Blizzard has reduced the bonus damage some mobs did with increased Monster Power on Inferno. Check the table below for the precise numbers.
Originally Posted by Blue Tracker / Official Forums)
(As the title suggests, we're going to be reducing the amount of damage monsters do in Inferno whenever Monster Power is enabled. Before I detail what's changing, though, let me first explain why we're making some adjustments.
When we originally designed and implemented the bonus values for monster damage in Inferno, we were unaware that a bug was causing monster abilities (i.e. Rare and Champion affixes) to not scale correctly with each Monster Power level. While this bug was caught during testing and did not make it into the game, the result of it being fixed meant that monster damage -- specifically damage done by monster abilities -- was ultimately higher at MP1 through MP10 than we intended it to be when 1.0.5 released.
So, to bring monster damage back in line with our original goals for the system, we're implementing a hotfix that will reduce the scaling bonus to monster damage in Inferno difficulty by approximately 25% for all Monster Power levels.
Here are the new damage values that will be hotfixed in for each MP setting:
MP1: 109.60% (down from 114%)
MP2: 120.12% (down from 130%)
MP3: 131.65% (down from 148%)
MP4: 144.29% (down from 169%)
MP5: 158.14% (down from 193%)
MP6: 173.32% (down from 220%)
MP7: 189.96% (down from 250%)
MP8: 208.20% (down from 285%)
MP9: 228.18% (down from 325%)
MP10: 250.09% (down from 371%)
Please note that these changes will only apply to monster damage in Inferno difficulty. Monsters in Normal, Nightmare, and Hell will be unaffected and continue to use their current values.
This hotfix is currently scheduled to be released tomorrow morning during normal Tuesday maintenance in the Americas, which means the new bonus damage values in Inferno will take affect once the game servers come back online.
When we originally designed and implemented the bonus values for monster damage in Inferno, we were unaware that a bug was causing monster abilities (i.e. Rare and Champion affixes) to not scale correctly with each Monster Power level. While this bug was caught during testing and did not make it into the game, the result of it being fixed meant that monster damage -- specifically damage done by monster abilities -- was ultimately higher at MP1 through MP10 than we intended it to be when 1.0.5 released.
So, to bring monster damage back in line with our original goals for the system, we're implementing a hotfix that will reduce the scaling bonus to monster damage in Inferno difficulty by approximately 25% for all Monster Power levels.
Here are the new damage values that will be hotfixed in for each MP setting:
MP1: 109.60% (down from 114%)
MP2: 120.12% (down from 130%)
MP3: 131.65% (down from 148%)
MP4: 144.29% (down from 169%)
MP5: 158.14% (down from 193%)
MP6: 173.32% (down from 220%)
MP7: 189.96% (down from 250%)
MP8: 208.20% (down from 285%)
MP9: 228.18% (down from 325%)
MP10: 250.09% (down from 371%)
Please note that these changes will only apply to monster damage in Inferno difficulty. Monsters in Normal, Nightmare, and Hell will be unaffected and continue to use their current values.
This hotfix is currently scheduled to be released tomorrow morning during normal Tuesday maintenance in the Americas, which means the new bonus damage values in Inferno will take affect once the game servers come back online.
Or the people with 278k unbuffed DPS can go outside and get a life while the rest play.
I get what you're saying (and agree with it, for the most part) but you're steeping into the realm of the naive if you truly believe that just because a developer says something, that must mean it's true.
I don't tend to believe the conspiracy theories people love to come up with but take the Hellfire Ring "bug" for example. It wasn't a "bug" so much as it was a complete and utter design oversight that would have easily been seen during their own internal testing (I'm not talking about PTR's).
In this scenario, all it would have taken for them to realise that the Hellfire Ring was doing far too much damage and was bugged is for just one person to actually use it in-game. That wouldn't have been too hard, considering GMs can spawn items, but they clearly didn't do this, since every ring retained this "bug" until they "fixed" it.
Case in point: Bugs happen all the time but just because someone calls it a bug doesn't mean it is one. If Blizzard started saying the President of the United States plays World of Warcraft for 12 hours a day, everyday, would you believe them? Or is that too absurd?
Get a job, live alone, have no children and stop purchasing so much useless crap with credit cards and making more debt for yourself and you too could have the power to buy that DPS! Which is probably what most of those people did.
I don't recommend that, of course. Ruins the entire point of the game. Though I do recommend not having children as that'll take far too much farming time away!