

Let me know what u guys think of this, just an idea.įor the target health remaining meant to be in decimal percent form, i.e. This is why i added the (1/ target health remaining) to the calculation, this allows for the damage to scale with the lowering of the targets health. Also extend the cool down to 30 seconds but make it usable whenever, this way the cool down will defer players from using it early in a fight, but allows them to decide when they want to use it. This would cause the hammer to do the same amount of damage at 25% health that it does at 20% currently, might need to be upped a bit to compensate for that. Hurls a hammer that strikes an enemy for (/4 to /4)* (1/ target health remaining) Holy damage. What i think they should do, is make the damage caused by the ability scale with the amount of health your target has left, something like this: with the crit chance of this ability mentioned above, it was nearly a insta-kill at 35% health. I do understand the nerf however because, as a ret pally i will admit, this was way op in pvp. This is very disappointing to me since its back to barely being able to hardly get it off before your target dies. (And to reiterate, those are the numbers for the level 68 rank using level 70 raid stats for a semi-T5 geared ret paladin.)Ĭomment by 177852As of patch 3.0.3, the hammer is back to 20%. Truly a very much beefed up spell and it is this paladin's hope that it stays that way for launch :D With that much added crit chance, it would have an astounding 94% chance to crit, which means that nearly every casting it would be doing 3410-3640 damage, actually more because of the meta bonus. I mean, my paladin runs a 33% chance to crit in raid. Comment by NerissaI ran the numbers on the level 70 version of this using the coefficients listed here.Īssuming 3K AP (I easily attain this in raid sans warrior buff) and 900 +spell (from the AP -> spell converter talent), full vengeance, sanc aura and crusader judgement on the boss, the level 70 Hammer of Wrath went from a pitiful 733-809 damage base to clobbering things for 1705-1802 damage.Īnd just think that on top of that you have a +61% crit chance mod on the spell, and it goes from being a waste of mana to being insanely powerful, and it will only become more so when people get into WoTLK gear.
