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05/25/07, 1:18 PM
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#176
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Miekkamies
Human Mage
Darksorrow (EU)
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Originally Posted by Azgul
So did they reduce the channeler's HP or is this a result of 2.1 changes (gear, glancing blows, other class changes, etc.)?
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Pre patch we used to get 4th add killed about the time Mag released if everything went 100% like planned and we used heroisms effectively and stuff like that. And this is basically with very limited pot usage, no flasks etc.
From what I've gathered from Gurg's posts to Sustained DPS thread etc, my guild is quite a bit lower in raidwide DPS than EJ, so I'd guess that channeler HP was not nerfed, or if it was, it's pretty insignificant change. It's just that flasked raid and overall DPS increase from gear buffs / glancing blow changes makes them go faster.
It's not like guilds who've had Magtheridon on farm since pre-nerf use flasks there anymore.
As for Cleave + Earthquake, Rogues might want save evasion for bad Earthquake, DW shamans / Warriors could equip a shield and feral druids migth want to change to bear form if it looks bad. Just random brainstorming here...
Last edited by zepi : 05/25/07 at 1:24 PM.
Reason: Maybe I should be gene eliminated for being slow...
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05/25/07, 1:18 PM
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#177
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Co-starring: The Egg
Blood Elf Paladin
Azjol-Nerub (EU)
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Originally Posted by Arawethion
Yeah, it's a huge difference. At this point, if Shadow Bolts are ever going off, yell at your Rogues. The lack of random raid-wide damage to top off will give your healers ample room to save people who have the newly-weakened abyssals beating on them, and and that's only if your CC is slow. There are almost no potential points of failure in P1 anymore.
I wasn't cognizant of the cleave change, but we did lose people to it for the first time last week. Makes sense. To melee just have to be at max range behind him to avoid getting quake'd into cleave?
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It's still possible to get quake'd into cleave even if you stay at max range behind him for it, though it does reduce the chance of it happening significantly. I was actually surprised yesterday at how small Magtheridon's hitbox really is, first time I'd ever spent a significant amount of time meleeing him to keep up Judgement of Wisdom (Which is a better use of my time than healing is in my tank gear).
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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05/25/07, 1:35 PM
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#178
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King Hippo
Night Elf Warrior
Bronze Dragonflight (EU)
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Deleted, missed a reply on the last page...
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05/25/07, 2:19 PM
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#179
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Piston Honda
Blood Elf Paladin
Doomhammer
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You can move between "bounces" on the quake. The most reliable thing you can do to avoid getting bounced to the front is to skip your way to a wall where you which will stick you to it.
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06/06/07, 7:53 AM
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#180
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Piston Honda
Troll Mage
The Venture Co (EU)
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So, we managed to down magtheridon for the first time, and had loads of fun eating his earthquake->cleave (gibbed me twice).
However, on the actual kill he managed to insta-gib me and a warrior in tank-gear with "debris" This was well after he had transitioned into phase 3. What was odd was that we both got hit for 32767 (the max value of a 2 byte signed integer), with no warning or anything. Combat log shows this
23:51'18.140 Debris's Melee hits "the raid" (shortened for brewity)
23:52'37.228 Debris's Melee hits Grubsnik for 32767
23:53'22.803 Debris's Melee hits Javy for 32767
The "magic number" effect is what has me wondering. Has anyone else experienced this?
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06/06/07, 7:56 AM
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#181
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Don Flamenco
Night Elf Druid
Dragonblight (EU)
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Its one of his (or maybe only) new ablities after 30%. Keep your eyes open and you can see when its about to happen and move.
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06/06/07, 8:03 AM
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#182
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Glass Joe
Troll Hunter
Doomhammer (EU)
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Originally Posted by Grubsnik
So, we managed to down magtheridon for the first time, and had loads of fun eating his earthquake->cleave (gibbed me twice).
However, on the actual kill he managed to insta-gib me and a warrior in tank-gear with "debris" This was well after he had transitioned into phase 3. What was odd was that we both got hit for 32767 (the max value of a 2 byte signed integer), with no warning or anything. Combat log shows this
23:51'18.140 Debris's Melee hits "the raid" (shortened for brewity)
23:52'37.228 Debris's Melee hits Grubsnik for 32767
23:53'22.803 Debris's Melee hits Javy for 32767
The "magic number" effect is what has me wondering. Has anyone else experienced this?
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Maybe the "magic number" is a bug with the combat logger? I got hit for over 42k on our first Mag kill on monday and I checked the WWS report for it now and it shows 32767 as well.
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06/06/07, 10:25 AM
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#183
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Bald Bull
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Originally Posted by Grubsnik
So, we managed to down magtheridon for the first time, and had loads of fun eating his earthquake->cleave (gibbed me twice).
However, on the actual kill he managed to insta-gib me and a warrior in tank-gear with "debris" This was well after he had transitioned into phase 3. What was odd was that we both got hit for 32767 (the max value of a 2 byte signed integer), with no warning or anything. Combat log shows this
23:51'18.140 Debris's Melee hits "the raid" (shortened for brewity)
23:52'37.228 Debris's Melee hits Grubsnik for 32767
23:53'22.803 Debris's Melee hits Javy for 32767
The "magic number" effect is what has me wondering. Has anyone else experienced this?
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I was hit for around 72k from debris last night. Single hit, not a crit. It could be a bug in the function that writes your combat log to disk-- somewhere in the conversion process, they use a signed short instead of long, so the data is accidentally capped in the log file. I can confirm that it does hit for more than 32k though.
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06/06/07, 10:48 AM
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#184
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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It isnt some bug or so, its -as cesar stated- his only new ability in p3. Works abit like gruul cave ins, just more unforgiving 
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06/06/07, 10:56 AM
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#185
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Mass Teleport
Lorentz
Troll Shaman
No WoW Account
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Nobody thinks it's a new ability - they're just noting that somewhere in the combat log -> WWS process, numbers greater than 32767 get capped at that number.
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06/06/07, 10:59 AM
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#186
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Glass Joe
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Falling debris will target someone and give them a debuff that lasts a few seconds before they get 1shotted. There is ample time to move out of the way, also cube clickers should avoid standing on the cube so that they are able to move and still click in the event they are targeted with debris.
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06/06/07, 6:41 PM
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#188
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Piston Honda
Troll Mage
The Venture Co (EU)
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Originally Posted by Tanuki
Falling debris will target someone and give them a debuff that lasts a few seconds before they get 1shotted. There is ample time to move out of the way, also cube clickers should avoid standing on the cube so that they are able to move and still click in the event they are targeted with debris.
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Ok, so the debris doesn't function like the "cave in" on gruul, but instead applies a debuff on a person that kills them if they fail to move within a few seconds, correct?
The reason why I didn't suspect the "cave in" initially was that i was standing on top of 5+ other melees when killed, who didn't get touched.
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06/06/07, 7:33 PM
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#189
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Von Kaiser
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Originally Posted by sp00n
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Good stuff. What would be really handy however - if anyones up to it (we have had guys attempt it with no luck) - would be if OMA could announce cubes by compass positions - i.e. south, west, east, northwest northeast. Just a little extra reminder for an already fraught process (i've lost count of the number of wipes caused by 1) disconnects 2) noobs dying and not saying anything, 3) people forgetting which cube they were on, 4) people clicking too early going "oh shit" and letting go.... ARGH, the list goes on....).
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06/07/07, 12:03 PM
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#190
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Piston Honda
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Originally Posted by zepi
Pre patch we used to get 4th add killed about the time Mag released if everything went 100% like planned and we used heroisms effectively and stuff like that. And this is basically with very limited pot usage, no flasks etc.
From what I've gathered from Gurg's posts to Sustained DPS thread etc, my guild is quite a bit lower in raidwide DPS than EJ, so I'd guess that channeler HP was not nerfed, or if it was, it's pretty insignificant change. It's just that flasked raid and overall DPS increase from gear buffs / glancing blow changes makes them go faster.
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Their HP was definitely reduced. Our one night on Mag pre-patch, our best try got ONE channeler down before he released, with a nearly-fully-flasked raid. Last week on our first kill (and only night of attempts since the above) we could get 3 down before release without flasks, and almost 4 after flasking. (Yes, we're terrible, I know.)
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06/07/07, 12:42 PM
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#191
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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Originally Posted by Evalara
Their HP was definitely reduced. Our one night on Mag pre-patch, our best try got ONE channeler down before he released, with a nearly-fully-flasked raid. Last week on our first kill (and only night of attempts since the above) we could get 3 down before release without flasks, and almost 4 after flasking. (Yes, we're terrible, I know.)
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How about we back it up with hard numbers?
2.1 magtheridon kill: 1,221,862 damage recieved by Hellfire Chanellers. ( http://www.lossendil.com/wws/?report...6166-6918&a=92 )
2.0 magtheridon kill: 1,330,595 damage recieved by Hellfire Chanellers. ( http://www.lossendil.com/wws/?report...9229-9840&a=57 )
Chaneller hp is unchanged.
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06/07/07, 1:42 PM
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#192
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Von Kaiser
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Originally Posted by vorda
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So assuming I calculated everything correctly, we're saying that there's about an 8.1% variability in the average damage done to a single channeler? Perhaps I'm not appreciating the context or the reporting method of WWS, but that seems like a very high variance.
EDIT: just basic programming code to show the 8.1%
>> NUM_CHANNELERS = 5;
>> ORIG_DAMAGE = 1330595;
>> NEW_DAMAGE = 1221862;
>> ORIG_AVG_HEALTH = ORIG_DAMAGE/NUM_CHANNELERS;
>> NEW_AVG_HEALTH = NEW_DAMAGE/NUM_CHANNELERS;
>> DELTA_HEALTH = abs(NEW_AVG_HEALTH-ORIG_AVG_HEALTH);
>> RATIO = DELTA_HEALTH/ORIG_AVG_HEALTH;
Last edited by Zophos : 06/07/07 at 1:49 PM.
Reason: math included
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06/07/07, 1:57 PM
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#193
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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Originally Posted by Zophos
So assuming I calculated everything correctly, we're saying that there's about an 8.9% variability in the average damage done to a single channeler? Perhaps I'm not appreciating the context or the reporting method of WWS, but that seems like a very high variance.
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I'd say 8% is very well within the expected error margin of combat log range and spells doing 'overdamage' (I fail to find a good word for this. You know, multiple 3k+ attacks at the same time when a mob is at 1%).
In a best case scenario we would have the log of a all offtanks and 1 melee dps merged, but this still is alot more conclusive evidence than 'my gear got buffed and we kill them alot faster now but I still think their hp is lowered'.
Also, I dont understand how you can flask fully and just kill 1 chaneller in 2 minutes. Thats +- 2000 raid DPS. 4 DPSers can very easily provide those numbers.
If I were to guess, the reduce in amount of shadowbolts and less dps dying, combined with more practice and a probably cleaner pull is what caused your improvement Evalara.
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06/07/07, 1:58 PM
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#194
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Von Kaiser
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Or they might have missed interrupting some heals, thus causing more damage to be done in order to kill them all.
In the kill where they took 1330595 damage you can see two heals going off, and those heals register as 32767 each (leading me to believe that there is a bug somewhere with the data type being used and the value is higher than that).
Assuming they were healed for 65534, they would have 1,265,061 HP... Much closer to the 1,221,862 value. It is probably closer still if you believe that 32767 is smaller than the amount actually healed.
Last edited by Xellotath : 06/07/07 at 2:05 PM.
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06/07/07, 8:29 PM
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#195
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Piston Honda
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Originally Posted by vorda
Also, I dont understand how you can flask fully and just kill 1 chaneller in 2 minutes. Thats +- 2000 raid DPS. 4 DPSers can very easily provide those numbers.
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Refer to how terrible we are
Our first Maulgar kill the cloth dps belt went to our at-the-time-warlock-class-officer. He hearthed to buy gems for it and came back with +12 stam and +9 int. Not even kidding.
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06/08/07, 2:09 AM
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#196
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Von Kaiser
Orc Death Knight
Bonechewer
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Does anybody have any advice for how to avoid getting bounced in front of Magtheridon and then one shotted with a cleave? Every fight we lose a couple of people this way, and it feels like it's just odds you have to live with. The Khumbu Icefall of WoW. Or is there a strategy for melee types to avoid it?
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06/08/07, 2:13 AM
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#197
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Don Flamenco
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You can move slightly/jump in between Earthquakes. With a bit of practice and keeping on your toes, it's possible to avoid getting knocked into the cleave area.
Besides that though, the earthquake is fairly predictable - to me it seems to happen once every 65 or 70 seconds, with the first one happening about 40 seconds after he's released. I'm kind of surprised there's no bossmod timer for it, but you could just have melee move away a bit a few seconds beforehand.
Alternatively, put melee DPS on cube duty. That'll probably lower the chances even more. Of course it reduces their DPS, but so does dying!
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06/08/07, 2:18 AM
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#198
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Don Flamenco
Night Elf Druid
Dragonblight (EU)
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Originally Posted by Branar
Alternatively, put melee DPS on cube duty. That'll probably lower the chances even more. Of course it reduces their DPS, but so does dying!
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This is a bad idea. Even if they'll have a smaller chance of dying, they still have a higher chance of dying than your ranged :p Generally, you don't want clickers to fall dead 
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06/08/07, 2:42 AM
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#199
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speaks French...in Russian.
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Originally Posted by Cesar2000
This is a bad idea. Even if they'll have a smaller chance of dying, they still have a higher chance of dying than your ranged :p Generally, you don't want clickers to fall dead 
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Generally speaking, we have ranged dps on cubes with some melee mixed in so healers only backing up.
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06/08/07, 2:47 AM
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#200
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Great Tiger
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Put your melee on the 2 cubes right next to mag, so that they can DPS till approx. 2 seconds till blast nova.
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