XPOff is the result of a merge with our old home, Twinkinfo. The goal of the website is to function as the primary hub for our community, and it is currently a safe harbor for those of us interested in the ancient, but still very much alive art of twinking in World of Warcraft.

A slide from BlizzCon 2013 showing an example of the item squish.

Oct 11, 2019 It is not a secret, that current warlock design is bad across the board. The reason why warlock suffers in BFA lies not only in bad damage dealing mechanics(All melee players, please take a note that damage dealing mechanics is not the same as bad damage numbers). Like i said before warlocks suffer from bad damage dealing mechanics. To future adress this issue let’s just take a look at. World of Warcraft AddOns » Stand-Alone Addons » Combat Mods » MikScrollingBattleText. Merge AoE data into one event with cumulative damage/healing done with number of normal and crits specified. After having turned off MSBT and logging in then re-enabling the addon the problem seemed to go away. Then it came back in another session. Demonbolt on Demo warlocks do kinda high damage with enough pets. It's also like the main ability if you spec for it. You also have the artifact ability Thal'kiels consumption which does really high damage on 1 min cooldown. Only downside is that you need very high amount of haste to get a lot of pets out. Truncate large numbers with postfix letter (126,307 - 126k) Quickly identify what spell did the damage with spell icons; Color damage numbers by damage type/school; Small damage is smaller, crits are larger; All configurable through in-game options menu; Proudly open-source under the MIT License. My code is your code. Q: Can you add healing? Welcome to Hero Damage, the website where you can see the latest World of Warcraft simulations results for every class. Please select your class below. Hi, I've been playing for years and finally decided it was time to reduce the amount of scrolling spam that clutters the center of my screen. I recently picked up msbt and I have it set to only show incoming damage and healing. I'd like to keep everything else that is incoming set to the default blizzard combat text. My question is, how do I turn off incoming damage and healing in the default.

The stat squish[1][2] (also known as the item squish[3] or simply 'the squish') saw many numbers within the game scaled down, including stats on items, player and mob health, and damaging and healing abilities. The first squish was implemented in Patch 6.0.2.

The 'stat squish' strictly refers only to changes made to items, but in practice the term is often used to encompass three related changes, which in combination acted to drastically alter numbers in the game. Because these changes were implemented simultaneously, for many the sum total of the combined changes is viewed as the result of the stat squish.

  • Items from level 60 through Mists of Pandaria dungeon gear were changed to use a linear instead of an exponential scale.[4] The result was that the amount of stats on items was reduced to be much lower than before. As this directly affected player stats, creature stats were reduced to compensate.[1]
  • Player health was doubled (largely with the intention of making damage and healing less 'spiky').[4]
  • Base damage was removed from spells and abilities, with damage now being calculated purely from Attack Power or Spell Power (with the intention of improving scaling and tuning across classes)[4][1]
  • In addition, players were changed to deal bonus damage against lower-level creatures from past expansions, and to take reduced damage from them.[1]

The combined result of this was to drastically reduce numbers throughout the game, while maintaining damage and health proportions between players and creatures; to make damage and healing less 'spiky' and burst-oriented; to improve spell and ability damage scaling and tuning; and to make it easier for players to tackle lower-level content from past expansions.

  • 4The solution

Official statement

Character progression is one of the defining characteristics of a role-playing game. Naturally, that means that we're continuously adding more power to the game for players to acquire. After 4 expansions and over 9 years of this growth, we've gotten to a point where the numbers involved are no longer easy to grasp. And worse, much of the granularity that's available is tied up in tiers of older content from Molten Core to Dragon Soul, none of which are really relevant anymore. It's no longer necessary for Borean Tundra quest gear to be nearly twice as powerful as Netherstorm quest gear, even though the two zones are only a couple of levels apart.
In order to bring things down to an understandable level, we've reduced the scale of stats throughout the game, back to as if they continued scaling linearly through questing content from levels 1 to 90. This applies to creatures, spells, abilities, consumables, gear, other items... everything. Your stats and damage have been reduced by a huge amount, but so have creatures' health. For example, your [Fireball] that previously hit a creature for 450,000 out of its 3,000,000 health (15% of its health), may now hit that same creature for 30,000 out of its 200,000 health (still 15% of its health). In effect, you will still be just as powerful, but the numbers that appear will be more easily parsed.[1]

History

The concept was first aired in a developer blog posted on November 3, 2011, regarding the numbers in the game growing larger than envisioned over the course of WoW's first decade. Blizzard is now trying to scale back the power that item level provides to make the numbers a bit more manageable. Stat inflation began in earnest during Wrath of the Lich King with the development of hard modes and the insertion of a fourth raid tier sending item levels far higher than they were originally anticipated to reach by the end of the expansion.

The stat squish was demonstrated in action for the first time to players two years later at BlizzCon 2013, and went live with the World of Warcraft: Warlords of Draenor mechanics pre-patch in Patch 6.0, a few weeks before the expansion was released with the new content.

Blizzard has stressed that the item squish will not affect the relative difficulty of killing any creature, or the ability to solo old content. As of Blizzcon 2013 they had yet to reveal how they will accomplish the latter, but an idea Ghostcrawler tweeted months earlier involved buffing high level players in low level raids to compensate for the reduced relative power. During a Q&A session, a dev said 'If players could kill Gulp Frogs on the Timeless Isle in five seconds before the squish, it will take five seconds to kill them after the squish.'

The squish will however affect damage and healing ability output more than player health, in order to reduce the importance of burst in combat.[5] For example, a tank may find their health reduced from something like 1 million to around 400k health at the start of the expansion. This is intended to make combat less concerned with burst and quick reflexes.

Numbers

The issue

Level capTierItem levelΔprev
60 166N/A
27610
38610
70 412034
513313
614613
6.515913
80 7213±54
8226±13
9245±19
10264±19
85 11359+95
12378+19
13397±19
90 14496±99
15522±26
16553±31
100 17670±117
18695±25

Over the course of five expansions, the power level jumps between tiers within an expansion have far outpaced character level. At the time, this made sense, as moving to a new tier of content should mean a jump in player power level commensurate with the creature power level in the new tier. In other words, a new tier of loot should always feel like an upgrade to the previous tier. Blizzard approves of large jumps between tiers, as they can tune raid encounters to be extremely punishing for cutting-edge raiders (still mostly geared from the previous tier) yet still accessible for other players who may not see the later fights or higher difficulty levels until they have grown much more powerful by obtaining current gear.

This is all well and good, but nearly a decade has passed since the release of the game. The power level jump between Molten Core (tier 1) and Blackwing Lair (tier 2), or even between Wrath of the Lich King and Cataclysm is utterly inconsequential in the era of Throne of Thunder (tier 15) and Siege of Orgrimmar (tier 16). As a result of the successive power jumps, currently near the end of Mists of Pandaria, the average damage-specialized raider has more than 600,000 health (more than most bosses in Molten Core) and is individually dealing more than 240,000 damage per second (nearly as much as an entire 25-player raid attempting heroic Al'Akir).

Additionally, bosses have run into issues where their maximum health has grown too high. WoW stores health values in signed 32-bit integers, which have a maximum value of 2^31 - 1, or 2,147,483,647. Ra-den, the heroic-only boss of Throne of Thunder, starts at roughly 1,500,000,000 health in 25-player mode. As part of the fight, if players make mistakes his health could increase to the point where it would overflow. In order to avoid repeating the problem, Garrosh Hellscream must heal (from 10% to full) several times with a smaller maximum health pool than would otherwise be necessary.

The table on the right provides an overview of the item level-vs-character level change over the course of the raid tiers of World of Warcraft. For the sake of simplicity, the table only shows the 'normal' item level of most armor pieces and items in a tier. The table does not show Raid Finder, Flexible, or Heroic difficulties, nor Thunderforged/Warforged random drops, nor 10-man raids which varied from 7-13 ilvls behind during Wrath, nor raid end bosses' higher ilvl drops, nor Pandaria's NPC upgrades. It should be stressed that all of these give rise to considerable variation. By the time of the Siege of Orgrimmar items drop in no fewer than six different types (RF, Flex, Normal, Normal Warforged, Heroic, Heroic Warforged) and combined with the NPC upgrades, SoO gear ranges from 528 for stock Raid Finder gear up to 580 for 2/2 upgraded Heroic Warforged. As there will still be four difficulties in Warlords of Draenor this wide variation is expected to remain as well.

The solution

A chart showing player power by level before and after the squish

Please note: While the item squish has already been implemented in the expansion's beta, precise numbers have not yet been recorded and may still be in flux. The numbers here represent projections from earlier presentations.

Rather than having massive jumps between tiers in an older expansion, and from one expansion to the next, the plan in Warlords of Draenor is to flatten out the power curve. In all previous expansions' tiers, there will be a minimal jump from one tier (and one expansion) to the next, and the effective power that item level provides will be scaled back. The current expansion will still have notable power jumps between tiers, just like before.

From the 'Pruning the Garden of War' blog post:

Dev Watercooler: Pruning the Garden of War | 2014-02-28 02:00 | Blizzard Entertainment

In order to bring things down to a more understandable level, we'll be reducing the scale of stats throughout the game and smoothing out those obsolete spikes, so that power scales linearly through questing content from levels 1 to 85. This applies to creatures, spells, abilities, consumables, gear... everything. And while that means your numbers for stats and damage are being reduced by a huge amount, the same goes for creatures' health and damage output. For example, a Fireball that previously hit a creature for 450,000 out of his 3,000,000 health (15% of its health) may now hit that same creature for 30,000 out of its 200,000 health (still 15% of its health).

It's important to understand that this isn't a nerf—in effect, you’ll still be just as powerful, but the numbers that you see will be easier to comprehend. This also won't reduce your ability to solo old content. In fact, to provide some additional peace of mind, we're implementing further scaling of your power against lower-level targets so that earlier content will be even more accessible than it is now.

Numbers

Prior to the expansion's alpha test, Celestalon tweeted that the 'squish [was] applied across the board (numbers about ~4% of what they were). Except player health, which is at ~8%.'[6]

As of July's beta build, many level 100 characters have around 250,000 health in epic ilvl 660 gear.[7] Items with around 2,400 stamina in Mists will provide around 100 stamina in Warlords.[8]

Earlier information

Using the numbers seen at BlizzCon 2013, the table below lists stats for a random level 90 gnome frost mage wearing similar PvE-focused item level 538 gear before and after the squish. Note that the stats are not exactly the same because the gear wasn't an exact match.

StatBeforeAfter
Health525,77538,875
Mana315,00019,939
Stamina27,0981,203
Intellect23,6201,113
Spell Power33,2251,473

At the same time, level 90 mobs drop from having 393,000 health to roughly 40,000 health. Main attacks (like [Frostbolt]) also fall from doing nearly 50,000 damage to roughly 2,000.

Notes

  • A new stat squish took place in the pre-patch of World of Warcraft: Battle for Azeroth. This stat squish also included an item level squish.[9]
  • A level squish may be considered in the future.[10]

Patch changes

  • Patch 6.0.2 (2014-10-14): Implemented.

References

  1. ^ abcdePatch 6.0.2#Stat squish
  2. ^Patch 6.0.2 Now Live: The Iron Tide Crashes into Azeroth (2014-10-14).
  3. ^Greg 'Ghostcrawler' Street 2011-11-04. Dev Watercooler - The Great Item Squish (or Not) of Pandaria. Retrieved on 2013-11-12.
  4. ^ abc6.0.2 Stat Squish & Leveling Concerns (official forums) (2014-10-15).
  5. ^Celestalon on Twitter (2014-06-30).
  6. ^https://twitter.com/Celestalon/status/442150239672094721
  7. ^Minor Upper Blackrock Spire Changes, Rob Pardo Leaves Blizzard, Stat Squish and PvP Tank Posts. Wowhead (2014-07-03).
  8. ^Feedback on the Stat Squish (2014-07-02).
  9. ^BlizzCon 2017
  10. ^Live Developer Q&A w/ Ion Hazzikostas - March 21
Retrieved from 'https://wow.gamepedia.com/index.php?title=Stat_squish&oldid=5420539'

Sigma is arguably Overwatch’s most difficult hero to use and get value with. With his release imminent, we’ve created a guide to help you play him to his full potential and lead your team to victory.

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Overwatch has four barrier tanks. Reinhardt, Winston, Orisa, and now Sigma. While the former three are what you would consider to be main tanks, there’s been a lot of debate on where the game’s newest hero fits in.

Until we see what teams in the Overwatch League or Contenders do with him, we not going to talk about who he works best with, but rather how you can get the most out of his abilities if you really want to play him in a competitive environment.

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Hyperspheres

Sigma’s primary attack is a projectile volley that deals 60 damage upon impact for each sphere, capping out at 120 damage.

While these don’t headshot for double damage, when shot through Baptiste’s amplification matrix, these spheres will be able to kill any squishy character in the game or leave Reaper, Mei and Doomfist with a mere 10 HP.

  • Read More: Everything you need to know about role queue

Like any projectile, you need to predict your enemy’s movement to be effective and land your shots. However, unlike any other projectile in the game, hyperspheres will explode after they travel 20 meters.

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Keeping the distance between you and your target at a range where your shots land and you can play safe is going to be key. Luckily, you don’t need to necessarily be aiming at your target to hit them.

Similar to Junkrat grenades, you can bank them off surfaces or walls to hit opponents who may be hiding behind a corner or a room.

  • Read More: How to break bunkers on Eichenwalde with epic Junkrat tactic

Hitting enemies who are grouped together will also help when it comes to building your ultimate as the splash damage can be up to 35.

As you’ll soon learn, everything in Sigma’s kit comes down to math in some form. It’s actually quite ingenious by the developers because it bridges Sigma’s lore with his gameplay from a mental perspective.

Accretion

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Sigma’s second way of doing damage is his accretion ability in which he hurls a large boulder at a target knocking them down upon impact. The farther away you are from your opponent who you hit with the rock, the longer they will stay on the ground.

  • Read More: Astronomical Easter Egg discovered in Sigma spray

The least amount of time a large will stay grounded for is .5 seconds and the longest is 3. Accretion will do a maximum of 80 damage and up to 50 splash.

The good news about the maximum damage accretion does is that it can be comboed into hypersheres resulting in an instant 200 damage.

Sigma's Talon skin

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Accretion is going to be a key tool for you in a 1v1 duel situation. Without the ability online, Sigma can be relatively vulnerable, but with it active, your threat level rises.

It’s also important to note that accretion will not be blocked by D.va’s defense matrix. Given her large hit box, landing the ability on her can be deadly and gift your team a bunch of ultimate charge.

You can also use it to cancel out ultimates like Roadhog’s whole hog, McCree’s deadeye, and even (if you can somehow hit it) Sombra’s EMP.

Sigma's kinetic grasp animation

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Kinetic Grasp

Do you remember D.va’s old cool-down based defense matrix? Kinetic grasp is pretty much that, but with some slight variations.

Lasting two seconds, kinetic grasp can absorb enemy damage and turn 40% of it into shields, which max out at 400. Everything except for beam weapons can be absorbed, but there is a big difference between this and defense matrix. Kinetic grasp can block Roadhog’s hook.

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My thoughts after 40+ hours on Sigma: shield cast is too clunky, rock cast is too long, shift feels like it should either give more shields or block more damage types, primary would benefit from slight knockback or stronger central pull, his ultimate is vgood. Clip is unrelated. pic.twitter.com/5QC14ny74w

— Yeatle (@Yeatle_ow) July 29, 2019

What this means is that if timed correctly, you can completely negate a halt-hook combo by Orisa and Roadhog if you can get out in front of it.

Unlike defense matrix, kinetic grasp doesn’t extend outward so it’s more for personal gain rather than to help your team.

  • Read More: Overwatch developers confirm new hero Sigma can eat ultimates

And while you can eat ultimates with kinetic grasp, it’s incredibly difficult to do so and you run the risk of putting the ability on a 13-second cool down if you miss time it.

As Freedo from Your Overwatch explains in this video (timestamp 4:38 for mobile users), using Sigma’s shield and alternating it with kinetic grasp can allow you to make space, box your opponents in.

Which leads, of course, to his barrier.


Experimental Barrier

At 1,500 HP, Sigma’s barrier is more durable than a single Orisa or Winston barrier, but 500 HP less than Reinhardt’s. The big difference is how you can deploy it and retract it to make space for your team while continuing to lobby big chunks of damage.

The big mistake a lot of rookie Sigma players will likely make are treating Sigma’s barrier like a disposable leave-it-out shield like Orisa’s or Winston’s. That’s not how you’re going to be making the most use out of it.

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Extending it forward to catch big chunks of damage while advancing into the enemy or taking an advantageous position is crucial to getting the most out of his barrier. The thing is, you have to be constantly retracting it.

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  • Read More: New Sigma skins hit Overwatch PTR, but only one has shoes

Think of it like a game of speed chess and after every use of the barrier you’re hitting the clock. There is a rhythm to using Sigma that will take time to get used to, but once you do, you’ll realize that your damage negation is far higher than other tanks.

After it’s recalled for two seconds, the barrier will recharge at a rate of 175 HP per second.

Gravitic Flux

This ultimate is by far one of the best in the game. It has damage in two instances. The initial cast in which any enemy lifted will take 50 damage and secondly, the drop will deal half of any enemy’s total HP.

When you use the ultimate, Sigma will be able to travel in the air for a short period of time. Use this to land shots onto targets you know you can kill. 200 HP or lower targets such as McCree should be priority.

Because you can be stunned or hacked out of this ultimate, knowing who you’re going to target with it as quickly as possible is a must. You shouldn’t be going with trying to catch an entire enemy team. Two of three targets can be enough assuming there is follow-up.

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  • Read More: Top 5 Sigma ultimate combos to carry your ranked Overwatch games

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Additionally, and this is extremely key, if you’re in a final fight situation and need to survive, don’t be afraid to use gravitic flux defensively. If there’s a nano-blade Genji coming for your backline, solo ulting him to prevent the Genji from getting any value could end up winning you the game.

Play smart and you’ll get the most out of Sigma. He’s a difficult hero to master, but when you do, we’re sure there’s going to be some incredible plays you can make and carry your ranked games.