Video summary
The video addresses a recent chart circulating online that compares the spell power required in *World of Warcraft: Wild Forever* to match the base damage of spells from *Wild Classic*. The creator explains that while these numbers initially appear alarming, they stem from two specific design changes: Blizzard has reduced the base damage values of many spells and removed the level-based scaling penalties for spell power coefficients that existed below level 20 in the original game. In *Classic*, casters received a full benefit from spell power only starting at level 20, whereas *Wild Forever* grants this full benefit immediately. Consequently, to achieve the same raw damage output as a level 60 caster with zero gear in the old version, players in the new beta will need significantly more spell power on their items, particularly for classes like Warlocks and Shamans, while Mages and Priests face smaller gaps.
The speaker emphasizes that these figures should not be taken as absolute facts yet, as the game is still in active development and tuning. The reduced base damage was intentionally implemented to balance the disparity between melee and caster damage; historically, melee characters relied heavily on weapon stats, while casters were less gear-dependent due to high base spell damage. By lowering these base values and introducing more spell power into lower-level gear, the developers aim to make casters more reliant on equipment again. However, the exact tuning for raid and dungeon environments remains unknown, and class-specific adjustments might be made later in the beta to ensure that individual attacks scale appropriately without breaking the intended gameplay experience.
Ultimately, the video concludes that while the data is interesting and worth analyzing, players should avoid knee-jerk reactions or excessive worry about these numbers. The creator highlights that many of the underlying mechanics, such as itemization formulas and stat budgets, are complex and subject to change behind the scenes. He advocates for maintaining original playstyles where possible while encouraging developers to support underserved builds, like dual-wielding Shamans, and to foster creativity in class design. The takeaway is that this period represents a crucial time for feedback, but the community should remain patient and understanding as Blizzard works to balance the game, ensuring that the final product respects both the nostalgia of *Vanilla* and the need for a functional modern experience.
Read the full video transcript
So, a few people linked this to me. I
haven't looked at it yet. I'm I mean, I
just kind of just saw the title. There's
a post about like how much spell power
each spell needs to match Wild Classic
damage in Wild Forever. So, let's take a
look. So, when we're looking at this
chart, this guy has made a chart that's
basically how much spell power is needed
to hit the Wild Classic base damage.
Wild Forever highest rank at level 60
damage per cast {slash} full dot
duration. Well, okay, hold on. So, so
people have been asking me to look at
this, but this is talking about like
level 60 like numbers and stuff like
that. Man, you cannot take any of this
stuff [music] as as fact. Just to kick
it off, when it comes to Wild,
particularly Classic Wild, people are
real pearl clutchy. There's a lot of
knee-jerk reactions, overreactions,
whatever you want to call it. Something
happens like, "Oh my word." Now,
there's a lot of good reason for this,
to be fair. And it's really just comes
down to people have a very
people [music] hold this game very near
and dear to their hearts. And there's
been a several years, maybe you know,
a decade or so of distrust that has kind
of been developed with Blizzard. So,
people just get scared of everything.
People overreact to everything. It's
understandable. You know, I get it. But,
we should know if we're playing a level
20 level 30 beta and we're looking ahead
and we're looking at other spells and
stuff, that keep in mind all those
numbers might not be set in stone yet,
and that's something they're actively
developing and they're going to be
updating over [music] time. So, just
keep that in mind as like a preface to
any of this stuff. You know, obviously
people are making posts and stuff like
that. I don't I don't want to be
reductive or I don't want to downplay
people's feedback or anything at all,
because I think it's really important to
give that feedback. This is probably
like I would say this is probably the
most important period of time, maybe
ever,
for Classic Wild at this point. Before
this, I would have said it was probably
like 2018 to 2019. But now, I mean, this
is definitely like the most important
time [music] for giving feedback and
being vocal about like, "Hey, like we
don't like this thing or this thing's
good or bad or whatever." With that
being said, let's dive in a little bit.
Wow forever highest ranking level 60
damage per cast {slash} full dot
duration. Okay, let's see what he's What
is he trying to say here? Since each
base damage of these spells reduced, I
made a chart comparing Okay, which is
true. By the way, this part is true.
They reduced the base damage of a lot of
spells. The reason why, and particularly
at lower levels, they reduced the base
damage of a lot of spells because what
they noticed, and Blizzard was
absolutely right about this, was There's
a few parts to this, and I'm probably
going to leave leave some parts out just
because I'm not thinking about them.
Before level 20 in classic Wow, spell
power coefficients are reduced.
Everything has a reduced spell power
coefficient. It doesn't have the full
spell cast time divided by 3.5 or any
other like
custom Some of them have like some
spells have custom percentages, but the
like kind of bread and butter is spell
cast time divided by 3.5 equal spell
power coefficient. It scales downwards
from like level 19 on, and level 20 is
the first level where you get the full
benefit in classic Wow. What they've
done in classic plus [music] in Wow
forever, they were like, "Hey, let's get
rid of that and just give them the full
value at lower levels." But as you level
up, there's going to be like a cascading
scale down whenever you down rank, and
it's going to be roughly the same at
level 60. But [music] at lower levels,
you'll get full spell power benefit, and
this does two things. One, it makes it
to where if you have gear with spell
power on it before level 20, it's
actually useful cuz that is something
that is not a thing before level 20. And
two, they're going to take the base
damage values of spells, and they're
just going to drop them. Why? Because
they said, "Hey,
it's crazy that melee have such a big
emphasis on how good their weapon is and
their damage and all that. Everything's
based off of that, right? [music] So,
why is it that casters, their weapon
just straight up does not matter because
there's no there's no real weapons with
a lot of spell power on them at lower
levels. So, they said, "Hey, we're going
to scale everything down as far as base
values go, but we're going to give you
the full spell power benefit, and we're
going to give you some gear with some
actual spell power on it at lower
levels." So, again, keep this in mind,
when you have a mace that gives you plus
50 spell power, that doesn't mean I'm
casting a 1 and 1/2 second flash of
light and getting [music]
50 more plus healing on that flash of
light. What's actually happening is I'm
getting about 21 or 22 healing from that
flash of light because 1.5 / 3.5 is like
0.4289 or something. It's roughly 43%.
[music] Now, if it was a 3.5 second cast
spell or higher,
cuz it caps at 100% in vanilla, unless
they change something. I made a chart
comparing damaging spells across mage,
warlock, shadow priest, balance druid,
and elemental shaman to see how much
spell power needed to reach their base
damage in classic WoW. Each bar shows
how much plus spell power in WoW forever
a spell needs to match its WoW classic
at zero spell power at level 60. Longer
bars mean a bigger gap, and the dash
line is the average for that class. For
spells that use the highest rank
available at 60, for spells with a
damage range, I compared the midpoint.
For dots, I counted their full duration.
The base damage values come from WoW
forever's talent spell book comparison,
wowforever.talents.com. And the spell
power values are calculated using spell
power coefficients. This is a comparison
of spell damage before talents, crits,
and resistance. It isn't overall DPS
ranking, but I thought seeing all the
spells together made the difference is
easier to judge. Short bar good, long
bar bad. Here's the graph for healing,
results are quite funny. For those who
are asking about smite and holy fire,
it's really bad. Spell classic base
damage forever base damage forever
coefficient spell power needed. Smite,
385 to 429 is the classic base damage.
The forever base damage is 167 to 186.
The forever coefficient is 71.4.
So, you need 320 spell power to do
[music] the same amount of base damage
as you did before. With Holy Fire,
you're looking at 355 to 449 damage, 145
dot. But in forever, you're doing 184 to
232 and then a 75 damage dot. So there's
a 100% spell power coefficient, so you
need 264 spell power. Now, here's my
thing. We can't really take these
numbers 100%. We just can't, because we
don't know if stuff's going to change.
But also, something to keep in mind. So
what this is saying is like a fireball
needs 211 spell power to do the same
amount of damage at zero spell power at
level 60 in vanilla. This is a max rank,
you know, level 60 fireball, frostbolt,
whatever. And then, as you go down, it's
like warlocks need more than mages do,
priests need
less than mages.
But warlocks, druids, and then shamans,
shamans need a crap ton of spell power
in order to do the same amount of damage
they did before. This is something that
I think is very important to note, but I
think this is also a big jumping the
gun, and you got to change what you're
used to, because we just don't know how
things are tuned exactly. We don't know
how they tuned the game for like how
much expected damage there is. Like how
much damage do the developers expect you
to be able to do in a raid environment,
in a dungeon environment? Maybe they're
trying to take everybody's damage and
just reduce it. Because one big problem
that SOD had was that they just started
throwing everything at everybody, and
everybody was just doing way more and
more and more and more damage. Maybe
something else that you should consider
is, man, I have an awful lot of spell
power on a level 20 character. In fact,
I have like as much spell power on a
level 20 character than I had whenever I
hit level 60 on my caster originally,
like in early vanilla patches. So maybe
I'm going to have a lot of spell power
whenever I hit level 60. Maybe there's
just going to be more spell power on
gear. So because of this, what they had
to do is they had to reduce the base
values and make you a little bit more
gear dependent than you used to be in
original vanilla. Not to say that
casters weren't gear dependent at all,
but melee were heavily gear dependent
[music]
and casters are not very gear dependent.
You have a lot of high base damage in
like the early patches on private
servers. You have a lot of high base
damage. I The reason I bring up private
servers by the way and not era is
because private servers had progressive
itemization. So, you had the early
itemization of vanilla wow that then
later on changed to give you more spell
power. So, I'm specifically comparing
like a low spell power level 60 versus a
level 60 with like early patch melee
gear and some spell power. And the spell
power is going to like outscale it
pretty hard early. And then as vanilla
goes on, as the as the game cycles
through, you know, warriors scale a lot
harder with their stats, all that.
Rogues have like a higher floor because
they just their kit and how their
scaling works, whereas warriors snowball
out of control. That's a whole separate
discussion on like how like the meta
shift and stuff from patch to patch to
patch with progressive itemization
stuff. So, a lot of people haven't
experienced that. If you've played If
you didn't play like Nostalrius, Lights
Hope, Elysium, Northdale, like that era
of private server and those aren't the
only ones. Those are just the ones that
come to mind.
If you didn't play that and then you
played classic in 2019, you got a more
different experience playing classic
2019 from Blizzard than you would have
gotten playing those private servers
compared to the original vanilla because
that original vanilla Nostalrius core
focused on a Blizz-like representation
of the game with an actual patch
progression with updating the items,
adding the new content in, updating the
items, and doing all that stuff from
patch to patch to patch to patch. And
that's what made it so juicy. That's
what made it so good. I'm going to not
talk about that because progressive
itemization is essentially a moot point
and I don't think it'll ever happen from
Blizzard at this point, which sucks that
we never got like that version of
vanilla wow from Blizzard cuz it would
have been amazing. I would love to see
them do that on like a fresh era or
something someday. Even if I don't play
it, I really think people should have
the opportunity to experience that.
Separate discussion. Let's keep it the
spell power. I think that it's super
important to consider all these things
and I think that people have a tendency
to kind of knee-jerk react to a lot of
these things. How much plus healing
restores classic base heals? I mean, the
same thing. It's like, "Okay, well, you
need roughly 140 plus healing across the
board to reach the same sort of base
healing." I think this could be okay. We
just straight-up don't know. The spirit
of classic we decided to keep the hyper
tax.
True. Good choice. Yeah, that's right,
brother. They're going to have to work
on tuning constantly. We don't know how
the itemization points formula even
works. The way they're doing their
itemization, I'm sure you could figure
it out, right? I'm sure you could figure
out like the item level of something and
like reverse engineer it, probably get
the formula. We could just straight-up
ask, like, "What's the itemization
formula?" And if it's the same. But,
your itemization formula is basically a
formula based on the item level of
something and the quality of something.
And those two variables are thrown into
a formula and you have X amount of
itemization points, and the itemization
points are distributed. And I'll show
you another graph here. This is a real
nerdy talk. I'm sorry. All right, so
this is the nitty-gritty. This is just
like a little bit of insight, just so
you guys understand. So, there's a whole
sort of like calculation that happens
here to see like green item level is
item slot value this whatever blah blah
blah, right? Blue epic. So,
basically based on the quality and based
on the item level of the item. It's
funny this calculates item level. You
need to do it in the reverse. You start
looking at the stats. This is how
itemization works. So, stat mod, this is
like an arbitrary itemization point. So,
each point of armor is like 22. Each
point of plus healing is 100. Each point
of attack power is 115. Block value 150.
You can see each point of spell damage
is 159 if it's like a fiery wrath, if
it's one school, but if it's all spell
damage, it's 192. So, that's why
whenever you see like something is Maybe
you see something that is like eight all
damage, but you'll be like 10 or 11 if
it's of fiery wrath. If it's like a
random green legs. Like green legs of
fiery wrath might be 11 fire damage, but
green legs of damage of the same item
level would be like eight. The higher
the number, the more budget you're
spending. That's why all damage is less,
right? Does that make sense? And then of
course like you go all the way down to
here where like parry chance is super
expensive, crit chance is super
expensive, spell crit is super
expensive. Why am I bringing this up?
This is something from vanilla wow. What
do we know already from
classic plus from wow forever? Here's
what we know from classic plus. What we
know from wow forever that melee crit
and spell crit are now merged. So,
because they are merged, this thing that
we had in vanilla wow where chance to
crit with spells is a 2600 budget cost
and chance to crit with physical attacks
with melee is 3200, this can't exist
because these are now the same stat. So,
given that we know this has to change, I
don't know if they're going with this
value for crit or if they're going with
this value for crit or if they're going
with an all new arbitrary value that
they've come up with for crit. We don't
We don't know that yet. I think it's
pretty easy to infer that they're going
to treat the budget for spell power
different as well, which is why we're
seeing so much spell power at low levels
for the level 20 beta. So, I don't think
this is something to have a huge concern
over. I think it's important to know and
I think it's important to understand,
but I don't think there should be like
this big [music] pearl clutching
knee-jerk reaction to it because there's
so many things behind the scenes and
like under the hood of vanilla wow that
a lot of people just they don't really
interact with. Like a lot of people
don't know because
it doesn't really matter to the average
player. Now, the building blocks of this
game are very intricate. That's what
makes this game so cool. Like I love
stuff like this. I love the itemization.
I love going through and like looking at
the attack table and how that works and
all that kind of stuff. I'm really
really into that kind of stuff and I
think it's great. But on a day-to-day
basis, how often do you really interact
with this stuff or how does it How much
does it really matter? It doesn't really
matter for most people. But if you are
looking at the game in this way and
you're trying to critique stuff like
this, I just think it's important to be
aware of the stipulations and what's
going on and how the game is changing.
So you shouldn't be worried about oh, I
need 140 plus healing in order to have
an equal value of a heal at level 60
with zero plus healing in vanilla wow or
here
with, you know, this needing like 211
plus damage for your fireball be equal.
Now, I will say this. This kind of looks
crazy to me. I think this looks kind of
wild looking at the looking at the
shaman numbers compared to the other
numbers. I do agree with that, but I
also don't know exactly how the class
changed. Maybe they just want the
individual attacks to do less damage.
They just want the individual attacks to
scale less because you have different
ways of administering damage to your
target. I don't know all this stuff. We
don't know, but we'll figure it out and
we'll see. And I understand people being
like, let's say if you play a druid and
you're like, "What the freak? Priest
doesn't need anything to do the same
damage they used to and I need all
this." If you're a shaman like
again, they might have changed the class
so much that it doesn't really matter as
much and and we'll get to see that
throughout the beta and they're still
testing this stuff. This kind of all
ties back into big point of class design
that that I've had and I've talked about
for a long time is [music] point number
one, I don't think you should be moving
too far away from the original play
styles. I think it's important to
maintain the original play styles that
are available to you in vanilla wow.
Look, I'm a vanilla enhanced shaman for
example, two-handed weapons. I need
support to be able to do DPS with
two-handed weapons.
Cool. Now, with that being said, I also
think it's cool to find a way to give
Shamans the ability [music] to
dual-wield to support that as well. I
think it's important to give them kind
of like the underserved or something
that maybe like if you started
dual-wielding in Burning Crusade, I
think that it still resonates with a lot
of Shamans, and I think you just need to
find a way to be like, "I want to be
dual-wielder or I want to be
two-handed." [music] Now, this
inherently makes the Shaman talent tree
really complicated to to deal with and
build out because if all of a sudden you
want to have two-handed, you want to
have dual-wield, hell, you want to have
tanking stuff in the enhanced tree. If
you want to do all those things, then it
makes it really, really hard to do all
that. Maybe like if you want to do
tanking things, you really need stuff in
all three trees, and you need to run
like a tri-spec. I I don't know. This is
kind of like wishful thinking at this
point, and there's a lot of stuff that
probably won't even happen, but I do
think that. Maintain the original
playstyles as much as possible. They
should be available. Develop underserved
playstyles, and then three, help to
promote new playstyles to be figured out
and let people be creative with their
builds. Those are like the three like
main principles of class design that I
think are super important for this. With
those things kind of in mind, it could
make sense that you need way more spell
power than before. But yeah, I mean,
we're in the Wild West. Everything's
new, man. I think it's cool and
interesting that somebody went through
and looked at this stuff, but take it
with a grain of salt. We we don't know
exactly what the values are for level
60. Everything is subject to change, and
we also don't know how itemization
points are going to be distributed at
higher levels and what all's going on
there. Long story short,
good to know, interesting to know,
nothing to be too concerned about
just yet, but stuff like this is cool. I
think it's interesting. I wouldn't be
too worried about it. They're working
really hard on balance, and I think that
I mean, they might be working even too
hard on balance. I don't know. But
hopefully they're going to figure this
thing out, and I think it's important
for us to look into this stuff like
this. Whether we're right or wrong, I
think it's interesting. I think it's
important to look into and I think it's
important to give feedback on what you
want cuz maybe even if, you know, this
is wrong, there's something to learn
from this and see the direction of like
how things are being perceived and
there's something that can be learned
from it. So, anyway, leave a comment,
like the video, subscribe, all that
stuff. I hope I give you guys a little
bit of insight on on some of the behind
the scenes stuff, under the hood stuff
of Classic Wow. I hope you guys enjoyed.
People have been really, really loving
the YouTube videos lately and you guys
have been showing a lot of love and it's
it's been really cool. Whether it's on
Whether it's on stream, whether it's on
YouTube, whether it's, you know, social
media, everything. You guys have been
unbelievably supportive and it makes me
feel really good. So, thank you guys for
being a part of this and we're very,
very excited. It's a It's a great, great
time [music] in Azeroth right now.
So,
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>> [laughter]