Talk:Rage

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Normalisation (Burning Crusade)

There has been a lot of discussion on the WoW forums about rage normalization in the Buring Crusade. Finally a European CM has explained the forumla in this thread: Re: Rage formula in beta, you won't believe t.

Basically if we define:

R: rage generated by causing damage
R': normalised rage generated by causing damage
d: damage caused
c: character level
s: weapon speed

Then the current (pre-BC) forumla is:

R = d / 0.5c
= 2d / c

The BC formula will be:

R' = (R + f(c)s) / 2
= (2d/c + f(c)s) / 2
= d / c + f(c)s / 2

Where f(c) is the as-yet-unknown "expected rage per second" factor for the given level. With testing hopefully we will be able to discover this function, though we know it is non-linear. --Karrion 23:47, 19 October 2006 (EDT)

Looking at these numbers, it looks like f(67) ≈ 2 --Karrion 00:25, 20 October 2006 (EDT)


The above discussion is obsoleted by the post from Kalgan as cut and paste by Sudiin. --Karrion 19:42, 16 November 2006 (EST)

Suggesting merge with Rage

This information is also on the Rage page. But I like the layout of the forumlae here (I'm biased, I did some of it), so it would be nice to merge them into that page. --Karrion 06:24, 26 February 2007 (EST)

How about merge the info from the section at Rage (called Rage Generation) to here, then just add at that spot For more information, see Rage generation. Leave some general stuff if needed for that section so that it doesn't seem really empty...--Sky 06:29, 26 February 2007 (EST)
Good idea. The maths of it probably do belong in the Formulas: pseudonamespace anyway. I'll stick a merge tag on that section pointing back here to generate more discussion. --Karrion 20:30, 26 February 2007 (EST)
I agree that the math should be here with the general info left on the Rage page with a pointer leading here. --Ecwfrk 21:01, 9 March 2007 (EST)
Merge done --Karrion 05:50, 29 August 2007 (UTC)

Removing < 2.0.1 formula

Removed the formula for generating rage prior to patch 2.0.1 as it is well and truly obsolete. The content was:

R = 7.5d / c
= 15d / 2c

druid?

Are these formulas for warriors only, or do they apply to druids in bear form, too? ~ User:Nathanyelŋɑϑ 10:32, 27 July 2008 (UTC)

calculation

R = (7.5d / c + fs) / 2
= 3.75d / c + fs / 2
= 15d / 4c + fs / 2

In deed

R = (75d / 10c + fs) / 2
= (75d / ( 100 x c/10 ) + fs ) / 2
= ( (75/100) x (d / c/10 + fs ) / 2

in fact 75 % from d on c/10 averaged with fs

so maybe would be better

Player Level c
10 3.74
20 7.24
30 10.93
40 14.79
50 18.83
60 23.06
65 25.24
70 27.47
80 45.33

and forumula become

R = ( 0.75 x d/c + fs ) / 2

Stance

Doesn't the stance you're in affect rage generation? If so, why is that not reflected in this article? RobertM525 06:56, 25 November 2007 (UTC)

I don't think it does, except inasmuch as Rage generation depends on damage dealt and taken; thus, in the Defensive Stance, where you deal and take less damage, you generate less rage; and in the Berzerker Stance, where you take more damage and are more likely to crit, you generate more rage. At least, that's how I understand it. Please correct me if I'm mistaken. --Paulus 03:54, 28 December 2007 (UTC)

I was under the impression that, for example, you generate more rage by taking damage in defensive stance. Perhaps I'm wrong, though. RobertM525 09:15, 13 March 2008 (UTC)

While Shield Specialization (warrior) grants some extra rage while using a shield, and a lot of Prot talents reduce the rage costs of things, there's nothing inherent in [Defensive Stance] that grants extra rage. --Hrocdol (talk) 15:48, 20 January 2009 (UTC)

Dodge?

Rage#Being_Hit says that you do generate rage from dodge. I found this exceedingly hard to believe so I went and tested it on my druid. There appears to be no rage generation from a dodge, or if there is, it is so small I could never observe it myself. Can anyone confirm the article's assertion? If not, this should be corrected. If so, what is the formula for dodge?

Rage banking over very long periods

Added it at the bottom with "Rage Decay" but I wonder if it'd be more suited in Formulas:Rage? --Falos 10:57, 21 April 2008 (UTC)

Rage vs Armor

What about armor/rage relationship. Does one generate less damage taken rage when he upgrade his armor stat ?

If it's the point, maybe it would be better for a fury warrior to wear mail armor ?

Revamped for 4.2.2

I've given the page a thorough work-over, editing and rewriting the sections, researching and ultimately removing many ood bits, and adding a hopefully complete list of all abilities, talents, glyphs and some items that affect rage. I haven't gone to too much trouble to track down every last item that affects rage, since the ones listed are level 35/40/60. I've now removed the Formulae section entirely, since it was completely ood. An up-to-date Formulae/numbers section (although no longer as necessary) would be welcome.

Hopefully the new page is clearer, complete and most importantly up-to-date, as of 4.2.2. Anything I've missed, or improvements to the article, bring em on ;) is it really 5:47 am ? -- Taohinton (talk) 04:50, 17 September 2011 (UTC)

4.3 "change", according to patchnotes

As far as I know, the "rage generating abilities", say the warrior Shouts and bear Enrage&Furor, have always, or at least for a long time already, stopped rage decay, for several seconds (5 or 10, unsure at the moment) Was this significantly changed in 4.3, or this is just a patchnotes error? ~ Nathanyel (talk) 16:19, 23 December 2011 (UTC)

Well, you're correct in thinking that some abilities (certainly [Commanding Shout] and [Battle Shout]) do this, and have done for as long as I can remember. They instantly grant X rage, and stop rage decay for 6-7 seconds. When outside combat, Arms warriors will also generate an extra 2 rage over about 5 seconds, before the resumed rage decay deactivates [Anger Management]. None of this is mentioned anywhere that I've seen, but has been the case for some time. I was going to mention it in the Rage Decay section, but never found the right words.
However, as you'll see on the Rage page (I do like the ring of that ^^) several other warrior abilities and talents also generate rage: [Charge], [Second Wind], [Blood Frenzy], [Berserker Rage] when glyphed and also [Anger Management]. Perhaps the note is referring to some of these lesser means of rage generation? Of course if you take 'several' and 'when they are cast' literally, this wouldn't make much sense.
It is interesting that the note is specifically for Warriors, and does not include Bears; however, there were a number of errors in the 4.3.0 notes, so it may just be a mistake. The question is, which kind of mistake ;) -- Taohinton (talk) 17:43, 23 December 2011 (UTC)
Except Berserker Rage, all of these require you to be in combat, or start combat, anyway ;) ~ Nathanyel (talk) 18:05, 23 December 2011 (UTC)
A very good point :P However, since decay normally resumes immediately (or very nearly) after leaving combat, the difference may be the amount. It's hard to believe that they would bother to document such a small and subtle change; nonetheless having repeatedly tested it, I can confirm that Charge appears to suspend rage decay for a few seconds, even after leaving combat. Meleeing Warsong Swine results in instant death and immediate rage decay; Charge-ing the same Swine results in about a 4 second period after combat in which rage does not decay, and for Arms warriors continues to build, thanks to [Anger Management]. This is not due to the [Juggernaut] buff, either. Presumably this totals the same 6 second period as you get from the Shouts.
However, whether this has *changed* since 4.3.0, I couldn't say ;) If this is indeed the change they were referring to, it's possible some of these other talents/abilities have been changed similarly, but the rest are much harder for me to test. -- Taohinton (talk) 18:24, 23 December 2011 (UTC)
If they have indeed made such a change to Berserker Rage, that would be worth mentioning; it would allow the warrior to use it several seconds before entering combat, without the generated rage dispersing in that time, and to use the ability to halt rage decay. -- Taohinton (talk) 18:27, 23 December 2011 (UTC)
Well I just checked on my warrior, Battle Shout and also Charge (on a critter) prevent rage decay for 5 seconds, but glyphed Berserker Rage does not... I'd say the patchnotes are bogus. ~ Nathanyel (talk) 22:07, 23 December 2011 (UTC)
Sounds fair to me. At most that leaves the possibility of Charge, Blood Frenzy and Second Wind having changed, which would still be inaccurate in terms of 'several' and 'when they are cast'. It seems likely it's just another mistake; either way nothing noteworthy seems to have changed. -- Taohinton (talk) 13:29, 24 December 2011 (UTC)

BfA update?

This page is woefully outdated. I'm not the person to do it, but this whole page needs a complete overhaul to bring it up to date with 8.1. Morrivar36855 (talk) 05:06, 27 December 2018 (UTC)

Like evertything gameplay-related here :/ Xporc (talk) 10:13, 27 December 2018 (UTC)
I can provide some useful information on Warrior auto-attacks if anyone wants it. What I've found is that rage from auto-attacks is normalized to a fixed amount per second based on both your specialization and your weapon speed (rather than attack speed). Since it's based on weapon speed, a faster weapon won't affect the rage per second you generate -- just how often your rage updates -- but increasing your attack speed like with [Enrage] (or other sources of Haste) will make those same ticks of generation occur faster, meaning more rage per second.
Of course, thanks to weapon speed normalization (among other changes) over the years, a Protection Warrior is pretty much never going to use a dagger, and all two-handed weapons have the same weapon speed, so you could make a table with these in mind, but I'd rather display the per-second value since finding the per-swing value just requires multiplication with your weapon speed.
Specialization Main Hand Off Hand
Arms* 7 N/A
Fury 1.75 0.875 (1.75 / 2)
Protection (2/2.6)** N/A
*Arms warriors generate 30% more rage on a crit thanks to [Seasoned Soldier], making their rage per second equal to 9.1 for crits.
**Protection warriors are scaled with the expectation that you will use a 2.6 speed main hand weapon so that you will generate 2 rage per swing. I figured a fraction would be a better display than a rounded or repeating decimal.
If you'd like it in formula form, I can provide it as such.
rage per swing = RPS factor * weapon speed
rage per second = rage per swing / (weapon speed / (1+haste)) = RPS factor * (1+haste)
Where the RPS factor comes from the above table, and haste is in its decimal form (i.e. 38% haste is represented as 0.38, hence the +1).
Worth noting from this is that choosing a weapon with haste on it is technically an increase to your over all rage per second, although the amount is very small.
I've done much less testing on damage taken, but it appears that you generate about 3 rage per hit-taken with an internal cooldown of (I think) 3 seconds, making it 1 rage per second on a 3 second tick based on damage events. I'd need to do more testing on it, but I believe this is correct. --AnaseSkyrider (talk) 06:54, 3 October 2019 (UTC)
Well if you feel like updating the page don't hesitate, because I'm not good myself with such gameplay information :p Xporc (talk) 14:04, 4 October 2019 (UTC)
I was thinking about doing it sometime soon, actually. I'd need to do testing with the rage mechanics of Guardian Druid, though. --AnaseSkyrider (talk) 16:52, 4 October 2019 (UTC)
I guess almost exactly one year later is close enough to "Soon". Enjoy the updated formatting and content.AnaseSkyrider (talk) 03:05, 19 October 2020 (UTC)