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07/16/07, 3:33 PM
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#276
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Bald Bull
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Originally Posted by TheDooft
Looking at Thotbott test data it seems that :
New wrath of astromancer is a debuff, after 6s you explode making 5400-6600 arcane dmg on a 10y radius, then launching you and giving slow fall.
light of solarian looks like a 2280-2520 arcane dmg AoE
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Yes but I want to know how FREQUENTLY she uses Light of Solarian; the bomb is just geddon++, and we already know how to deal with the AM with no one having AR. I want to know if she casts Light of Solarian freqently enough to require raidwide AR.
Datamine numbers don't help, there.
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07/16/07, 4:47 PM
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#277
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Don Flamenco
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I'd assume it would be just as frequently as before.
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07/16/07, 6:02 PM
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#278
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Bald Bull
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Originally Posted by Kasonic
I'd assume it would be just as frequently as before.
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That's what the other guy assumed, but I want to know for certain since it might not be true, but I can't convince enough folk to copy to PTR.
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07/16/07, 6:19 PM
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#279
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Von Kaiser
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Originally Posted by TheDooft
Looking at Thotbott test data it seems that :
New wrath of astromancer is a debuff, after 6s you explode making 5400-6600 arcane dmg on a 10y radius, then launching you and giving slow fall.
light of solarian looks like a 2280-2520 arcane dmg AoE
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I think Motw + trinket would be worth wearing to get partial resists. you lose very little dps swapping a trinket and you get the extra stam.
These changes seems like it will make the fight easier and more of a retard check. It really would be just baron geddon part 2.
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07/16/07, 6:42 PM
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#280
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Bald Bull
Roywyn
Gnome Mage
No WoW Account (EU)
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Originally Posted by Haphnet
I completely agree with this logic. However, the question remains will blizzard make different dots behave differently under the effects of resilience? In other words, is there something fundamentally different about the mechanics of the Ignite dot versus something like Corruption that would allow it to bypass resilience?
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Currently, ignite takes no extra damage from vulnerabilities on the mobs (CoE, Misery, Scorch), nor is it affected by damage reducing buffs.
It would make sense that resilience won't effect it either, but let's just watch and see.
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07/16/07, 6:48 PM
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#281
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Bald Bull
Human Death Knight
Kilrogg
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Originally Posted by Roywyn
Currently, ignite takes no extra damage from vulnerabilities on the mobs (CoE, Misery, Scorch), nor is it affected by damage reducing buffs.
It would make sense that resilience won't effect it either, but let's just watch and see.
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Wouldn't that be "double dipping" from the debuff list if the dot portion of ignite did get vulnerability bonuses? The crit that triggered the ignite already benefitted from any vulnerabilities, and ignite is 40% of the spells damage over 4 seconds.
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07/16/07, 7:10 PM
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#282
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Soda Popinski
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Originally Posted by probiscus
Wouldn't that be "double dipping" from the debuff list if the dot portion of ignite did get vulnerability bonuses? The crit that triggered the ignite already benefitted from any vulnerabilities, and ignite is 40% of the spells damage over 4 seconds.
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That's how it used to work, but it isn't like that anymore.
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<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff
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07/16/07, 8:00 PM
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#283
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Glass Joe
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Originally Posted by vulture
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An error was encountered while processing your request
[The topic you're trying to post to has been deleted]
I guess blizzard doesn't want to explain it, too bad 
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07/17/07, 1:44 AM
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#284
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Von Kaiser
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I was just looking at the Armor Sets Page on the official site, and looking at the warrior's set, the helm doesn't have 14 hit rating. Just wondering if this is a bug, or is it getting changed this patch?
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07/17/07, 4:20 AM
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#285
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Take what ye can
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Originally Posted by TheCutlery
They could just flag certain DOT's to be ignored by resilience...Deep wounds and Ignite would be the 2 main offenders.
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Deep Wounds is based off of current weapon damage though, not how much you hit for.
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/ 人◕ ‿‿ ◕人 \
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07/17/07, 4:28 AM
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#286
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Don Flamenco
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Apologies, double post and I can't seem to find the delete key.
Last edited by Metrosexuelf : 07/17/07 at 4:44 AM.
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07/17/07, 4:43 AM
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#287
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Don Flamenco
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Originally Posted by Sapp
Yes but I want to know how FREQUENTLY she uses Light of Solarian; the bomb is just geddon++, and we already know how to deal with the AM with no one having AR. I want to know if she casts Light of Solarian freqently enough to require raidwide AR.
Datamine numbers don't help, there.
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'Light' just takes place of the 'Mark' ability that, in addition to reducing your Arcane Resist, did a raid-wide nuke each time it got applied. The only change is that it will no longer reduce your AR.
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07/17/07, 6:50 AM
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#288
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Von Kaiser
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Not in the patch notes-
Adamantite Sharpening Stone no longer applies to ranged critical strike rating, the wording was changed to reflect this.
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07/17/07, 6:55 AM
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#289
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Von Kaiser
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Originally Posted by senior toasted bread
Not in the patch notes-
Adamantite Sharpening Stone no longer applies to ranged critical strike rating, the wording was changed to reflect this.
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Sigh...Another hunter pve nerf, its a shame cause hunters crit since BC are low and we rely more on it then ever before.
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07/17/07, 3:49 PM
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#290
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Piston Honda
Orc Death Knight
Executus
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Sorry to rewind to the enchants, but can anyone confirm that the threat to gloves enchant has had its materials changed/not changed?
I can find an enchanter to do it... its just the larval acid that has made me decide to hold off.
(edit: non-bumping reply)
Thank ya sir.
Last edited by stampy : 07/19/07 at 6:22 PM.
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07/17/07, 3:59 PM
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#291
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Soda Popinski
Docjowles
Gnome Mage
No WoW Account
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Originally Posted by stampy
Sorry to rewind to the enchants, but can anyone confirm that the threat to gloves enchant has had its materials changed/not changed?
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Per Wowhead comment (take that for what it's worth):
On PTR the mats for this is:
4 x Small Prismatic Shard
2 x Greater Planar Essence
8 x Primal Life
Get the formula from the Sha'tari Quartermaster in Shattrath for 9g at Exalted.
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Last edited by Docjowles : 07/17/07 at 4:00 PM.
Reason: Added link
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07/17/07, 5:20 PM
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#292
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Glass Joe
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Anyone seen where the designs for Delicate fire ruby or ridged bladestone are comming from? I hopped on the PTR and checked all the factions I could think of and couldn't find them. Were they just datamined and design location is unknown?
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07/19/07, 10:38 AM
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#293
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Now you're thinking with portals!
Undead Rogue
Twisting Nether
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Okay, something is up with the changes in how regeneration works.
They seemed to have botched it when applying it to energy and our 20 energy per 2 seconds is now destroyed when using opening moves.
Here's what is happening:
Imagine the top line as normal energy ticks, and the bottom ones as what's happening in 2.1 and on the PTR.
Base Energy Ticks:
20 20 20 20 20
|-------------|-------------|-------------|-------------|
In 2.1 when using an opener at point X:
20 0 20 20 20 20
|----------|---|-------------|-------------|-------------|
X
In 2.2 when using an opener at point X:
20 0 05 20 20 20
|----------|---|-------------|-------------|-------------|
X
In 2.2 when using an opener at point X:
20 0 15 20 20 20
|---|-----------|-------------|-------------|-------------|
X
Is anyone else experiencing this or am I just going batty?
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07/19/07, 11:29 AM
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#294
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Von Kaiser
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Originally Posted by Ceph
Anyone seen where the designs for Delicate fire ruby or ridged bladestone are comming from? I hopped on the PTR and checked all the factions I could think of and couldn't find them. Were they just datamined and design location is unknown?
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World of Raids :: Index only reports the locations of the following gems:
18sta - Revered Lower City
26heal - Honored Sha'tar
12spellcrit - Revered Sha'tar
24AP - Revered Consortium
14dmg - Revered Consortium
12def - Honored KoT
12crit - Revered KoT
However, i checked the PTR and also couldnt find the 12 AGI one, which is by far the most interesting gem for Hunters. So i hope someone actualy manages to finds it.
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07/19/07, 12:13 PM
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#295
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Observation: I am awesome
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Originally Posted by Marroc
Okay, something is up with the changes in how regeneration works.
They seemed to have botched it when applying it to energy and our 20 energy per 2 seconds is now destroyed when using opening moves.
Here's what is happening:
Imagine the top line as normal energy ticks, and the bottom ones as what's happening in 2.1 and on the PTR.
Base Energy Ticks:
20 20 20 20 20
|-------------|-------------|-------------|-------------|
In 2.1 when using an opener at point X:
20 0 20 20 20 20
|----------|---|-------------|-------------|-------------|
X
In 2.2 when using an opener at point X:
20 0 05 20 20 20
|----------|---|-------------|-------------|-------------|
X
In 2.2 when using an opener at point X:
20 0 15 20 20 20
|---|-----------|-------------|-------------|-------------|
X
Is anyone else experiencing this or am I just going batty?
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This is intentional. Remember the post about prorating the mana gains when your regeneration rate changes, so you don't get good or bad ticks from evocation and innervate depending on when in the heartbeat you cast it? This is the same change applied to energy regen.
I bet if you use adrenaline rush halfway through a heartbeat tick you'll immediately gain 20 energy.
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07/19/07, 12:15 PM
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#296
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Observation: I am awesome
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Originally Posted by Melkunie
World of Raids :: Index only reports the locations of the following gems:
18sta - Revered Lower City
26heal - Honored Sha'tar
12spellcrit - Revered Sha'tar
24AP - Revered Consortium
14dmg - Revered Consortium
12def - Honored KoT
12crit - Revered KoT
However, i checked the PTR and also couldnt find the 12 AGI one, which is by far the most interesting gem for Hunters. So i hope someone actualy manages to finds it.
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Did you check Cenarian Expedition or Thrallmar? Those are the only reps not listed.
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07/19/07, 12:20 PM
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#297
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Soda Popinski
Ramala
Orc Rogue
No WoW Account
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Originally Posted by tedv
This is intentional. Remember the post about prorating the mana gains when your regeneration rate changes, so you don't get good or bad ticks from evocation and innervate depending on when in the heartbeat you cast it? This is the same change applied to energy regen.
I bet if you use adrenaline rush halfway through a heartbeat tick you'll immediately gain 20 energy.
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I don't so much mind openers changing, but this could have a horrible side effect. I'll regularly let my energy just hit full and instantly hit a skill when I see it tick. Not so much anymore that I'm Combat Dagger, but it's quite essential as Mutilate to keep Find Weakness uptime as high as possible (and more predictable as Mutilate, since you don't have Combat Potency). Will that be cutting into the energy returns?
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Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.
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07/19/07, 12:22 PM
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#298
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Now you're thinking with portals!
Undead Rogue
Twisting Nether
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Originally Posted by tedv
This is intentional. Remember the post about prorating the mana gains when your regeneration rate changes, so you don't get good or bad ticks from evocation and innervate depending on when in the heartbeat you cast it? This is the same change applied to energy regen.
I bet if you use adrenaline rush halfway through a heartbeat tick you'll immediately gain 20 energy.
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Rogues, never got good or bad ticks... Our regeneration was always the same, and was static. All this serves to do is limit how much energy we get, and rather severely limiting our opening sequences.
It's like if a Mage who used evocation suddenly got 1/4 as much mana back form it because they started it at half mana rather than no mana.
It just doesn't make any sense that I'm getting cheated out of 1-19 energy EVERY time I start combat. I don't see that happening when a mage uses evocation (in fact that's what the change was trying to fix).
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07/19/07, 12:23 PM
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#299
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Glass Joe
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Originally Posted by tedv
This is intentional. Remember the post about prorating the mana gains when your regeneration rate changes, so you don't get good or bad ticks from evocation and innervate depending on when in the heartbeat you cast it? This is the same change applied to energy regen.
I bet if you use adrenaline rush halfway through a heartbeat tick you'll immediately gain 20 energy.
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Doing an opener doesn't change your energy regen rate though. Adrenaline rush getting changed by the new mechanics was expected.
What's described here is more analagous to a caster at full mana getting a reduced regen tick because they were at full mana for the first half of the tick. Actually, I haven't tested, that may be the case in 2.2 as well if the rogue thing is any indication.
If it's not restricted to just openers (and I don't see why it would be), then it's a significant loss of energy over the length of a fight, especially as mutilate where you're timing find weakness.
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07/19/07, 12:25 PM
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#300
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--
Dukes
Tauren Druid
No WoW Account (EU)
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Originally Posted by Marroc
Rogues, never got good or bad ticks... Our regeneration was always the same, and was static. All this serves to do is limit how much energy we get, and rather severely limiting our opening sequences.
It's like if a Mage who used evocation suddenly got 1/4 as much mana back form it because they started it at half mana rather than no mana.
It just doesn't make any sense that I'm getting cheated out of 1-19 energy EVERY time I start combat. I don't see that happening when a mage uses evocation (in fact that's what the change was trying to fix).
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It's merely standardised it so that you get 1 energy per 0.1 seconds, instead of 20 energy every 2 seconds. It's fixing what could be considered a bug in the current system. Sure, no rogue or feral is going to like it, but it means tick monitors are only useful in a non-full-energy system rather than being useful for jumping people at the precise point you are about to gain 20 energy (and so making it 20 energy cheaper in effect).
You aren't getting cheated out of energy in any way. You either wait 1.5 seconds for 15 energy or 0.5 seconds for 5 energy (as per your examples), both are the same regeneration rate. It simplifies the energy system significantly, and means that theres no need to rely on mods for tick rates for openers.
I'm wondering if this will affect having 90 energy, then waiting 1.5 seconds before using an ability. Do you lose the 5 energy which you should have lost in the intervening 0.5 seconds or not?
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