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01/19/06, 3:19 PM
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#76
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Piston Honda
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Originally Posted by norg,January 19th, 2006 @ 12:56PM
I think he means that if aggro was generated per tick and the tank body pulled the mob, if the HoT ticked before he could land any sort of attack the mob would turn to the healer. But that doesn't happen.
I haven't tested it myself in any way, but that's my understanding of Chupa's comment.
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Okay, that's what I figured. I haven't tested it in a controlled environment either, but my anecdotal evidence (and Graham's apparently) is at odds with Chupa's. I reckon the HP of the tank who gets the pre-combat HoT has a lot to do with the ensuing behavior. This essentially goes hand-in-hand with the overhealing/threat mechanic, I think.
Also, I read at wowhealers.com that some folks think overhealing (e.g. pre-combat HoT-ing a tank at 100% HP) does actually generate some small amount of threat, akin to casting a buff. Not sure if I buy that or not.
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01/19/06, 3:23 PM
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#77
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Soda Popinski
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Originally Posted by Praetorian,January 19th, 2006 @ 1:59PM
He probably Bloodraged and you healed that damage.
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I am not entirely sure. Regrowth generates SO MUCH aggro that I have long suspected that not only is it computed for the total heal at once, but that it has an additional (and unrevealed) aggro component. Back in the olden days I bugged the shit out of Caymdiem to identify if it was a bug that Regrowth front-loaded all its aggro or intented or if there was an extra aggro component with never a response. Which, of course, just makes me more suspicious.
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01/19/06, 3:53 PM
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#78
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Jack Vettriano > You
Dextor
Tauren Druid
<Elitist Jerks>
No WoW Account
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By spamming rank 4 HT, using ranks 8 to 10 HT conservatively, and avoiding regrowth prior to solid MT aggro, rarely does the mob turn on me despite having zero points in subtlety.
But as far as casting a HoT prior to the MT engaging, I think I've got agro twice in almost 2 years of playing this game.
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Originally Posted by Lyta
I've been trying to concentrate on studying for my Proof Methods test tomorrow, and all I can think of is your hotness, radiating out from the pixels on my monitor, seared straight into my neurons.
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01/20/06, 8:31 PM
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#79
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Von Kaiser
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I have a question while this discussion is occuring that I haven't found the speicifics of and I've been meaning to compile a list of this for our healers.. does anyone have a list of the exact % bonus of your +healing stat that you keep on each spell? I know that for non-HoT spells the math is pretty easy, but I haven't played a priest or druid high enough to have calculated out the bonus their HoTs receive from this.. and I figure that there are probably a thousand other lurkers in this thread who would love this info if anyone has it as well.
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01/20/06, 8:34 PM
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#80
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Mike Tyson
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HoT's get 100% of the bonus from +healing, spread over the duration.
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01/20/06, 10:26 PM
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#81
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Great Tiger
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Yep. What the Orc said.
Here's the equation itself:
m = min( max( 1.5/3.5, [ c / 3.5 ] * s ) , 1 )
c = casting time
s = secondary effect coefficient (where 0 < s < 1)
You cannot get more than 100% (or 1) of your total +spell modifier (e.g. a 5s cast spell won't get any additional bonus).
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02/09/06, 8:42 PM
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#82
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Don Flamenco
Blood Elf Rogue
Blackrock
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First off, apologies for the thread ressurection, but this did seem the best palce to ask.
Does anyone know if a tanks avoidance rate has a cap?
I'd heard mention of a figure that avoidance was capped at 40%, and that over that the game took an equal amount off each avoidance stat (block/dodge/parry) to bring you back daown to the supposed cap.
In my current tanking gear, I'm at:
23.44% block
12.94% dodge
15.44% parry
Which gives me 51.92% "avoidance", if this 40% thing is accurate then the high block rate is actually hurting my mitigation from parry and dodge as it'll be taking approx 4% from each of those.
I'd be able to spec out of shield specialisation, change the enchant on the shield to be +stam instead of +block, and in theory be in a much better position.
I've asked the question over on the WoW Warrior forums too, but also thought to ask here as this forum has been a pretty good source of game mechanics to date.
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02/09/06, 10:57 PM
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#84
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Soda Popinski
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Unless Morladin hits for over a thousand damage non crushing, there's some sort of mitigation cap in play there, though it could be level based.
If it was actually reducing damage by 98.7% you'd only take about 2 damage a hit
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02/09/06, 11:58 PM
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#85
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King Hippo
Dwarf Priest
Ravencrest (EU)
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I just owned myself silly there. For some reason, I'd glanced over that screenshot and seen "Mor'Ladim hits pet for 2/5/6/etc damage", when that obviously was the pet hitting Mor'Ladim.
To check it out in more detail, I just ran a level 26 warrior down to Duskwood and charged Mor'Ladim. In 6 hits, his average crushing was 127 damage against 26.1% vs-level-26 reduction. That fits remarkably well with a 75% mitigation cap and the previous screenshot, so I guess if anything, it's evidence that the cap exists.
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