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Old 06/08/09, 8:00 AM   #181
ccKep
Glass Joe
 
Worgen Hunter
 
Blackhand (EU)
Originally Posted by PsiVen View Post
Since the patch to make it more consistent, it should be an on-next-melee ability that cannot miss. I can't tell if it's really doing that or not though.
I can confirm that it can still miss: WorldOfLogs [{"spellNames": ["Unbalancing Strike"], "eventTypes": [1, 2]}].

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Old 06/26/09, 2:10 AM   #182
Spidergnome
Glass Joe
 
Human Warlock
 
Medivh
In regards to tanking him exactly center, he does have that skating issue associated with bosses who summon adds, albeit not as pronounced, or maybe my tank is just doing it wrong. Was wondering if others may have noticed the same issue.

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Old 06/26/09, 3:11 AM   #183
Isambaard
Soda Popinski
 
Isambaard's Avatar
 
Draenei Shaman
 
Stormrage
Originally Posted by Spidergnome View Post
In regards to tanking him exactly center, he does have that skating issue associated with bosses who summon adds, albeit not as pronounced, or maybe my tank is just doing it wrong. Was wondering if others may have noticed the same issue.
He is very prone to skating. I was tearing my hair out tonight getting him centered and keeping him there without eating lightning charges. I'm being told that there's a perfect spot to stand in where you never need to dodge lightning charges and the safe spots all work however I have yet to find it in 4 and a bit hours of trying.

Just put me on ignore, you'll be happier that way. I assure you you'll miss nothing of value.

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Old 06/26/09, 4:53 AM   #184
bcswen
Glass Joe
 
Draenei Priest
 
Gorgonnash
In order to position Thorim in the exact center of the room, you just basically have to ensure that your initial tank has aggro on Thorim when he lands. The easiest way to do this would be have the tank be the only person attacking Thorim before he jumps down. Hit him with a special or two, jump down and get into position before Thorim jumps, and he will not move if you are standing in the correct position.

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Old 06/26/09, 9:39 AM   #185
Malevolencia
Von Kaiser
 
Gnome Warrior
 
Turalyon (EU)
Originally Posted by bcswen View Post
In order to position Thorim in the exact center of the room, you just basically have to ensure that your initial tank has aggro on Thorim when he lands. The easiest way to do this would be have the tank be the only person attacking Thorim before he jumps down. Hit him with a special or two, jump down and get into position before Thorim jumps, and he will not move if you are standing in the correct position.
Actually the easiest way is for the tank to just get into position, then taunt thorim while he's mid-air jumping down.

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Old 06/26/09, 11:37 AM   #186
Falim
Von Kaiser
 
Dwarf Priest
 
Shattered Hand
Originally Posted by Isambaard View Post
He is very prone to skating. I was tearing my hair out tonight getting him centered and keeping him there without eating lightning charges. I'm being told that there's a perfect spot to stand in where you never need to dodge lightning charges and the safe spots all work however I have yet to find it in 4 and a bit hours of trying.
Also, turn on walk. You shouldn't have to move much for lightning charges and the slow movement makes him less likely to skate.

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Old 06/26/09, 1:09 PM   #187
Isambaard
Soda Popinski
 
Isambaard's Avatar
 
Draenei Shaman
 
Stormrage
Originally Posted by Falim View Post
Also, turn on walk. You shouldn't have to move much for lightning charges and the slow movement makes him less likely to skate.
Wow, that makes me feel stupid. Thanks for the suggestion (now to rebind that key!).

And I've had great luck with taunting Thorim as he jumps down. I drag whatever I'm still tanking to my final tank position when I see the upstairs door open, then target Thorim when the hall group announces they're going to activate him. I taunt as I see him on the way down and nail him with FFF as soon as the GCD is up.

One other thing that helped a lot was telling the hallway group to just proximity activate him instead of actually tagging him with something. He went out of position multiple times when IS or Living Bomb ticked right after my taunt and once he's out of position you're going to have a very hard time holding aggro and repositioning him.

Just put me on ignore, you'll be happier that way. I assure you you'll miss nothing of value.

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Old 06/28/09, 6:25 PM   #188
azrale
Glass Joe
 
Orc Warrior
 
Demon Soul
We have always tanked him in the middle with the MT taunting right away as mentioned previously and this fight has not really ever been a problem. However we have not attempted hard mode, I have heard that some guilds place him to the edge, at least for normal. Anyone have a reason this would be more beneficial, keeping it in the context of a hard mode encounter.

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Old 06/28/09, 11:39 PM   #189
Mideci
Great Tiger
 
Gnome Rogue
 
Stormrage
Originally Posted by azrale View Post
We have always tanked him in the middle with the MT taunting right away as mentioned previously and this fight has not really ever been a problem. However we have not attempted hard mode, I have heard that some guilds place him to the edge, at least for normal. Anyone have a reason this would be more beneficial, keeping it in the context of a hard mode encounter.
It would be terrible in either mode. All you do is ensure the lightning charge hits a larger portion of the room.

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Old 07/01/09, 6:45 PM   #190
Icephoenix231
Glass Joe
 
Tauren Druid
 
Arathor
My guild has been doing attempts without priests... (Because we are lame and only have one or two). We plan on doing Thorim HM with 2 priests tonight...but my question is about the stacking aura...would two stacks of it increase haste by 40%, or 24%? To my knowledge, most stacking mechanics in the game stack mathematically, not literally.

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Old 07/01/09, 7:35 PM   #191
Flouyd
Von Kaiser
 
Draenei Hunter
 
Mannoroth (EU)
Originally Posted by Icephoenix231 View Post
My guild has been doing attempts without priests... (Because we are lame and only have one or two). We plan on doing Thorim HM with 2 priests tonight...but my question is about the stacking aura...would two stacks of it increase haste by 40%, or 24%? To my knowledge, most stacking mechanics in the game stack mathematically, not literally.
Its 20% x 20% = 44%

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Old 07/03/09, 4:37 AM   #192
khel
Piston Honda
 
Pandaren Monk
 
Stormreaver (EU)
It would be 36% haste if it stacks multiplicatively (1 - (1 - 0.2)*(1 - 0.2))

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Old 07/03/09, 8:50 AM   #193
Flouyd
Von Kaiser
 
Draenei Hunter
 
Mannoroth (EU)
No, 20% haste is not 20% cast time reduction. It’s the same as 100% hast is not 0% cast time

wowwiki.com says:

Note: Haste rating stacks additively with itself but haste stacks multiplicatively. That means that if you have 158 haste rating, you will have +10% haste, no matter how many sources and items that haste rating comes from. If you then use troll Berserking for +30% haste, you would have 110% * 130% = 143% haste.
Casting speed - WoWWiki - Your guide to the World of Warcraft

So it's 120% * 120% = 144% haste or 100% / 144% = 69,4% cast time

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Old 07/03/09, 9:19 AM   #194
• Melthu
Confused
 
Troll Druid
 
Alterac Mountains
Originally Posted by khel View Post
It would be 36% haste if it stacks multiplicatively (1 - (1 - 0.2)*(1 - 0.2))
You have the haste formula wrong. It's Hasted_attack_speed = Base_attack_speed / [(1 + haste_effect_1) * (1 + haste_effect_2) * ... ]. So, for the sake of simplicity let's say you have a 1 second unhasted swing timer. With 20% haste your new swing timer will be 1 / (1 + 0.2) = 0.8333... seconds. With a second 20% haste buff it will be 1 / [(1 + 0.2) * (1 + 0.2)] = 0.69444... seconds.

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Old 07/04/09, 11:05 PM   #195
Talanik
Piston Honda
 
Tauren Druid
 
Zuluhed
I'm trying to do some napkin math to confirm the mechanics the Unbalancing Strike. I know the answer is probably on here somewhere, but I typically don't understand things till I work them out step by step myself. Can anyone confirm/correct me if I'm wrong?

- Thorim has a 5.6% chance to Crit, and a 400 Weapon skill

- 82 Resilience = 1% chance not to be crit

- Each point of Defense gives .04% chance to crit for every point it is higher than the attackers Weapon Skill, and works in reverse for the other way around.

- Unbalancing Strike reduces the defense of a plate tank in 540 Def down to 340 (Additional 2.4% chance to be crit, for a total of 8% chance to be crit with the debuff)

- Unbalancing Strike reduces the defense of a Druid tank with ~400 Defense down to 200%, which gives an additional 8% chance to be crit.

-5.6% + 8% = 13.6%, minus the 6% from SotF = 7.6% chance to be crit.

- In order to be uncrittable, a druid tank would need 623 Resilience.

4th Edit: Now, I have a question, I can reach this number using a mix of hateful/deadly gear. However, will I have enough Stamina/Avoidance to actually tank Thorim?

Last edited by Talanik : 07/04/09 at 11:28 PM. Reason: 3rd edit...realized it wouldn't be possible to keep normal tanking rings along with the resilience.

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