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Analyzing Gnomeregan Boss Armor and Resistances in the Season of Discovery

Analyzing Gnomeregan Boss Armor and Resistances in the Season of Discovery

In a recent blog post, the issue of armor values and damage mitigation in the Gnomeregan raid is discussed. Players have discovered that the mechanical bosses in the raid have very high armor values, leading to significant physical damage mitigation. This has resulted in caster damage dealers outperforming physical DPS classes. The post questions whether Blizzard should adjust the armor values ...

Season of Discovery Phase 1 brought excitement to players, but also raised concerns about the upcoming Phase 2 and the Gnomeregan raid. Many feared that the mechanical bosses in the raid would be immune to bleed and poison effects, rendering certain runes and character specializations useless. However, Blizzard recently reassured players that while none of the bosses would be immune, some would have increased resistance to these types of effects. Now that the Gnomeregan raid has been released, players have discovered both the resistances and an unexpected revelation about the bosses' armor.

The Resistance Revelation

Players were eager to discover the resistances of the mechanical bosses in Gnomeregan following Blizzard's vague statement. Through their efforts, these resistances have been uncovered and here is what players have found:

Boss Approximate Armor Bleed Reduction Poison Reduction
Grubbis 2250 None None
Viscous Fallout 2250 None None
Crowd Pummeler 9-60 4455 20% 20%
Electrocutioner 6000 3731 20% 20%
Mechanical Menagerie 731 20% 20%
Mekgineer Thermaplugg 4555 20% 20%

The mechanical bosses in Gnomeregan have surprisingly high armor values, some even surpassing Ragnaros from the level 60 Molten Core raid. These armor values were determined by the dedicated researchers at GroxEmpire from Fight Club discord.

The Armor Conundrum

Unlike the Phase 1 Raid Blackfathom Deeps where bosses had low armor, the mechanical bosses in Gnomeregan possess significantly higher armor values. This means that under normal circumstances, they will reduce incoming physical damage by a substantial amount. Let's take a closer look at the base armor values of the bosses and how various debuffs affect them:

Base Armor Value No Debuffs Homunculi Homunculi + Faerie Fire Homunculi + Faerie Fire + Curse of Recklessness
Grubbis 2250 37.2% 15.6% 9.8% 3.2%
Viscous Fallout 2250 49.5% 36.5% 33.3% 29.7%
Crowd Pummeler 9-60 4455 54.0% 43.3% 40.8% 38.0%

The table above showcases the different armor values of the bosses in Gnomeregan, as well as the commonly used combinations of armor debuffs. These entries reveal the extent to which the bosses' armor reduces physical damage suffered by players.

The significant physical mitigation caused by the bosses' high armor values puts physical damage classes at a disadvantage. Blizzard's introduction of new spell damage gear and the revelation of these armor values seem to indicate a desire to elevate caster damage dealers to the forefront, making them much more competitive in Gnomeregan than they have been in the past.

  • The Power Shift

Data from two lockouts of Gnomeregan already show caster DPS outperforming physical DPS classes. Melee Hunters, Frost Mages, and Balance Druids are the sole outliers in this observation.

The statistics gathered from WarcraftLogs' 95th Percentile Gnomeregan analysis on February 18, 2024, validate the shift in power towards caster damage dealers.

Final Thoughts

During the Blizzcon announcement for Season of Discovery, Blizzard mentioned wanting to make all classes feel overpowered, not just Warriors as it was in the Classic Era. The high armor values in Gnomeregan undeniably provide caster damage dealers a chance to experience that sensation. However, the question remains: Is it too much?

Should Blizzard consider reducing the armor values to create a more level playing field for physical DPS classes, or should they leave them as they are and allow casters to continue enjoying their time in the spotlight?

Personally, I believe having both spell and physical damage dealers being competitive in PvE would be fantastic. Balancing the numerous specializations, gear variations, and abilities is undoubtedly a challenging task. Tweaking the armor values, either up or down, could potentially help achieve relative balance between spell and physical damage dealers in the game.