Blue Pyrite
150 yd range
Instant
Deals 54000 to 66000 Spellfire damage to the target.
Apply Aura: Periodic Damage
Value: 12000 every 1 second for 10 seconds
Radius: 20 yards
Both the 54,000 - 66,000 and the 12,000 dot are modified by the Scaling from Gear modifier. At a 10 stack before the modifier is applied, the dot will tick for 120k, not 600k per second. If you put someone wearing all iLvl 226 gear in, the dot would tick for about 185k a second. Having 3 Demos ticking for this value is roughy half to two thirds a million damage per second. Also since the HP nerf, 4 Tower Flame Leviathan only has 269 million health.
Boulder is ok to use but 80 to 90% of the demo's damage is going to come from either Blue Pyrite Barrel (15%) or the Blue Pyrite Dot (85%).
"The fun about this sentence is that by the time you realise it doesn't say anything, it's too late to stop reading it."
Boulder is ok to use but 80 to 90% of the demo's damage is going to come from either Blue Pyrite Barrel (15%) or the Blue Pyrite Dot (85%).
This becomes even more true because in 4 towers things are fairly frenetic and trying to optimize a small segment of your rotation instead of not dying to fire, ice or lightning while keeping a stack up and being ready to kite is not worth it. This becomes quadruply true when you are a demo rotating launched passengers and thus your windows to grab pyrite are smaller.
The interesting thing is that despite shorter windows it feels like you're better off spamming pyrite while you have a passenger and incentivizing them to grab as fast as they can even if it results in a small amount of wastage then playing conservative while waiting for shutdown and your passenger to return to reload you.
Originally Posted by JamesVZ
Yes but you can't guarantee that every 10 man raid would have Party Grenades available right now, so giving this effect to Disco Priests I think is a worthwhile endeavor.
Blue Pyrite
150 yd range
Instant
Deals 54000 to 66000 Spellfire damage to the target.
Apply Aura: Periodic Damage
Value: 12000 every 1 second for 10 seconds
Radius: 20 yards
Both the 54,000 - 66,000 and the 12,000 dot are modified by the Scaling from Gear modifier. At a 10 stack before the modifier is applied, the dot will tick for 120k, not 600k per second. If you put someone wearing all iLvl 226 gear in, the dot would tick for about 185k a second. Having 3 Demos ticking for this value is roughy half to two thirds a million damage per second. Also since the HP nerf, 4 Tower Flame Leviathan only has 269 million health.
Boulder is ok to use but 80 to 90% of the demo's damage is going to come from either Blue Pyrite Barrel (15%) or the Blue Pyrite Dot (85%).
The scaling in the link you posted is wrong by the way, at least with regards to negative hp/damage gains. If you take an alt with terrible gear in it's easy to see, as a siege engine they drive will have 200-300k hp and the damage of their attacks is about 1/10 that of a fully epiced character.
Now if we are speaking about hard mode (assumed 4 towers) there is the additional buff provided by the Tower of Life. I assume the 10% fire damage reduction wont make much of a difference however though?
Now if we are speaking about hard mode (assumed 4 towers) there is the additional buff provided by the Tower of Life. I assume the 10% fire damage reduction wont make much of a difference however though?
Would this even affect Pyrite? It's Spellfire (Arcane/Fire) damage, or so quoth the tooltip - wouldn't it be like fire resist aura against a FFB?
This becomes even more true because in 4 towers things are fairly frenetic and trying to optimize a small segment of your rotation instead of not dying to fire, ice or lightning while keeping a stack up and being ready to kite is not worth it. This becomes quadruply true when you are a demo rotating launched passengers and thus your windows to grab pyrite are smaller.
The interesting thing is that despite shorter windows it feels like you're better off spamming pyrite while you have a passenger and incentivizing them to grab as fast as they can even if it results in a small amount of wastage then playing conservative while waiting for shutdown and your passenger to return to reload you.
I think in theory it may be better to consume copious amounts of pyrite and just launch that almost exclusively, but in practice there are definitely some limiting factors. From my experiences in our 4-tower kill, pyrite is not getting knocked down as much as it is when you knock it down prior to the pull. Siege engine and demolisher gunners have additional responsibilities on adds, so pyrite isn't in such plentiful supply that you can just continue consuming it at that rate. In practice it'd be ideal to favor slower consumption rates on pyrite and just maintaining the dot with a lot of hurl boulders in between the ten-second duration.
For anyone interested, I did my own testing of FL vehicle scaling. The following numbers are HP scaling, not damage - but I would assume they scale at the same, or similar, rates.
First off, the StratFu link is wrong as mentioned above - vehicles can lose health from the scaling. From naked (avg ilvl0) up to an average ilvl of 170, the vehicles have 1/10 their unoccupied hp. This appears to be the low-end cap. Above 170, the vehicles scale linearly:
Ilvl0 - 10%
Ilvl170 - 10%
Ilvl183 - 50%
Ilvl200 - 100% (i.e., their unoccupied health)
Ilvl219.3 (highest I could get) - ~148% <-- this is an oddball, and I can't figure out why. Repeated jumping in/out yielded the same value - my guess is my average ilvl macro had something go wrong.
I collected other data, and the numbers are pretty much identical across the board. There is some rounding error involved here, but roughly (assuming there is something wrong with my 219 data point):
Base health * Floor(.1, ((3*avgilvl)/100)-5)
or if you prefer
Base health * (.03(ilvl-200)+1), with a lower cap at Base/10.
In words: Flame Leviathan vehicles can and do scale below their initial values, down to a minimum of one-tenth. They reach their unoccupied levels at an average ilvl of 200, and gain 50% of their maximum health roughly every 17 ilvls (16.6 repeating to be exact).
Too bad I found Cranberry's post after I finished my own research ...
Here what I also posted on wowhead:
Item-level:
As beeing mentioned already, the driver's relevant 15 item-slots influence your vehicle's health + damage (ignored are: tabard, shirt, off-hand, relic/ranged slots). Each slot is handled equally and yes, damage is beeing increased too !
You gain health in steps of 1% of the vehicle's base health (i.e. steps of 6.300 for a Demolisher with 630k base health) for each +5 increase in i-lvl (above 3000 Σilvl, which is = 100% base vehicle health).
To now be able to calculate the increase (in %), you have to sum up ilvls of all relevant slots (substract 13 for each blue and 26 for each green item) to get your accumulated gear (Σilvl).
The formular:
1+INT((Σilvl-3000)/5)/100
*INT() is the Excel function to round down a number to the nearest integer - different for non-english versions, i.e.: GANZZAHL() in german - to avoid rounding errors. In other words: drop decimals at this point.
Multiply the result with the vehicles base health and you'll get the modified health.
From my observations, the damage increase uses the same percentage, it's just more difficult to test.
Be aware that if you have really bad gear, you can even drop below the vehicle's base health, where it will be better to use it naked.
Ralnar (of EJ - scroll back 1 page) did let me know of his really better macro than the one I posted, to gain info about the accumulated gear (Σilvl).
It gathers info about relevant slots of your inspcted target:
/script local i,r,l,t;t=0; for s=1,16 do i=GetInventoryItemLink("target", s);if i ~= nil then _,_,r,l=GetItemInfo(i);if r>3 then t=t+l;elseif r>2 then t=t+l-13;end;end;end;DEFAULT_CHAT_FRAME:AddMessage(t.." = "..UnitName("target"));
P.S.: Right now an item with 0 durability will still provide it's ilvl bonus, but as we know Blizzard, something rather soon beeing fixed.
Last night my guild was having problems with Flame Vents not being stopped by the siege engines. Many times he'd channel it all the way through despite 3 siege engines being up close to him. I wasn't driving one but the drivers kept complaining that they'd hit their interrupt but he kept channeling. They claim that they were close enough and pointing straight at him (that was my thought for why they were screwing this up). Does driver hit rating or anything like that affect success on this? Was it just really bad luck with resists? Or did they just suck at aiming and they should try harder?
If there are adds between your vehicle and FL sometimes your Electroshock will target an add, wasting your cooldown without interrupting Flame Vents. This is usually a pretty rare occurance though, I certainly wouldn't expect 3 separate siege drivers to continually have this problem. My guess is either that your drivers weren't used to this (new drivers? First time leaving up Freya's tower?) or that their vehicles were bugged.
We had the same issue last night. It was our usual siege drivers, and we had previous experience with Freya's tower up and little or no problems. But last night on at least two separate occasions, three different siege engines each used electroshock, but the cast was not interrupted. Our best guess was just that we were leaving more adds up than usual, and they were catching the electroshocks instead of Leviathan. Electroshock isn't dependent on current target if I recall correctly, so I don't think it was operator error, just failure to manage the adds effectively.
We had the same issue last night. It was our usual siege drivers, and we had previous experience with Freya's tower up and little or no problems. But last night on at least two separate occasions, three different siege engines each used electroshock, but the cast was not interrupted. Our best guess was just that we were leaving more adds up than usual, and they were catching the electroshocks instead of Leviathan. Electroshock isn't dependent on current target if I recall correctly, so I don't think it was operator error, just failure to manage the adds effectively.
Any adds getting even remotely close to FL should be taken out very quickly from the pyrite dots. Pyrite has a a pretty large splash range for the dot and usually one dot is enough to take out any of the adds.
Turgid, Poly, et al. It's a bug. We've seen it several times in combinations of 10-mans, 25-mans, alt runs, etc. What causes the bug? Not really any clue, but it sure as heck is a real bug. Let me say we've beaten the encounter on 10 man while it was happening and even once on 25. It also has caused wipes for groups that had no reason to be wiping.
Vehicle health (not sure about damage) appears to be maxing out for raids in Ulduar gear. What this means is that even if better gear yields a bit more vehicle damage, it'd still be quite a mess. We find that even on clean kills with 2 shutdowns a lot of vehicles are approaching end of life as the fight is ending. And that's with two good shutdowns of 4 1/2 - 5 full stacks ticking.
So while it might be mathematically possible to win without the shutdowns (I suspect it is), it's not likely to be a lot of fun trying.
Vehicle health (not sure about damage) appears to be maxing out for raids in Ulduar gear. What this means is that even if better gear yields a bit more vehicle damage, it'd still be quite a mess. We find that even on clean kills with 2 shutdowns a lot of vehicles are approaching end of life as the fight is ending. And that's with two good shutdowns of 4 1/2 - 5 full stacks ticking.
So while it might be mathematically possible to win without the shutdowns (I suspect it is), it's not likely to be a lot of fun trying.
Could you elaborate on what you mean by "maxing out for raids in Ulduar gear?" Do all vehicles hit this maximum? In my experience, bike health seems to keep growing. We got a bike over a million health for the first time this week.
We have not seen any gains in Demo health in a long time despite some upgrades. I was unaware of motorcycle health due to their general irrelevance in beating the encounter. Perhaps there are caps for each vehicle type? I admit I'm a bit confused.
We have not seen any gains in Demo health in a long time despite some upgrades. I was unaware of motorcycle health due to their general irrelevance in beating the encounter. Perhaps there are caps for each vehicle type? I admit I'm a bit confused.
What kind of unit frames are you using?
For me, i've seen my health still steadily rise with higher ilvl gear (i'm using a ton of 232 items due to being a pvper) but I dont actually see my hp rise because by using x-perl it only in .1million intervals (Ex. 1.1mil or 1.2mil; the inbetween dosent show) while other raid members can see the exact hp of my vehicle rising.
I use the default frames on Leviathan, not X-Perl, because of the annoying tendendcy of X-Perl to ignore my request to highlight my Pyrite debuff properly.
I use the default frames on Leviathan, not X-Perl, because of the annoying tendendcy of X-Perl to ignore my request to highlight my Pyrite debuff properly.
I recommend getting Pyrite Stacks to track the pyrite stacks a bit better. But as for the health, I've still noticed it rising yet, as a demolisher driver using Pitbull UF's. Granted they are small increases but it still is slightly higher. Either it has a combined iLvL cap, a hard stat cap or no cap at all. My guess is that there isnt a cap only because like all encounters previous, they get easier with gear from the future encounts past it. The gear from the tribute runs will most likely lead to the vehicles having about double thier base values since those are iLvl 270.
"The fun about this sentence is that by the time you realise it doesn't say anything, it's too late to stop reading it."
There's also the possibility of diminishing returns on health gained by gear meaning that as your gear level gets higher, the effect you see on the vehicles health gets less noticeable. After I learned that vehicles would scale this way in the encounter I assumed they would do this.
As a side note, equip a piece or two of BoA gear and hop in a vehicle. It's good for a laugh.