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Turiel
15-11-2006, 01:09 AM
http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

World of Warcraft Client Patch

(Disclaimer: These patch notes are for the Public Test Realm and the content of the patch is subject to change.)

World of Warcraft Test Patch 2.0

The latest patch notes can always be found at http://www.worldofwarcraft.com/info/underdev/implemented/

Looking for Group Interface Tool

A new Looking For Group tool designed to assist players in finding groups for instanced dungeons and quests will now be available. This interface gives players the option to be added to a pool of other players also looking for a group, as a means to expedite the process. In addition, players will also be able to search for additional members in situations where they have a group and are simply looking to find more players. For a complete overview of this new interface, please take a moment and read the information contained on our comprehensive Looking for Group preview.
http://www.worldofwarcraft.com/burningcrusade/townhall/lookingforgroup.html

General


All players will have talent points reimbursed and will have access to new talents throughout their trees; this includes the 41-point talents. Several new abilities have also been added for all classes.
All pets now receive a percentage of their master's armor, spell damage, spell resistances, attack power, and stamina.
Low-level spells cast by high-level players will receive smaller bonuses from +healing and +spell damage.
HoTs, DoTs, and channeled spells have been re balanced to receive a more appropriate (higher) percentage of +spell damage and +healing.
HoTs from different sources will now stack (i.e. multiple druids can cast the Rejuvenation spell on 1 target).
New item property "Resilience" has been introduced. Resilience reduces your chance to be the victim of a critical strike, and reduces the amount of damage critical strikes do to you.
Weapon Skill now does the following:
Weapon skill will no longer reduce the percentage damage lost due to glancing.
The player will gain 0.1% to their critical strike rating per weapon skill against monsters above their level.
When casting a buff on a low level target, the appropriate rank of the buff will be automatically be applied.
Crowd Control effects in PvP will last no longer than 12 seconds instead of the full duration, with a chance of a heartbeat resist.
Players will no longer lose faction when under the influence of "Mind Control" or the Gnomish Mind Control Cap.

PvP

Honor System Revamp
Current honor totals have been reset.
Players may display their highest lifetime rank title (accessible from character sheet).
Honor points earned each day may now be spent as a form of currency. Check the PvP tab of your character sheet to see your honor information.
PvP rewards are no longer unique.
Marks of Honor earned from battlegrounds are no longer turned in for reputation or honor. They are now used in addition to honor points in order to purchase rewards.
Two New Arenas are now available in three different modes.
2v2, 3v3, and 5v5 matches
Players may queue up at Goblin NPC's in Stormwind, Ironforge, Orgrimmar, Undercity, and Gadgetzan

Druids

The talent "Swiftmend" will now include bonus healing from the talents "Improved Rejuvenation" and "Empowered Rejuvenation".

Hunters

Traps can be set while in combat, but require a 2 second arming time.
Auto shot will be automatically enabled if the Hunter steps out of melee range while in combat with target.
1 agility will now grant 1 ranged attack power.
Auto shot is now reset when casting Aimed Shot.

Shaman

Shaman with the appropriate talent spec are now able to dual-wield. Both main and off-hand weapons can be affected by self-weapon buffs such as Windfury.
Rockbiter's weapon functionality has been changed. It is now a damage proc instead of a flat attack power bonus.
Windfury Weapon and Rockbiter Weapon enchantments will only benefit the weapon with the enchantment on it.

Warlocks

Range of "Drain Life" and "Drain Mana" spells have been increased.

Warriors

Rage generation from dealing damage has been normalized.
All Rage awards are averaged with our expected rage per swing (adjusted for weapon speed).

Items

The "Far Sight" effect has changed so that the camera now zooms in to a distant location, rather than instantly showing the distant view. This also affects the items: Ultra-Spectropic Vision Goggles, the Ornate Spyglass, and the Hunter ability "Eagle Eye."
Spells can now require either a totem item or a totem category item to cast a spell. This means that the Enchanting Rods now count as all of the lower level enchanting rods as well, so you only need a single enchanting rod instead of all six. This also means that "Finkel's Skinner" now counts as a Skinning Knife. Several weapons that are picks have been flagged as counting as a Mining pick as well.
Items that give bonuses, such as + to crit, have been modified to adhere to a combat rating system.
All current items will provide the exact same benefit from ratings at level 60 as they provided before the ratings system.
Thrown weapon items no longer stack, but use durability instead. One unit of durability is lost per throw, and these items can be repaired.
The tool tip for the Great Staff of the Guardian now shows the proper increase of 28 to the party spell critical rating.
Items that are useable from player inventory with a cooldown will now update the cooldown in real-time.
Players will no longer be able to sell the "Blue Skeletal Horse" to vendors.
The damage Proc from the item "Misplaced Servo Arm" will no longer break the Rogue ability "Gouge".
The "Skull of Impending Doom" has been changed and will now increase run speed by 60% for 10 seconds, but deals damage equal to 60% of your maximum health and drains 60% of your maximum mana for over 10 seconds.
The Backfire effect on the "Net-O-Matic" will no longer break on damage.

Professions

All of the profession-made items that have been created up to now have been given proper stats based on the current expansion item level progression table.
Most of the items made by Tailoring/Leatherworking/Blacksmithing have had their creation time reduced. Now the cap on time required to make an item in those professions is based on quality and level.
New Max times required.
Level 31+ Green Items at least 8 sec
Level 31+ Blue Items at least 15 sec
Level 31+ Purple Items at least 25 sec
Skill level now determines what items you can disenchant.
Skill 1= Level 1-20
Skill 25= Level 20-25
Skill 50= Level 25-30
Skill 75= Level 30-35
Skill 100= Level 35-40
Skill 125= Level 40-45
Skill 150= Level 45-50
Skill 175= Level 50-55
Skill 200= Level 55-60
Skill 225= Level 60-65
Players will no longer lose an item when attempting to disenchant on a boat when the loading screen appears.

User Interface

Meeting Stone gossip options have been removed from Innkeepers in preparation for the new LFG system.
LFG/LFM UI
Tips have been added to Loading Screen tips and new player tips
Meeting Stones now function similar to a Warlock Summon spell.
Player's select party member to be summoned and right click the stone.
A second party member then clicks the portal to summon.
Enchanting UI has been vastly improved.
Raid UI now supports frame for Main Tank.
Spell Alert (Enemy Cast bar)
Defaults to off
Enabled through Interface Options
Displays targeted enemy's cast bar when they are casting.
May also be displayed with "V" key functionality.
Auto-loot may be enabled with just one click in the Interface Options.
Character sheet UI now displays more precise melee, ranged, and spell stats.
Players can now cast item targetable spells on items that are in your action bar. For instance you can cast feed pet and have the food you want the pet to be fed in one of your action bars.
Semi-charged items can no longer be placed in the Auction House.
A knowledge base has been added to the in-game UI.
Searchable database of FAQ's and common support issues.
Keyrings have been expanded to hold more key-type items and will now size dynamically for the number of keys in possession.
The Hunter ability "Mend Pet" will now turn red when a pet is out of range.
Players will now be able to disable ability messages in the floating combat text.
Players will now be able to scroll down their ignore list if it extends beyond one page.
The tooltips for the Show Dispellable Debuffs and Show Castable Buffs options will now specify they only apply to raid pullout groups.
Significant changes have been made to User Interface customization. For specific details, please visit http://forums.worldofwarcraft.com/thread.html?topicId=36975623&sid=1 .

Bugs

The Rend Blackhand arena event in Upper Blackrock Spire will now properly reset after a wipe.
Players will no longer resurrect with low mana and health if they died and released on a Zeppelin or Ship.
Fixed an issue where effects with 100% chance to be applied were being resisted.
Fixed an issue where high level players were not being properly credited the right amount of faction reputation.
Party members will now be properly credited for completing the "Dead Man's Plea" quest when a totem or pet gets the killing blow on Baron Rivendare.
Slowing abilities and spells will no longer decrease the speed of a player when traveling by Gryphon.
Fixed an issue where players were re-taining talent based abilities even after re-training.
Fixed an issue where the Warlock spell "Shadowburn" was improperly consuming two Soul Shards.
Fixed an issue where players were unable to click on anything if they had any add-ons installed.
Fixed an issue where players were able to use "Mana Burn" on mobs and players without mana.
Fixed an issue where spells that proc while a player was standing would not proc if they were sitting or lying down.
Fixed many interface overlapping graphic issues.
Fixed an issue where Seal of Justice (Rank 2) will now refresh with melee strikes.
Blood Elf mobs in Azshara will now have the correct model.
Fixed an issue where a spell with two procs would be reflected and one of the procs would still hit the player that reflected the spell.
Fixed an issue that was putting Hunters back into combat when they have the "Spirit Bond" Talent or have the Cryptstalker set bonus.
Fixed an issue where players were being awarded the wrong item when double looting a corpse under the master loot option.
Fixed an issue where players interrupted while casting would have a longer cast time than normal.
Fixed an issue where players could not see enchants when inspecting another player.
Fixed an issue where extra attacks from "Windfury Weapon" would not proc "Flurry" when they crit.
Fixed an issue where players that were killed in freezing traps would be stuck there until releasing.
Fixed an issue where Warlocks were able to despawn a pet to gain a free "Soul Shard"in the Battlegrounds.
Warrior "Shield Slam" and "Shield Bash" will no longer trigger a proc from an equipped weapon.
Fixed an issue where players were able to consume a Mana Emerald at full mana.
The totem, "Wrath of Air," will no longer be useable in "Ghost Wolf" form.
Fixed an issue where Warrior "Battle Shout" was causing too much threat.
Fixed an issue where computers with ATi video cards were sometimes having problems when displaying a certain texture.
Fixed an issue where the Warlock spell "Death Coil" gained double the benefit from the talent "Shadow Mastery".
Player pets will no longer attack CC'ed targets while in Passive mode.
"Prayer of Spirit" will no longer cast on the user if there is no other target selected.
"Lightning Shield" will now have the appropriate cool-down time between uses.
Fixed an issue where materials were being consumed if a player logged out before an enchantment had finished being applied.
The Hunter, "Auto Shot," ability will no longer activate on resurrection.
Fixed a bug where "Inner Focus" was not being consumed when using "Mind Soothe."
Fixed a bug where Rogues were able to use the ability "Ghostly Strike" when not facing their target.
Warlock pet dismiss sounds will now play properly.
Fixed an issue where Fist weapons were sheathing improperly.
Bags will no longer overlap the Bank UI when the game window is resized.
Players will no longer be able to whisper to enemy players in Battlegrounds.
The Skeletal Gryphon ride for the Eastern Plaguelands PvP event will now fly at its correct speed.
Players will no longer be able to jump onto the top of the Dun Baldar Fortress in Alterac Valley and get behind the terrain to attack other players.
Shapeshifting will now break "Nogginfogger Elixir" effect.
You will no longer die when Feign Death is finished channeling.
"Scatter Shot" will now properly do damage even if the target is immune to the confuse effect.
"Aspect of the Cheetah" will now properly trigger with absorbed damage.
Casting a lower rank polymorph on a target that is already under the effect of a higher rank will cause an error message and not consume mana.
The talent, "Master of Elements," will now properly proc off of totems.
Players will no longer be attacked by same faction guards when using mind control on an enemy player to attack.
"Vanish" will now properly un-target the Rogue from the attacker when the attacker is in the same party.
The talent, "Improved Chain Heal," will now properly add to the base healing done.
"Healing Wave" Ranks 11 and 12 will now benefit from the Shaman talent, "Healing Way."
"Improved Curse of Agony" will now properly increase the base and spell power.
Warlocks will now be properly credited a Soul Shard from their pet when they take a flight path.
Warlocks will now be properly credited a Soul Shard from their pet when they are dead at the end of a Battleground match.
Warlocks will now be properly credited a Soul Shard from their pet when they enter an Arena.
Casting "Dark Pact" after exiting combat will no longer put you back in combat.
The tool tip for the "Great Staff of the Guardian" now shows the proper increase of 28 to the party spell critical rating.
Several Chest spawns in Dustwallow Marsh will now properly spawn above ground.
Items that can give +Stamina/Intellect from random suffixes will now properly apply while dead.
"Beastmaster's Gloves" will now give the proper 2% crit chance for Hunter pets.
Various graphical errors will be noticeable while viewing maps.

Elexin
15-11-2006, 02:00 AM
Shapeshifting will now break "Nogginfogger Elixir" effect.

Boo :(

The totem, "Wrath of Air," will no longer be useable in "Ghost Wolf" form.

Wow, so I can use lv64 totems in ghost wolf form so long as I do it before the patch? *cough*

Bleetman
15-11-2006, 03:19 AM
Crowd Control effects in PvP will last no longer than 12 seconds instead of the full duration, with a chance of a heartbeat resist.
Bwaaahahahahaha.

Sorry Asura :razz:

Toshiro
15-11-2006, 07:59 AM
Crowd Control effects in PvP will last no longer than 12 seconds instead of the full duration, with a chance of a heartbeat resist.
Bwaaahahahahaha.

Sorry Asura :razz:

That so reminded me of guild chat last night.

Psonica
15-11-2006, 08:56 AM
That's a pretty big patch ... I'm still reading the reports from the US PTR ...and jeez is there alot of stuff that's changed :)

Fixed an issue where Warrior "Battle Shout" was causing too much threat.

um, is that breaking the warrior tanking the caster twin in aq40 maybe ... sounds like the healers will have a hard time maybe?

Jarelan
15-11-2006, 09:10 AM
So we get to see how our talents will be for TBC, hmmm..

PvP thing sounds sweet though and I can display my Commander title again :D

Tarun
15-11-2006, 09:32 AM
HoTs from different sources will now stack (i.e. multiple druids can cast the Rejuvenation spell on 1 target).

Wouldnt that be a bit imba if you got something like 4 healing druids in your raid? :o or is there some limit off buffs on a character?

Shadowjan
15-11-2006, 09:34 AM
Are the arena matches cross server, or will i meet my "friends" again? :)

Vege
15-11-2006, 09:51 AM
Are the arena matches cross server, or will i meet my "friends" again? :)
I suppose that this isn't cross server, afair You can fight on Arenas even ally vs ally or horde vs horde, so our problem with queues should be solved.

Cassina
15-11-2006, 09:53 AM
New undocumented feature: http://img220.imageshack.us/img220/544/wowscrnshot111506045542ee7.jpg

Found here:
http://forums.wow-europe.com/thread.html?topicId=82149660&sid=1

Psonica
15-11-2006, 09:54 AM
New undocumented feature: http://img220.imageshack.us/img220/544/wowscrnshot111506045542ee7.jpg

Found here:
http://forums.wow-europe.com/thread.html?topicId=82149660&sid=1

Eg: don't use the Beta client to play the 2.0 PTR - blue already stated that I'll never happen live anyway.

vattghern
15-11-2006, 11:21 AM
Too bad there are still just 16 debuff slots. :/

edit: nvm there are 40 :)

Chonar
15-11-2006, 02:17 PM
Crowd Control effects in PvP will last no longer than 12 seconds instead of the full duration, with a chance of a heartbeat resist.
Bwaaahahahahaha.

Sorry Asura :razz:

Only good news in there.
At all.

Karadros
15-11-2006, 02:18 PM
New undocumented feature: http://img220.imageshack.us/img220/544/wowscrnshot111506045542ee7.jpg

Found here:
http://forums.wow-europe.com/thread.html?topicId=82149660&sid=1

I'm on ur floorz rofling my arz off.

Senister
15-11-2006, 09:30 PM
Traps can be set while in combat, but require a 2 second arming time.

In yoo face hunters! Finally!

Kinshara
15-11-2006, 09:57 PM
Traps can be set while in combat, but require a 2 second arming time.

In yoo face hunters! Finally!

Eh? That's a buff :)

Don't have to rely on buggy/lag-prone FD to try and trap people, wingclip/counterattack then in-combat trap rocks :)

Brinnix
16-11-2006, 06:33 AM
Compilation of unlisted changes in 2.0.1 PTR patch

-Environmental sounds play in the background on the Character Creation screen.
-Some newly created characters start out with their racials on their action bar. *IE Nightelves start with shadowmeld, humans don't start with perception on their bar*
-Moonfire now has a moon in the animation!
-New loading screens.
-Escape artist is now an instant cast.
-Blood Fury also increases spell damage depending on your class. Increases Ranged and Mele damage for Hunters *unconfirmed*.
-The Troll Priest racial "Shadowguard" now has a different graphic for the floaty orbs.
-The Looking For Group Channel has been removed.
-Same faction players in stealth are seeable by any other player of that faction.
-Phase Shift has a new sound effect.
-Added a new Sound Levels option under sound options.
-Spellstone animation is now a green glow around your hands when activated.
-Invisibility now causes the world to become wavy and the sky white, this includes Invisibility Potions and Cloaking Devices.
-When right clicking your portrait there is a Dungeon Difficulty setting. *Has no effect on non-expansion instances*
-There is now a black swirly animation when a spell is resisted.
-The Quest log has been expanded to hold 25 quests.
-The Outlands Map is now available on the map screen.
-The Darnassus Alterac Valley Battlemaster has finally decided to join the other Battlemasters on the left side of the warrior's terrace.
-All the starting area guards have had their levels increased to 65.
-There is a courtyard door opened in Undercity.
-In order to make room for the new Looking for Group Interface button, the World Map button was moved to the top left of your minimap.
-There is a Silvermoon City teleporter NPC in the Undercity courtyard.
-All hunter's pets have been normalized to a 2.0 speed. *unconfirmed*
-There is a new ship by Auberdine that takes you to Azuremyst Isle. Players without the expansion are teleported to the nearest graveyard after a certain point.
-Reputation gained from quests appears in your general chat window instead of just in the combat log.
-Paladin Blessings and Seals have new animations!
-Spellstone and Firestone can be equipped in the Wand slot.
-The Netherwind Mantle has a new model, crystallized Banana Sundaes? *bug?*
-Many profession that used to require a recipe, plan, ect, to learn are now trainable by the corresponding profession trainer.
-Spells automatically update on your action bar when new ranks are purchased.
-The graphic on Hunter's Mark has changed.
-A new sound plays when you are dazed.
-Gouge and Backstab have new sounds.
-Arcane Shot benefits more from ranged attack power. *unconfirmed*
-Four new bank slots! And an extra bag slot that costs 25g to purchase.
-The graphic on Corruption has changed.
-New quests have been added throught the zones. Including various Draenei and Blood elf camps.
-Many new items have been added to various vendors, including Jewelcrafting Plans.
-New Sound effect on Concussion Shot.
-The maximum instanced PvP you can be in queue for at one time is 3. *bug?*
-All class specific spell books that previously dropped in dungeons are now trainable at level 60.
-Players can change their title from a drop down menu to show their highest pvp rank next to their name.

Elexin
16-11-2006, 10:18 AM
Four new bank slots! And an extra bag slot that costs 25g to purchase.
Do I even want to know the prices of the four new bank slots? :P

Shadowjan
16-11-2006, 10:50 AM
Are the arena matches cross server, or will i meet my "friends" again? :)
I suppose that this isn't cross server, afair You can fight on Arenas even ally vs ally or horde vs horde, so our problem with queues should be solved.

Did some searching and I found this info in Shwicks post:
Arenas are currently planned to be cross-realm just like the Battlegrounds. The Battlegroups should be the same as they are now.

Vege
16-11-2006, 11:26 AM
Traps can be set while in combat, but require a 2 second arming time.

In yoo face hunters! Finally!

Eh? That's a buff :)

Don't have to rely on buggy/lag-prone FD to try and trap people, wingclip/counterattack then in-combat trap rocks :)

What nelf said. 2sec arming time > FD+trap combo in pvp, worse that they want to increase CD on them too, so no more CCing mob with trap for whole fight (jealous mage whiners :P) or at least it will be a bit harder.

Did some searching and I found this info in Shwicks post: (...)
well... shame. I want something more server only.

Frimlin
16-11-2006, 12:00 PM
Lots of cool changes. It's the expansion pack, without the expansion pack areas, the new races and Jewelcrafting. =) Or is Jewelcrafting learnable outside the trainers in Exodar?

I couldn't copy any existing chars, so I logged on as a new human and took a look at Elsharin the High Elf mage trainer in the Mage's Quarter of SW and she's got the Blood Elf model now. Looks nice! Especially liked her eyes.

Does anyone know of other Draenei or Belf locations? Particularly interested in finding these new race related quests and camps. I hear there's a Draenei shaman trainer in Theramore?

Can't wait till I can copy my 60 chars across... :)

Jethrotull
17-11-2006, 02:23 AM
I tried to log on to the PTR but it said "This account name was not found in our records." That's strange because I did play on the PTR when the magepatchw as due so they must have some kind of record about me.

Are more people having the same problem? Or is it just me missing all the fun?

Any help on this is well appreciated.

zanzanexpo
17-11-2006, 10:27 AM
heres a direct link to the patch, im downloading it at 320kb/sec...
www.filemirrors.com

search for WoW-1.12.0.5590-to-2.0.1.6114-enGB-patch

zanzanexpo
17-11-2006, 10:29 AM
heres a direct link to the patch, im downloading it at 320kb/sec...
www.filemirrors.com

search for WoW-1.12.0.5590-to-2.0.1.6114-enGB-patch

http://1.11.wowpatches.de/files/WoW-1.12.0.5590-to-2.0.1.6114-enGB-patch.zip

Sloth
17-11-2006, 11:36 AM
Auto shot will be automatically enabled if the Hunter steps out of melee range while in combat with target.

could someone please explain what's up with this...

Kinshara
17-11-2006, 11:43 AM
Auto shot will be automatically enabled if the Hunter steps out of melee range while in combat with target.

could someone please explain what's up with this...

AIUI, if you've got autoattack enabled, it switches to autoshot after you're out of melee range. (And also switches from autoshot back to autoattack when entering melee range.)

campino
17-11-2006, 11:48 AM
Seems fucking retarded to me.

Jethrotull
17-11-2006, 12:11 PM
That patch seemed to have done the trick, thx a lot

Sloth
17-11-2006, 12:39 PM
Seems fucking retarded to me.

what he said , guess blizzard had to make the game more noobfriendly again

Bunneh
17-11-2006, 01:06 PM
# Rage generation from dealing damage has been normalized.
# All Rage awards are averaged with our expected rage per swing (adjusted for weapon speed).

That scares me...Rage generation in ZG was bad last night, was being hit and gaining rage very slowly. What does normalized mean? I'm really worried for the warrior class. :cry:

Kinshara
17-11-2006, 01:30 PM
# Rage generation from dealing damage has been normalized.
# All Rage awards are averaged with our expected rage per swing (adjusted for weapon speed).

That scares me...Rage generation in ZG was bad last night, was being hit and gaining rage very slowly. What does normalized mean? I'm really worried for the warrior class. :cry:

That you won't get to a point in the future where a single white hit will fill your rage bar, which is what could happen eventually with the current system(30 damage dealt == 1 rage gained at 60, I think.) If you hit/crit for 3000, you get a full rage bar; it's unlikely to happen right now, granted, and you often spend it pretty fast, but with damage going up as new items are introduced it'll happen eventually. Having no limit at all on the use of your abilities(besides cooldowns) isn't intended.

Basically blizzard will be changing the formula used to calculate rage per hit... well geared warriors will be nerfed a bit, lesser geared ones may have a slight buff. Only problem I'm seeing at the moment is that 2hander use is severely impaired with certain builds.

Edit: A bit more research suggests that part of the rage gained will be similar to present, scaling with the amount of damage you deal, and part will be fixed based on your level. So it will still scale as your gear gets better, just not quite as much as it does now.

Thrane
17-11-2006, 02:21 PM
Edit: A bit more research suggests that part of the rage gained will be similar to present, scaling with the amount of damage you deal, and part will be fixed based on your level. So it will still scale as your gear gets better, just not quite as much as it does now.

Sorry, your research is wrong. Our rage gen is going to go down as we level. At lvl 70 when we're getting new epics from the big raids. Then it'll scale up a little bit yes.

Kinshara
17-11-2006, 02:28 PM
Edit: A bit more research suggests that part of the rage gained will be similar to present, scaling with the amount of damage you deal, and part will be fixed based on your level. So it will still scale as your gear gets better, just not quite as much as it does now.

Sorry, your research is wrong. Our rage gen is going to go down as we level. At lvl 70 when we're getting new epics from the big raids. Then it'll scale up a little bit yes.

The bit that's fixed will effectively be constant it seems (thought it might change, but looking at the formula it basically works out as a gauranteed n rage per hit). The bit that depends on your damage will go down per level(as it does with the current system), assuming you deal the same amount. So, yeah... your overall rage gen will go down until you're getting lvl 70 epics again. Did I imply otherwise?

Kabhanda
17-11-2006, 03:26 PM
Here are the current rage generation formulae (note: these are slightly different than the ones which are on the current public test realms).

The notable changes include an update to offhand rage generation (previously it was not being normalized correctly), and an improvement to rage generation from crits (essentially, crits now generate double the rage the hit would have ordinarily caused). The later change should help ensure that certain specs (ie: sword specialization) don't become clearly superior to crit-enhancing specializations like Axe/Polearm.

For Dealing Damage:
Main Hand Normal Hits: Factor=2.5
Main Hand Crits: Factor=5.0
Off Hand Normal Hits: Factor=1.25
Off Hand Crits: Factor=2.5

Rage Conversion Value (note: this number is derived from other values within the game such as a mob's hit points and a warrior's expected damage value against that mob):

Rage Conversion at level 60: 230.6
Rage Conversion at level 70: 274.7

Expansion Rage Gained from dealing damage = ((Damage Dealt) / (Rage Conversion at Your Level) * 7.5 + (Weapon Speed * Factor))/2

Pre-Expansion Rage Gained from dealing damage = (Damage Dealt) / (Rage Conversion at Your Level) * 7.5


For Taking Damage (both pre and post expansion):
Rage Gained = (Damage Taken) / (Rage Conversion at Your Level) * 2.5
Here are the current rage generation formulae (note: these are slightly different than the ones which are on the current public test realms).

The notable changes include an update to offhand rage generation (previously it was not being normalized correctly), and an improvement to rage generation from crits (essentially, crits now generate double the rage the hit would have ordinarily caused). The later change should help ensure that certain specs (ie: sword specialization) don't become clearly superior to crit-enhancing specializations like Axe/Polearm.

For Dealing Damage:
Main Hand Normal Hits: Factor=2.5
Main Hand Crits: Factor=5.0
Off Hand Normal Hits: Factor=1.25
Off Hand Crits: Factor=2.5

Rage Conversion Value (note: this number is derived from other values within the game such as a mob's hit points and a warrior's expected damage value against that mob):

Rage Conversion at level 60: 230.6
Rage Conversion at level 70: 274.7

Expansion Rage Gained from dealing damage = ((Damage Dealt) / (Rage Conversion at Your Level) * 7.5 + (Weapon Speed * Factor))/2

Pre-Expansion Rage Gained from dealing damage = (Damage Dealt) / (Rage Conversion at Your Level) * 7.5


For Taking Damage (both pre and post expansion):
Rage Gained = (Damage Taken) / (Rage Conversion at Your Level) * 2.5


Note as said, this is not in beta or test yet, but is the version that will make live. Effect at 60 is basically nill, unless your gear is dire in which case you get more rage. All it does is drastically slow the gain of rage as you gear up (and actually increases rage gain against extremely well armoured targets, as its post mitigation damage that counts and the new formula is more friendly to low damage).