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Old 04/30/09, 6:33 AM   #401
Lileith
Piston Honda
 
Night Elf Mage
 
Illidan (EU)
Yesterday I've noticed a bug with Flame Leviathan, most of the time when thrown off a catapult I would land on the Leviathan with 1 hp (taking a hit for exactly my max hp-1 while mid air). Thanks to mana shield/fireshield and a healthstone it was manageable but I wondered if someone faced the same problem?

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Old 04/30/09, 7:58 AM   #402
baghwan2
Von Kaiser
 
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Night Elf Priest
 
Alleria
Originally Posted by Lileith View Post
Yesterday I've noticed a bug with Flame Leviathan, most of the time when thrown off a catapult I would land on the Leviathan with 1 hp (taking a hit for exactly my max hp-1 while mid air). Thanks to mana shield/fireshield and a healthstone it was manageable but I wondered if someone faced the same problem?
I'm fairly sure this is a UI issue, your frames will show one value but you still have all your HP, happens to me all the time on FL for other players(its prob an issue from QuickHealth mods) I end up just turning on friendly name plates which always show the correct value.

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Old 04/30/09, 10:36 AM   #403
• Melthu
Confused
 
Night Elf Druid
 
Alterac Mountains
Originally Posted by Zurai View Post
He wasn't doing his heat wave past p2 in our 10 man tonight. Maybe a 25 man only bug?
We didn't have this bug in our 25 man, but guilds working on him a couple hours after we killed him experienced it. If the fix to the phase 4 P3Wx2 Laser Barrage was a hotfix this bug could have been introduced at the same time, allowing guilds that pulled him early in the night to kill him normally while later raids would have the heat wave bug.

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Old 04/30/09, 11:02 AM   #404
Bonemage
Von Kaiser
 
Tauren Druid
 
Balnazzar
Originally Posted by baghwan2 View Post
I'm fairly sure this is a UI issue, your frames will show one value but you still have all your HP, happens to me all the time on FL for other players(its prob an issue from QuickHealth mods) I end up just turning on friendly name plates which always show the correct value.
This is an xperl issue if you haven't updated to the most recent one, same guy with this problem in our raid kept freaking out over the same tank dying almost every boss fight, but only in his raid frames.

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Old 04/30/09, 11:12 AM   #405
Maranora
Von Kaiser
 
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Worgen Hunter
 
Die Nachtwache (EU)
Flame Leviathan, 10-man, easy mode expected time-to-kill

Can someone give a *rough* idea what kind of a kill time we should be looking at for 10-man flame leviathan with 0 towers, given that every char is dressed in 75-100% naxx10 gear? (the balance being a roughly equal mix of pre-naxx gear and naxx25 gear, plus the handful of ulduar10 epics we've collected)

I ask because we're getting 0-tower kills nice and reproducibly, and this is enough for most of the raiders, but we're taking roughly ~5 Minutes to do so, by which time both bikes are destroyed, and the demolishers are broken or severely bashed around. This... is fine for progressing deeper into Ulduar, but pretty much means we needn't bother with the hard modes, which at least I would like to do, and I'm sure I'll be able to interest some of the others for it if I can convince them that we can do it.

Assuming, as I do, that we're failing at DPS (rather than at something entirely different - EG staying alive), it would be great if someone could also give a rough idea of how much damage should be coming from which source? EG: We've barely used the pyrite attack of the demolishers at all - after personally trying it a little yesterday, it seemed to be a very substantial damage source. Alternatively/additionally, one of our MTs believes we're not getting the oil patches lit consistently and this is a major problem.

Finally, we've been having trouble collecting the pyrite barrels... they seem to disappear almost immediately upon landing on the ground after we shoot them down. Could we be doing something stupid here? (maybe they can be grabbed out of the air? Or we're using the wrong attack to bring them down?)

I realise this is a lot of stuff I could experiment with myself or in a small group, but given we start the raid on the wednesday (EU reset day), and I don't have a non-sucktastically-equipped level 80 alt, I currently don't have a window to do so. And WoWWebStats boss listings for Ulduar10 don't seem to work at the moment

Last edited by Maranora : 04/30/09 at 11:20 AM. Reason: Typos + clearer title

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Old 04/30/09, 11:26 AM   #406
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Our last 10-man easy mode FL kill took almost exactly half that time. Since WWS currently fails at parsing Flame Leviathan kills, I can't really tell you the damage breakdown, but I do know that not using pyrite attacks is a bad thing. I always have our demolisher drivers unload their pyrite whenever the turret killers finish their job.

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Old 04/30/09, 11:30 AM   #407
Daenerys
Don Flamenco
 
Tauren Druid
 
Illidan
Originally Posted by Bonemage View Post
This is an xperl issue if you haven't updated to the most recent one, same guy with this problem in our raid kept freaking out over the same tank dying almost every boss fight, but only in his raid frames.
It's not an xperl issue because I get this quite often and I use the stock Blizz UI. And I really don't think it's a display issue anyway, because I sit at 1 HP until I heal myself, and the heals work just as expected to bring my health back up.

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Old 04/30/09, 11:59 AM   #408
LiquidHAL
Piston Honda
 
Human Mage
 
Hyjal
Originally Posted by thedopefishlives View Post
I always have our demolisher drivers unload their pyrite whenever the turret killers finish their job.
I don't think that's the best way to do it. Pyrite stacks, and the DoT lasts for 10 seconds. Just unloading it all during shutdown will only net ~20 seconds of the DoT ticking, and for most of shutdown the ticks will only be for the lower amount of stacks. However, if you start stacking pyrite right from the beginning, and try to space it to refresh every 7-9 seconds depending on how much of a safety buffer you want, you can get almost a minute's worth of DoT ticks, and by the time shutdown occurs it'll already be ticking for near the full amount. I'm not sure how high the stacks can go; I was a demolisher driver for the first time this week and the passenger never bothered to pick up more pyrite during the fight so I only had the initial 10 charges, giving me 10 stacks but still easily shooting me to the top of the recount chart (if that's at all accurate).

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Old 04/30/09, 12:02 PM   #409
Mordekhuul
Don Flamenco
 
Orc Warlock
 
Terenas
So, we verified a rumor last night, that tanking XT-002 right in between two of the trash piles on the east side (probably west too) results in zero adds spawning from those piles. It must be his proximity to a spawn point that results in nothing spawning there, but I can't for the life of me figure out why Blizzard would code XT so that he nullifies spawn points if he is near them.

It is like they designed him to push towards this strategy, but honestly it guts the whole fight because not only do you only get adds spawning from way the hell across the room, but you seem to get less spawns overall.

Actually, you do still get elite robots spawning from the nearby piles, but not that scrapbots or bomb bots.

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Old 04/30/09, 12:28 PM   #410
Rhaegal
Don Flamenco
 
Tauren Shaman
 
Zul'Jin
Originally Posted by Maranora View Post
Assuming, as I do, that we're failing at DPS (rather than at something entirely different - EG staying alive), it would be great if someone could also give a rough idea of how much damage should be coming from which source? EG: We've barely used the pyrite attack of the demolishers at all - after personally trying it a little yesterday, it seemed to be a very substantial damage source. Alternatively/additionally, one of our MTs believes we're not getting the oil patches lit consistently and this is a major problem.
I don't have a good sense of what an ideal % damage from each source is, but I can verify that stunning him in a lit tar patch is HUGE. I'm generally a Chopper driver, and if it's my tar patches that he gets stunned in almost every time, I've ended the fight higher on damage (Recount, possibly take with a grain of salt) than one of the Demolishers, mostly from the huge burning tar ticks during a stun.

Every little bit of extra damage really adds up on FL. If they're not already, have your Chopper drivers spamming their frontal blast on him when their tar is on cooldown and they're not running down a parachuting turret killer. Gunners can do damage to him when they don't see any Pyrite, etc. Some people seem to think that the only time they can do meaningful damage to him is while he's stunned, but it's better to think of it like Curator, where you certainly want to unload during the stun/evocate, but that doesn't mean you shouldn't keep hitting him the rest of the time, so long as the important parts are still being taken care of.

Stand back! I'm going to try SCIENCE!

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Old 04/30/09, 1:07 PM   #411
Maranora
Von Kaiser
 
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Worgen Hunter
 
Die Nachtwache (EU)
Originally Posted by thedopefishlives View Post
... Since WWS currently fails at parsing Flame Leviathan kills, I can't really tell you the damage breakdown ...
For what it's worth, you can get this information out of WWS in a rather round about way, thusly:

- Select the flame leviathan fight of your choice
- Select a _character_ that took damage from the flame leviathan (as far as I can tell, the catapulted people will always take a little damage, no matter how good your picker-uppers are).
- Go to breakdowns and select the flame leviathan from the "damage in" sources (Now you have the damage in/out for flame leviathan)
- Go to breakdowns again and you'll see what vehicles etc the damage came from. These vehicles can again be clicked to see how they did their damage (don't forget to choose "view all" to see _all_the vehicles of each type, rather than just the single one WWS seems to arbitrarily pick).
Note, sometimes WWS seems to lose track of which fight it's tracking and fall back on "all fights"

Roundabout and fairly fiddly, admittedly, but potentially instructive.

In making this post I studied our results a lot more closely (previously I'd just looked where I expected to see the highlights, and not seen anything totally glaring), and some extreme discrepancies turned up (one of our siege engine gunners did roughly one tenth of the damage of the other?!), so either take a WWS analysis by this method with a grain of salt, or I've found some major issues we can definitely work on :P I'll manually parse the results to hopefully confirm or deny WWS dodginess and report back later [1]. If someone is interested in our apparently very bad breakdown, PM me - I don't really want to clutter up the thread with those excrutiating details.

EDIT: regarding [1] The huge difference between our siege engine canoneers, is that one did an average of 11.563 damage per hit, the other an average of 76.544 damage per hit - with roughly equal numbers of hits. I presume this is because, as mentioned eg on Flame Leviathan - WoWWiki, the precision of the hit matters for the canon. Presumably one of our canoneers thought "I just need to hit", not realising this detail. This will be fixed for next time ,-)
I'm still interested in other people's damage break downs of course - the discrepancies I've seen explain a fair bit, but I'm sure there's a lot more potential damage we could have dealt by other means

Last edited by Maranora : 04/30/09 at 3:06 PM. Reason: Tweak for clarity + addition of highlight

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Old 04/30/09, 1:17 PM   #412
Harne
Von Kaiser
 
Orc Shaman
 
Deathwing
Originally Posted by Maranora View Post
Assuming, as I do, that we're failing at DPS (rather than at something entirely different - EG staying alive), it would be great if someone could also give a rough idea of how much damage should be coming from which source? EG: We've barely used the pyrite attack of the demolishers at all - after personally trying it a little yesterday, it seemed to be a very substantial damage source. Alternatively/additionally, one of our MTs believes we're not getting the oil patches lit consistently and this is a major problem.
While we are by no means expert vehicle drivers, looking back at the logs for our last two Flame Leviathan kills it appears that 60% of our total damage came from Salvaged Demolishers, with about 85% of their damage coming from Blue Pyrite. Our best Demolisher did 20% of the total boss health using only Blue Pyrite, so I would say stacking that DOT is the key to killing him quickly.

Incidentally, the next major contributor in our kills have been Siege Engine Turrets, doing about 25% of the total damage. The choppers and their tar patches have only accounted for about 4% damage on each of our last two kills. I'm not sure if that is a normal result or if we are just not using the tar effectively (I'm guessing the latter).

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Old 04/30/09, 1:35 PM   #413
thedopefishlives
Don Flamenco
 
Dwarf Paladin
 
Baelgun
Originally Posted by Maranora View Post
In making this post I studied our results a lot more closely (previously I'd just looked where I expected to see the highlights, and not seen anything totally glaring), and some extreme discrepancies turned up (one of our siege engine gunners did roughly one tenth of the damage of the other?!), so either take a WWS analysis by this method with a grain of salt, or I've found some major issues we can definitely work on :P I'll manually parse the results to hopefully confirm or deny WWS dodginess and report back later. If someone is interested in our apparently very bad breakdown, PM me - I don't really want to clutter up the thread with those excrutiating details.
One possibility is what I call "Malygos syndrome", where when riding the drakes on p3 Malygos you can get out of range of the person keeping the combat log. I don't know if FL's room is big enough to get that far out of range, though.

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Old 04/30/09, 2:03 PM   #414
Maranora
Von Kaiser
 
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Worgen Hunter
 
Die Nachtwache (EU)
Originally Posted by thedopefishlives View Post
One possibility is what I call "Malygos syndrome", where when riding the drakes on p3 Malygos you can get out of range of the person keeping the combat log. I don't know if FL's room is big enough to get that far out of range, though.
I've editted my previous post to include my assumed explanation; I'm fairly sure the room isn't large enough for combat log range to be an issue (paticularly since I believe the default range was substantially increased some patches ago?). In any case the total damage I see in our fight is just over 23 million, which is right on target for the (10-mann) Leviathan's total "health".

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Old 04/30/09, 2:23 PM   #415
wykedtron
Von Kaiser
 
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Night Elf Rogue
 
Arthas
Iron Council

Has anybody been faced with the problem of a fusion punch cast and a rune of power landing right on him at the exact same time? Last night we had several wipes because of this. Is this just bad luck or is this just something the encounter is supposed to do? It seemed almost impossible to pull him out and the tank was one shotted everytime.

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Old 04/30/09, 2:36 PM   #416
Thromdul
Von Kaiser
 
Tauren Druid
 
Warsong
Originally Posted by wykedtron View Post
Has anybody been faced with the problem of a fusion punch cast and a rune of power landing right on him at the exact same time? Last night we had several wipes because of this. Is this just bad luck or is this just something the encounter is supposed to do? It seemed almost impossible to pull him out and the tank was one shotted everytime.
Yes, I've had this happen a few times while tanking him (in 10s). I usually just use cooldowns and hope that the dispel comes quickly. If the dispeller is quick enough the tank can avoid the ticks of the dot. I've had them dispel so fast that I don't even see the debuff come up on my UI!

If you're talking about 25s, the fusion punch does 35000 plus the 50% from the rune of power which is 52500. Subtract the tanking damage reductions and you're in the 45k area which is survivable if the tank uses a cooldown and the dispel is instant.

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Old 04/30/09, 2:39 PM   #417
Jebraltar
King Hippo
 
Blood Elf Paladin
 
Staghelm
If you're watching Runemaster's cast bar, you can see rune casts before they actually happen. (He even targets the friendly if he's going to cast it on one of his allies, although he bugs out for a second before targeting himself if it's under him.) Have the Steelbreaker tank running with him before the Rune is even cast, and it might be easier to avoid.

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Old 04/30/09, 2:39 PM   #418
Thromdul
Von Kaiser
 
Tauren Druid
 
Warsong
Originally Posted by Maranora View Post
I've editted my previous post to include my assumed explanation; I'm fairly sure the room isn't large enough for combat log range to be an issue (paticularly since I believe the default range was substantially increased some patches ago?). In any case the total damage I see in our fight is just over 23 million, which is right on target for the (10-mann) Leviathan's total "health".
Its also possible that that player was naked. In 10s we had one player naked in a demolisher and he had a massive fraction of normal hit points. I want to say he had 130k while we normally have around 850k. I've seen people try this to avoid repair costs from death.

Last edited by Thromdul : 04/30/09 at 6:14 PM. Reason: Removed stupid question

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Old 04/30/09, 2:41 PM   #419
Eander
Glass Joe
 
Blood Elf Paladin
 
Eonar
Originally Posted by wykedtron View Post
Has anybody been faced with the problem of a fusion punch cast and a rune of power landing right on him at the exact same time? Last night we had several wipes because of this. Is this just bad luck or is this just something the encounter is supposed to do? It seemed almost impossible to pull him out and the tank was one shotted everytime.
We just have our Steelbreaker tank set the Vrykul guy as their focus, so that when they see him casting a rune, they can start moving, in case a rune pops up beneath him. It's served us well so far.

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Old 04/30/09, 3:49 PM   #420
Jurik
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Night Elf Druid
 
Kel'Thuzad
Just as a side note for achievement hunters, the text for Disarmed is poorly worded:
"Destroy both of Kologarns arms within 12 seconds and then defeat Kologarn on Normal Difficulty."

This text seems to indicate that all you have to do is kill both arms quickly during a successful kill attempt--much like the "Shattered" achievement for Ignis. However, when we did this, both arms respawned before we finished Kologarn off, and we did not get an achievement. It's likely that both arms must still be dead when Kologarn dies in order to get this one.

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Old 04/30/09, 4:17 PM   #421
Rhaegal
Don Flamenco
 
Tauren Shaman
 
Zul'Jin
Originally Posted by Eander View Post
We just have our Steelbreaker tank set the Vrykul guy as their focus, so that when they see him casting a rune, they can start moving, in case a rune pops up beneath him. It's served us well so far.
I can confirm that this works wonders. The Rune of Power is a ground targeted effect, not NPC targeted, so it pop up wherever the boss was when Molgeim starts casting the Rune. Our MT got annihilated by a Fusion Punch as he was trying to move Steelbreaker out of a Rune on an early attempt, but after setting his focus to Molgeim it never happened again. Similarly, I vaguely remember DBM having an announcement when Rune of Power starts casting, which should do the same thing, though perhaps with a fraction of a second more lag.

Stand back! I'm going to try SCIENCE!

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Old 04/30/09, 4:45 PM   #422
Bonemage
Von Kaiser
 
Tauren Druid
 
Balnazzar
Originally Posted by Jurik View Post
Just as a side note for achievement hunters, the text for Disarmed is poorly worded:
"Destroy both of Kologarns arms within 12 seconds and then defeat Kologarn on Normal Difficulty."

This text seems to indicate that all you have to do is kill both arms quickly during a successful kill attempt--much like the "Shattered" achievement for Ignis. However, when we did this, both arms respawned before we finished Kologarn off, and we did not get an achievement. It's likely that both arms must still be dead when Kologarn dies in order to get this one.
We've done this two weeks in a row now. Hit it pretty easy just working on the right and letting the AoE abilities that are part of players normal DPS rotations (Living Bomb, Divine Storm, etc) work down the left arm as well. Seems like on the 3rd right arm we have Koolgan low enough that 2 arm deaths, but not 1, would kill him so once the Right gets even with the left we split the ranged/melee and finish them off at the same time, while its lined up well for us we had the plan of DPSing out on the body once its below the level it would take for two arms being destroyed to kill him to avoid the risk we'd got him to the point 1 arm would kill him.

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Old 04/30/09, 4:46 PM   #423
PsiVen
Don Flamenco
 
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Dwarf Paladin
 
Kilrogg
Heat wave has supposedly been hotfixed, for those who had trouble on Mimiron last night.

Originally Posted by Jurik View Post
Just as a side note for achievement hunters, the text for Disarmed is poorly worded:
"Destroy both of Kologarns arms within 12 seconds and then defeat Kologarn on Normal Difficulty."

This text seems to indicate that all you have to do is kill both arms quickly during a successful kill attempt--much like the "Shattered" achievement for Ignis. However, when we did this, both arms respawned before we finished Kologarn off, and we did not get an achievement. It's likely that both arms must still be dead when Kologarn dies in order to get this one.
I can confirm this. You must kill him along with both arms within the time window to get the achievement.

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Old 04/30/09, 5:11 PM   #424
bv728
Piston Honda
 
Dwarf Paladin
 
Shandris
Originally Posted by Jurik View Post
Just as a side note for achievement hunters, the text for Disarmed is poorly worded:
"Destroy both of Kologarns arms within 12 seconds and then defeat Kologarn on Normal Difficulty."

This text seems to indicate that all you have to do is kill both arms quickly during a successful kill attempt--much like the "Shattered" achievement for Ignis. However, when we did this, both arms respawned before we finished Kologarn off, and we did not get an achievement. It's likely that both arms must still be dead when Kologarn dies in order to get this one.
We got this one the other week - when we did it, we popped both arms to kill him, and he died the moment the second arm died. Assuming no other bugs interfere, I would guess that your surmise is correct - it should be worded as 'Defeat both of Kologarn's Arms within 12 seconds and then defeat Kologarn before the arms regrow', or 'Defeat both of Kologarn's Arms and Kologarn within 12 seconds'

"I've often not been in the fire!"
"No, what you've been, is not in the fire."
-from Rosencrantz and Guildernstern are Raiders.

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Old 04/30/09, 6:37 PM   #425
Valerian
King Hippo
 
Night Elf Druid
 
Blackhand
Originally Posted by Nakari View Post
In our last two kills of Auriaya we had no feral defender spawn at all - we pulled her using a hunter trap, killed the four adds, she did the emote ("Auriaya activates the Feral Defender"), but nothing happened afterwards. Ironically, both times we had planned to do Heroic: Nine Lives... did something like that happen to anybody else? I've not read/heard of it before and as far as I know no other raid on my realm had a "problem" like that, so I'm a bit curious what could be causing the Feral Defender not to spawn at all (and I don't think we do anything out of the ordinary in our pull/kill).
Happened to us last two times we killed her as well. Second time we had wiped once before and the defender DID spawn during that wipe. Didn't spawn the next attempt and she died. Seems fairly random. It apparently happened to another guild on our realm as well so its unlikely to be that rare.

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