggest that Pyre damage be quadratic. For example, Pyre could deal spell damage equal to 0.05 percent of (Enemy Health)^1.5. While such a calculation may seem unfriendly to novice players (or overly complex for a tooltip description), I would argue that such a calculation is actually much more straightforward and intuitive than the latest iteration of Pyre (which may be unfriendly to novice players who may miss the critical word, "current" or who may otherwise fail to realize the actual damage potential of Pyre). To give you an idea of the damage potential of my proposed Pyre, I added it to my original graph: Note that the values could easily be tweaked to make Pyre more or less effective against tanks or non-tanks. For example, a pyre that dealt spell damage equal to 0.0009 percent of enemy (Base Health)^2 would be much less effective against non-tanks and much more effective against tanks. EDIT: Here's what the graph looks like with increasing spell resistance. My calculations are based on the following levels of spell resistance: 20% 25% 35% 45% 55% 60% 70% 75% when going from 1k to 8k health respectively. Note that Drake can achieve approximately 75 percent spell resistance with only a spell buffer, an electric mantle, and the spell resistance talent. Thus, 75 percent spell resistance is not difficult to achieve nor does it make it impossible to build very tanky. Chimera, akanna, Legacy and 12 others 15 Quote Link to comment Share on other sites More sharing options...
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