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Old 10/11/07, 4:44 PM   #101
david0925
Don Flamenco
 
Night Elf Druid
 
Proudmoore
Originally Posted by Wodin View Post
He's directly converting from Weapon Skill -> Expertise, despite the fact they said they changed racials and talents(e.g. Humans/orcs and Weapon Expertise the talent) to account for the new mechanic. It's another "we have to test this" thing.
Since in the same paragraph, they mentioned that the conversion factor from rating to skill, is the same as the old rating to skill from weapon skill. So 4 points of skill rating at 70 will translate into 1 Expertise point. Each Expertise point will reduce 0.25% of Parry and Dodge (Miss was avoided by this change, probably due to sweet spot of +5), so basically each Skill point rating will give 0.0625% of Dodge and Parry mitigation, assuming my understanding of the paragraph is correct.

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Old 10/11/07, 4:46 PM   #102
Falk
Soda Popinski
 
Falk
Night Elf Druid
 
No WoW Account
Hahah, wow, I just noticed the Magtheridon change. It'd be pretty funny if it backfired by just causing people to be much less careful on the clicks. Everyone spams early because of no Exhaustion debuff, and it just so happens Magtheridon gets banished early, comes out and proceeds to Fire Nova.

(P.S. This post is inspired by nightmares of Faerlina wipe nights and confusion between two completely contradictory strategies)

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Old 10/11/07, 4:46 PM   #103
snape
Great Tiger
 
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Human Mage
 
Destromath
Originally Posted by Praetorian View Post
Why is said mage counterspelling a shaman who apparently isn't casting a spell at all (since if he was then he obviously wouldn't be simultaneously dropping a totem)?
Said Mage is probably counterspelling the Shaman's teammate...or has Improved Counterspell.

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Old 10/11/07, 4:47 PM   #104
Qbert
Piston Honda
 
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Undead Mage
 
Moonrunner
I sure hope the spirit is removed from mage dungeon/raid sets now ... having to use mage armor instead of molten armor just to get any use at all from a significant portion of your gear's stats is really not acceptable itemization. I don't include arcane meditation in the argument because having to spec 18 pts deep into a talent tree to get any use from your t5/t6 stats is even more ludicrous.

The evocation & arcane meditation changes are entirely counter-productive. Both arcane mediation and mage armor should be changed to increase a % of mana returned from all sources, none of this desperate attempt to justify spirit. Give me 30% more mana from vampiric touch, mana gems, mana pots, etc ... then we're talking.

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Old 10/11/07, 4:49 PM   #105
Falk
Soda Popinski
 
Falk
Night Elf Druid
 
No WoW Account
Originally Posted by Nite_Moogle View Post
This isn't how it works -- instead of you pushing the button and waiting for a response back from the server saying "ok you can cast" the client is performing that check on its own and notifying the server that it's begun casting a spell. The 'dead time' at the start of the spell is what is being eliminated, meaning a 2.5 cast spell will be done on your client 2.5 seconds from when you push it, not 2.7-.28 (which you could previously chop short with /stopcasting).
This isn't how I understand it to work, and the patch notes seems to infer that the castbar timings aren't changing at all. We'll see when PTR comes up, I guess.

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Old 10/11/07, 4:49 PM   #106
Teez
Piston Honda
 
Draenei Shaman
 
Kel'Thuzad
- Cooldown removed from Noggenfogger Elixirs.

It would appear there is a god after all.


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Old 10/11/07, 4:49 PM   #107
Nite_Moogle
I prefer the term treasure hunting
 
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Tauren Shaman
 
Mal'Ganis
Originally Posted by heel View Post
Unrelated note: Hortus is updating the notes even as I write this; new stuff has been added a few times now since this thread was made.
I'll get the changes added in and logged.

Check this doozy out:
- Whirlwind: This ability now strikes with both weapons when a Warrior
is dual-wielding.

Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.

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Old 10/11/07, 4:49 PM   #108
• Snowy
Do Not Disturb
 
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Blood Elf Priest
 
Mal'Ganis
Originally Posted by Praetorian View Post
Why is said mage counterspelling a shaman who apparently isn't casting a spell at all (since if he was then he obviously wouldn't be simultaneously dropping a totem)?
Probably a mage with Imp CS pre-emptively silencing the shaman to finish either him or a teammate off.

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Old 10/11/07, 4:50 PM   #109
MattHock
Glass Joe
 
Night Elf Priest
 
Stormscale
Originally Posted by Fola View Post
1128 + 1350 (raid buffed) = 2478/30 sec = 82.6 DPS. Are they really serious in possibly letting a 83 DPS racial into the game. If they do care about balance this should definately not leave the test server if this is the mechanic in place. I don't believe any other class or race has a ~85 DPS racial (or anything even 50% of that for that matter).
We still don't know:
1. If the base damage was changed
2. What the coefficient will be
3. What the cast time will be

We'll see tonight when the PTR comes up just how effective it is.

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Old 10/11/07, 4:51 PM   #110
Soul
Don Flamenco
 
Undead Mage
 
Gilneas
I'm pretty sure the 0 mana starshards DoT is a mistake of some sort. Compare it to the nearest priest analog: Devouring Plague.

Devouring plague costs 1145 mana, does 1216 shadow damage over 24 seconds, and leeches life back to the caster and has a 3 minute cooldown.

The projected Starshards would cost no mana, do an unknown amount of arcane damage over 15 seconds (it's probably not 1148... that would be retardedly large for a 15 second DoT) and would have a 30 second cooldown.

Unless the damage done by Starshards is very small, even when you consider that Plague benefits from Darkness, Weaving and + shadow damage, the imbalance here is very, very large and it gets even bigger when you consider Touch of Weakness vs. Elune's Grace (basically, Touch of Weakness is a lot like the old Curse of Weakness except you have to be hit in order for it to actually do anything).

Also consider that because Plague is a leech, it has a smaller damage coefficient than Starshards. I don't see this going through at all.

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Old 10/11/07, 4:52 PM   #111
• Wodin
Thoroughly Inebriated
 
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Troll Rogue
 
Mal'Ganis
Originally Posted by david0925 View Post
Since in the same paragraph, they mentioned that the conversion factor from rating to skill, is the same as the old rating to skill from weapon skill. So 4 points of skill rating at 70 will translate into 1 Expertise point. Each Expertise point will reduce 0.25% of Parry and Dodge (Miss was avoided by this change, probably due to sweet spot of +5), so basically each Skill point rating will give 0.0625% of Dodge and Parry mitigation, assuming my understanding of the paragraph is correct.
They just mentioned that there was a conversion factor. Nowhere can I see that they actually provided it. I would be happy to be proven wrong.

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Old 10/11/07, 4:53 PM   #112
diotox
Don Flamenco
 
Clot
Undead Death Knight
 
No WoW Account
Originally Posted by Nite_Moogle View Post
I'll get the changes added in and logged.

Check this doozy out:
- Whirlwind: This ability now strikes with both weapons when a Warrior
is dual-wielding.
Check THIS doozy out:

- Improved Intercept and Weapon Mastery have swapped locations in the
talent trees.

Yeeowza.

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Old 10/11/07, 4:54 PM   #113
Rott
Von Kaiser
 
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Goblin Warrior
 
Shattered Hand
Originally Posted by Nite_Moogle View Post
I'll get the changes added in and logged.

Check this doozy out:
- Whirlwind: This ability now strikes with both weapons when a Warrior
is dual-wielding.
Wow...

Need to run the numbers but it looks like slow/slow will be very desirable.

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Old 10/11/07, 4:54 PM   #114
Avair
The Howard Roark of Shipwrights
 
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Avair
Human Rogue
 
No WoW Account
Moogle, I believe the following is what Wodin was referring to:

Weapon Skill: All items and abilities that granted weapon skill have been changed. In most cases, they were converted to expertise or expertise rating. Ranged attacks do not benefit from expertise, so ranged weapon skill has generally been replaced by critical strike bonuses or hit bonuses. In a few cases, talents have been changed to other effects to avoid granting players excessive amounts of expertise.
The bolded part could be referencing a change to say, the Rogue Mace Skill (gives 10 mace weapon skill currently) and/or the weapon expertise skill (gives 10 sword/dagger/fist weapon skill currently).

They didn't qualify which talents were being changed, or by how much, but how many talents give weapon skill? We just need to confirm on the PTR when its up.

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Old 10/11/07, 4:54 PM   #115
Glaurong
King Hippo
 
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Goblin Hunter
 
Hyjal
Originally Posted by Bosch View Post
Will this affect steadyshot macros?
This will not affect steady shot macros unless hey flag the hidden cast of Auto Shot such that you cannot cast over top of it. Like a mage casting frostbolt.

Log Parser for BM Hunters (Right click, save as) - Updated 10/11/2007

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Old 10/11/07, 4:55 PM   #116
Groglox
Shave and a hair cut
 
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Goblin Warrior
 
Mal'Ganis
Originally Posted by Nite_Moogle View Post
I'll get the changes added in and logged.

Check this doozy out:
- Whirlwind: This ability now strikes with both weapons when a Warrior
is dual-wielding.
- Improved Intercept and Weapon Mastery have swapped locations in the
talent trees.

Another fun one!

Edit: Bah I should have known I would be too slow on such a fast thread :p

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Old 10/11/07, 4:55 PM   #117
Fola
Piston Honda
 
Undead Priest
 
Eredar
Originally Posted by heel View Post
For the third time, yes.



Plague is a great ability, but it costs a ton of mana, doesn't scale well, and is on a three minute cooldown. Like I said, it's still a great ability. New Starshards costs no mana, scales extremely well (unless they change the formula for this spell and only this spell), and is on a thirty second cooldown. For raiding, they are not in the same ballpark.

Unrelated note: Hortus is updating the notes even as I write this; new stuff has been added a few times now since this thread was made.
I definately inner focus Plague on fights, there is definately an imbalance here and will be easy to document. Best to file it, get on the test server, analyze, and report out. At the beginning of the test server is the best time to fix something like this so it doesnt go live.

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Old 10/11/07, 4:56 PM   #118
Lord BEEF
Soda Popinski
 
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Tauren Druid
 
Mal'Ganis
While updating the post, the section for Paladins got cut off. So there are more notes for them that aren't showing.

How's that for taunting ret pallies?

Check out my friend's bitchin' Lord of the Rings Art

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Old 10/11/07, 4:56 PM   #119
GSH
King Hippo
 
Human Paladin
 
Gorgonnash
Originally Posted by Avair View Post
Moogle, I believe the following is what Wodin was referring to:

The bolded part could be referencing a change to say, the Rogue Mace Skill (gives 10 mace weapon skill currently) and/or the weapon expertise skill (gives 10 sword/dagger/fist weapon skill currently).

They didn't qualify which talents were being changed, but how many talents give weapon skill?
For example, the Paladin Weapon Expertise used to give 10 Weapon Skill. It's become 5 Expertise + 10% Stamina (awesome change for tankadins, by the way).

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Old 10/11/07, 4:56 PM   #120
Lambach
Don Flamenco
 
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Tauren Druid
 
Cenarion Circle
If you guys wouldnt mind could you post changes in addition to adding them to the first post? Its really hard to reread the patch notes and try to find changes.
Thanks.

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Old 10/11/07, 4:57 PM   #121
david0925
Don Flamenco
 
Night Elf Druid
 
Proudmoore
Expertise: We have added a new stat and associated rating called expertise and expertise rating. Expertise rating converts to expertise at the same rate that weapon skill rating formerly converted at. Each point of expertise reduces the chance for your attacks to be dodged or parried by 0.25%.

Weapon Skill: All items and abilities that granted weapon skill have been changed. In most cases, they were converted to expertise or expertise rating. Ranged attacks do not benefit from expertise, so ranged weapon skill has generally been replaced by critical strike bonuses or hit bonuses. In a few cases, talents have been changed to other effects to avoid granting players excessive amounts of expertise.

First paragraph mentions that Expertise rating to expertise will have same rating converstion (4>1) as Weapon Skills.

Second Paragraph mentions that Weapon skills will be converted to Expertise rating. While it does not mention a direct conversion factor between weapon skill rating, and expertise rating. I find it highly plausible that they are just converting the names of weapon skill to expertise (thereby 1:1) so people don't have to force a sweet spot of +5 weapon skills, for better or worse.

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Old 10/11/07, 4:58 PM   #122
 Kurisu
So damned Devious
 
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Orc Shaman
 
Mal'Ganis
Originally Posted by Lambach View Post
If you guys wouldnt mind could you post changes in addition to adding them to the first post? Its really hard to reread the patch notes and try to find changes.
Thanks.
As in make their own section at the end of the first post instread of hiding them inside the actual post itself.


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Old 10/11/07, 4:58 PM   #123
Donoma
Glass Joe
 
Human Rogue
 
Frostwolf
Originally Posted by Nite_Moogle View Post
• Expertise: We have added a new stat and associated rating called expertise and expertise rating. Expertise rating converts to expertise at the same rate that weapon skill rating formerly converted at. Each point of expertise reduces the chance for your attacks to be dodged or parried by 0.25%.

• Weapon Skill: All items and abilities that granted weapon skill have been changed. In most cases, they were converted to expertise or expertise rating. Ranged attacks do not benefit from expertise, so ranged weapon skill has generally been replaced by critical strike bonuses or hit bonuses. In a few cases, talents have been changed to other effects to avoid granting players excessive amounts of expertise.

For rogues, I think it's safe to assume that the Combat tree's WEx won't be granting 10 Expertise points. That'd be ridiculously good for 2 points (deep combat builds need fillers, anyway). Even more so when combined with the human racial, assuming it remains at +5.

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Old 10/11/07, 5:01 PM   #124
topojijo
Devout follower in the Holy Church of Beast Lore
 
Tauren Hunter
 
Mal'Ganis
Corpses that belong to someone in your party, but that you cannot loot will say in the corpse mouseover who has loot rights on that corpse. This will help skinners who want to know who to talk to in order to skin their corpse, as well as master looters when special loot drops on a normal monster. Everyone will then see that there is a monster that the master looter has loot rights on.

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Old 10/11/07, 5:01 PM   #125
 Slake
of chili e-fame
 
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Lain
Undead Warlock
 
No WoW Account
A brief (well, maybe not) explanation with ASCII graphics for the people still confused with the casting bar change:

Both now and after the patch, the ability to cast a new spell is determined client side, but currently the knowledge about what you are actually casting is determined server side. The latter is what is changing in 2.3.

Live, no stop casting
Server     [---casting---]       [---casting---
          / \           / \     / \
         /   \         /   \   /   \
Client  ......[---cast|*****] ......[---cast|**
        A     B       C     D E
The graph above represents current chain casting without the use of the /stopcasting command. At point A, we have the initial button press, which after some latency travels to the server and initiates the actual cast.

The server then sends a message back to your client telling the client you have begun casting; accordingly your client starts the cast bar at point B. You actually started casting the spell on the server one half of your ping ago by the time your cast bar starts.

Once the cast finishes on the server, it sends another message to your client which after some latency reaches your client at point D and terminates the casting bar. Now your client will let you begin casting another spell and the process repeats. Generally, this means without using stopcasting your spells gain one roundtrip time; in other words your ping is added to the cast time.


Live, stop casting
Server     [---casting---] ! [---casting
          / \             / / \
         /   \           / /   \
Client  ......[---cast|*! ......[---cast
        A     B       C D E
In order to get around that added time, people use the notion of the /stopcasting command; from point C in the above diagrams, any command issued will reach the server after the server finishes the current cast - points C through D are the parts of the cast bar colored red by Quartz and other latency-measuring addons.

Accordingly, a /stopcasting command is issued partway through this time at point D; instead of waiting to complete normally, the client-side cast is canceled while the server-side cast completes. The client therefore allows the next cast to begin immediately without waiting an additional one-way trip from the server.

Properly applied, the stopcasting method allows you to shave one-half your ping off of your cast time without using stop casting, in the best case.


2.3, no stop casting
Server     [---casting---] [---casting
          /               /
         /               /
Client  [---casting---] [---casting---
        A             B C
In 2.3, the proposed 'fix' to using stop-casting is to desynchronize the client and server cast bars. In other words, once you cast a spell, the client will be in charge of determining when it ends, rather than the server (for purposes of letting you cast another spell). Effectively, this results in the ability to chain cast in the same manner as using stopcasting, without the added risk of canceling your current spell by attempting to cast again too soon.

This would return the /stopcasting command to its original purpose, for when you actually wanted to stop casting something to use a different ability.

And no, this shouldn't increase network traffic, as the client shouldn't be actually sending the cast command when you spam it before you're able to cast the next spell; it doesn't do that right now either, or the whole stopcasting thing wouldn't be necessary on live.

Last edited by Slake : 10/11/07 at 5:06 PM.


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