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07/11/07, 5:17 PM
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#101
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Bald Bull
Toroko
Blood Elf Paladin
No WoW Account
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Originally Posted by snape
Well, at least it's the lowest of the percentages listed. (Small comfort, I know.) Ok, actually, it's no comfort.
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Personally I consider it to be pretty damn good news to know that the phoenix mount has a better drop chance than beron's mount. Pre-BC I think only 1 person on SR ever actually got that to drop.
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Originally Posted by DeeNogger
Every time I bite into an oatmeal raisin cookie mistaken for a chocolate-chip an angle loses its wings. Fucking trani's of the cookie world!
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Originally Posted by castille
Squirrel sex. Get your nut and go home.
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07/11/07, 5:24 PM
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#102
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the staleness of Max's dumps
Vykromond
Tauren Druid
No WoW Account
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Yes, I disagree that the rates are "complete rubbish" and agree that the armory has to be pulling something internal. Some of the results may be wrong or oversimplified but the peculiarities bear further examination, at least.
Consider a quest item like the Head of the Broodlord Lashlayer or the Essence of the Firelord. The Armory lists them both as High drop rate (50% - 99%). But these will only drop if someone in your raid has the quest. In the case of the former, that was 0% of the time until the AQ40 opening event, and for the latter, having the quest is a fairly rare occurrence- Thottbot and WoWHead list the droprate as 1%.
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07/11/07, 6:43 PM
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#103
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Mind the gap.
Malan
Tauren Shaman
No WoW Account
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Hah. And confirming what every mage already knew, the ToEP is listed as 3-14% drop rate.
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07/12/07, 12:00 AM
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#104
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Glass Joe
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Originally Posted by Charlatan
Strange. I did the quest last night, post patch, and he was in his assigned location.
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Went to go grab a screenie this morning, and he's back at the original location. Decidedly strange.
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07/12/07, 12:23 AM
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#105
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Piston Honda
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Demo Roar rank 6 (347 ap) stacks with rank 7 Curse of Weakness (257 ap).
So does Demo Shout rank 7 (300 unimproved) with rank 7 CoW.
It seems that the shout has to be up first. Is this a new phenomenon?
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07/12/07, 12:26 AM
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#106
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Master Wizard uses E-brake and in gear!
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Regarding some of those posted patch 'bugs' I thought Bliz said that Blazing Speed working while mounted was a bug, and removed it in a smaller patch. Or did I read that wrong, and it's procing while mounted again?
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Originally Posted by Sebudai
Addons aren't a crutch, they're tools to be abused by skilled players to increase performance. Like a carpenter using a hammer, a fisherman using a lure, or Xi using curse words.
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07/12/07, 3:01 AM
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#107
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Glass Joe
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The Scalding Water Debuff now does more damage to tanks.
Last night we killed lurker and scalding water hit me for around 41x damage instead of 38x.
I think they fixed the double application of the defensive stance dmg reduction (16% less damage taken from improved defensive stance and 10% less damage given to self from defense stance).
Not really an issue but i think you might want to know this.
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07/12/07, 3:16 AM
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#108
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Glass Joe
Human Warrior
Black Dragonflight
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Another change I have found is one with the Warbringer Battle-Helm, in which the socket-bonus used to be 4 resilience only, but now an additional 4 hit bonus has been added. I checked the tier 4 vendor and the bonus is only 4 hit, so it looks like you get both bonuses, if you socketed the item pre-patch, otherwise you just get 4 resil.
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07/12/07, 4:24 AM
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#109
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Bald Bull
Tauren Warrior
Kil'Jaeden
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A lot of the bugs on Al'ar are fixed. The hitbox one was already mentioned - but the explosions killing people too close to the walls was adjusted (not a bug, but annoying even if it was controllable). He also doesn't behave nearly as erratically in phase 1 or 2 for us. I can't really put my finger on it beyond that :o
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07/12/07, 4:59 AM
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#110
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King Hippo
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Originally Posted by Valkyrus
Any of the people who have done Archimonde post patch, can you tell me if pets are still affected by doomfire?
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Yes. Also curses target them. His doomfire doesn't spawn in front of him now always. I never saw him before today though, so it's what I gather from videos/these threads.
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07/12/07, 5:51 AM
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#111
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Bald Bull
Tauren Warrior
Kil'Jaeden
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So is doomfire still the lotto ball that determines if loot is going to drop on this fight? I mean does it specifically behave differently? Or can it still venture off into nowhere...
It really frustrates me that you can have two back to back pulls of archimonde - one where he is trivial, another where he is nearly impossible. I guess that's the fight though.
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07/12/07, 6:04 AM
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#112
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Von Kaiser
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Is it just me, or does anyone else find it hilarious that Orc Shoulders won't be able to be fixed until the next major patch? Everyone on Mal'ganis is continuously whining about it.
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07/12/07, 6:11 AM
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#113
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Piston Honda
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Originally Posted by raiod
The Scalding Water Debuff now does more damage to tanks.
Last night we killed lurker and scalding water hit me for around 41x damage instead of 38x.
I think they fixed the double application of the defensive stance dmg reduction (16% less damage taken from improved defensive stance and 10% less damage given to self from defense stance).
Not really an issue but i think you might want to know this.
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Yes, they've repaired the "self" aspect of environmental DoTs. Playing with Fire and Arcane Instability no longer increase the damage taken from Scalding Water, as well.
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07/12/07, 6:13 AM
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#114
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Piston Honda
None
Blood Elf Druid
No WoW Account (EU)
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Originally Posted by Quigon
So is doomfire still the lotto ball that determines if loot is going to drop on this fight? I mean does it specifically behave differently? Or can it still venture off into nowhere...
It really frustrates me that you can have two back to back pulls of archimonde - one where he is trivial, another where he is nearly impossible. I guess that's the fight though.
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Fires can spawn behind him now, he seems to spawn more, but they also seem to despawn quicker, we had one try with everyone behind him like normal but there was way too much fire damage from the extra fires, changed positions around the next try and he went down just as easily as before.
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07/12/07, 6:39 AM
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#115
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Piston Honda
Orc Warrior
Sunstrider (EU)
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Originally Posted by Sepulture
Demo Roar rank 6 (347 ap) stacks with rank 7 Curse of Weakness (257 ap).
So does Demo Shout rank 7 (300 unimproved) with rank 7 CoW.
It seems that the shout has to be up first. Is this a new phenomenon?
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As far as I know it has always been like that, you had to demo shout first.
Well the orc shoulder thingy is the worst bug that could have ever occurred to those who picked orcs just for the badass look like me.And waiting till next major patch is just hilarious.
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07/12/07, 9:40 AM
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#116
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Von Kaiser
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The mana wyrms in the trash packs before Curator were significantly nerfed in HP.
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07/12/07, 9:44 AM
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#117
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Soda Popinski
Crowl
Night Elf Warrior
No WoW Account (EU)
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Originally Posted by Tinkerfizzle
The mana wyrms in the trash packs before Curator were significantly nerfed in HP.
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That happened in 2.1 didn't it, or was that just the similar packs after him?
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07/12/07, 9:49 AM
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#118
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Von Kaiser
Human Death Knight
The Venture Co (EU)
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Originally Posted by Crowl
That happened in 2.1 didn't it, or was that just the similar packs after him?
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It happened in 2.1, and to the dude who mentioned the spyglass trinket isn't usable in bearform it wasn't usable in bearform before the patch either (much to the dismay of one of our bears who picked one up a couple of weeks back)
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:goon2:
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07/12/07, 10:48 AM
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#119
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Don Flamenco
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For Archimonde:
Doomfires are the new bane of my raiding experience. There's nothing like a person who gets popping Health pots healthstones trying to stay alive frohit by Doomfire+Air Blast+Curse+Forgets to use their Tears of the Goddess because they were m all the other stuff.
And Curses always targetted pets.
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07/12/07, 10:54 AM
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#120
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Mike Tyson
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Originally Posted by DarKNecross
a person who gets popping Health pots healthstones trying to stay alive frohit by Doomfire+Air Blast+Curse+Forgets to use their Tears of the Goddess because they were m all the other stuff.
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Protip: Try looking at the screen after you've typed to make sure all the words made it out there.
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07/12/07, 10:58 AM
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#121
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Great Tiger
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Originally Posted by Acustar
Regarding some of those posted patch 'bugs' I thought Bliz said that Blazing Speed working while mounted was a bug, and removed it in a smaller patch. Or did I read that wrong, and it's procing while mounted again?
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Is it a multiplicative buff with the speed you have while mounted (100% mounted + 50% Blazing Speed = xxx% movement speed? Or does it dismount you automatically?
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07/12/07, 1:22 PM
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#122
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Von Kaiser
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Originally Posted by Quigon
A lot of the bugs on Al'ar are fixed. The hitbox one was already mentioned - but the explosions killing people too close to the walls was adjusted (not a bug, but annoying even if it was controllable). He also doesn't behave nearly as erratically in phase 1 or 2 for us. I can't really put my finger on it beyond that :o
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On each attempt since 2.1 we have had Al'ar get "stuck" (for lack of a better word) on position 1 if he is allowed to quill twice. After he lands at position 1 after his quill, he would still spawn adds, but he would just sit at position 1 and not shift unless allowed to quill again. Not that this was a bad thing, but on our kill last night he actually moved as advertised for the first time for us since 2.1.
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07/12/07, 1:44 PM
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#123
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Master Wizard uses E-brake and in gear!
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Originally Posted by snape
Is it a multiplicative buff with the speed you have while mounted (100% mounted + 50% Blazing Speed = xxx% movement speed? Or does it dismount you automatically?
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I havn't tested it this patch (been out of town) but originally it would just proc, remove snares and you could keep running on your mount. You wouldn't actually move any faster.
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Originally Posted by Sebudai
Addons aren't a crutch, they're tools to be abused by skilled players to increase performance. Like a carpenter using a hammer, a fisherman using a lure, or Xi using curse words.
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07/12/07, 2:07 PM
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#124
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lobstar!!
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Originally Posted by Ammonra
On each attempt since 2.1 we have had Al'ar get "stuck" (for lack of a better word) on position 1 if he is allowed to quill twice. After he lands at position 1 after his quill, he would still spawn adds, but he would just sit at position 1 and not shift unless allowed to quill again. Not that this was a bad thing, but on our kill last night he actually moved as advertised for the first time for us since 2.1.
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On our kill last night he got stuck on position 1, just like he almost always ended up doing before.
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07/12/07, 2:57 PM
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#125
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Great Tiger
Worgen Druid
Dragonblight
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Originally Posted by Quigon
A lot of the bugs on Al'ar are fixed. The hitbox one was already mentioned - but the explosions killing people too close to the walls was adjusted (not a bug, but annoying even if it was controllable). He also doesn't behave nearly as erratically in phase 1 or 2 for us. I can't really put my finger on it beyond that :o
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It really felt like to me at Al'ar's max hitbox you could outrange melt armor, but this may be false. I could have just gotten lucky but we only had 1 melt armor in all of phase 2 on Tuesday.
The Scalding Water Debuff now does more damage to tanks.
Last night we killed lurker and scalding water hit me for around 41x damage instead of 38x.
I think they fixed the double application of the defensive stance dmg reduction (16% less damage taken from improved defensive stance and 10% less damage given to self from defense stance).
Not really an issue but i think you might want to know this.
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This is definitely the case, scalding water now hits for 500 * .84 = 420/421 range on the tank, it no longer gets an additional 10% reduction from counting as "Damage towards yourself". I am curious if any other affects that the 10% damage dealt in defensive stance no longer applies to as well.
One more thing we noticed with lurker is that pre-patch his spout usually went 360-400+ degrees on rotation. Last night it always ended at EXACTLY 360 degrees.
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