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Old 12/09/08, 10:40 AM   #1276
Vreil
Glass Joe
 
Undead Hunter
 
Jaedenar (EU)
Hello.. Simple question... What stat is prefered when you get into some epics...

My Hunter: The World of Warcraft Armory

Cause i remember reading a post on the wow-europe hunter forums and all the hunters that posted there agreed that AP was the way to gem... since 16agi isnt worth it :S

The reason I'm saking is should i go for agi enchant and gems or is ap better all the way... I know my critt will drop a bit if i ditch my 8 agi 8 critt gems for maby 16ap 8 critt and 32 ap but whats worth most?

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Old 12/09/08, 10:47 AM   #1277
Salanei
Glass Joe
 
Salanei's Avatar
 
Worgen Priest
 
Aerie Peak
Ok, reposting something for a friend, as they and now I, are curious as to how this would work out.


I've seen a couple of theorycraft addons for WoW which add an average of the amount of damage each shot can do, to the button/tooltip for each shot.

However, none of them seem to have Explosive Shot added, so I wanted to ask people what the total formula for it is, if they know. If I can figure out how, I might try and add the formula to the addon myself.

My paperdoll weapon damage is 793-904, and my RAP with Dragonhawk is 2,303. So what I'm wondering is, would ES' average base damage be 849 (average weapon damage) + 385-425, (RAP * 0.08 ranges with ES bonus added in) thus totalling 1, 254, with an average crit of 2,884? The crit coefficient that I used to get to that number was 2.3, which includes the +30% from Mortal Shots.

The number of 2.8k feels about right, compared with what I've seen in battlegrounds, although maybe a little high, (say 400 or so) but that makes sense because armour is of course a moving target, and so I couldn't factor that into the above. An armour factor of around 12% would move it back down to the 2.4k mark though, I'm thinking.

Does anyone think my numbers are wrong, here?

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Old 12/09/08, 11:33 AM   #1278
Roopertti
Glass Joe
 
Orc Hunter
 
Kazzak (EU)
oh true, forgot that KC changed.

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Old 12/09/08, 2:22 PM   #1279
endgame
Glass Joe
 
Orc Hunter
 
Ambossar (EU)
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG

Im in shock atm. My finger is hovering over the delete character button. Who else switching mains? Im prob gonna go with my dps war or dk.





Hunters of all specs, and particularly Beastmaster, are doing too much damage in PvE.

We tested this a lot internally in beta and knew hunters were high but we hoped other classes would be able to catch up in a way they have as yet been unable to do. We want to be careful not to hurt hunter dps too much in PvP, so we’re taking most of the damage out of Steady Shot and Volley. Beastmaster hunters are in addition losing some of their pet dps. We still want BMs to have the best pets, but pet dps numbers are a little high at the moment. We are also still concerned about hunter survivability in PvP and taking the opportunity to jazz up Deterrence into something that looks and plays a little more interesting.

These are not all of the changes we are working on for hunters, but those changes we feel are ready for testing. We hope to get these changes up on the PTR so players will have a chance to test them out and respond before they go live.

* Steady Shot – now only gains 10% of attack power as damage (down from 20%).
* Volley – reduced the damage by about 30% for all ranks. Note that AE damage from many classes is very high right now and we are looking at all of them. Volley in particular had reached the point where some hunters were using it to the exclusion of most other attacks.
* Readiness – no longer affects the cooldown of Bestial Wrath.
* Deterrence – has been completely overhauled. It now allows you to deflect 100% of incoming melee or spell damage for 5 seconds, but prevents you from attacking while active. You still must be facing the attacker to deflect the damage (this is a limitation we are trying and might end up removing). 60 sec cooldown.
* Kill Shot – cooldown reduced to 15 sec (from 35 sec).
* Kindrid Spirits – now only grants 3/6/9/12/15% pet damage.
* Serpent’s Swiftness – now only grants 2/4/6/8/10% bonus attack speed to pet.
* All hunter pet abilities with a cooldown longer than 30 sec have been moved off the global cooldown.
* Growl— threat generation increased by 20% (same for Voidwalker Torment).
* Call of the Wild – now benefits only the hunter and his or her pet.
* Rake and Scorpid Poison – slightly nerfed to bring them into line with other pet abilities.
* Spirit Strike – reduced the period on the dot so it will work better with Longevity.
* Improved Tracking – now benefits damage to all included creature types as long as you are tracking one of them. You don’t have to swap around what you are tracking as much.
* Aspect of the Wild – now raid-wide.

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Old 12/09/08, 5:14 PM   #1280
Tyranna
Von Kaiser
 
Night Elf Hunter
 
Norgannon
News regarding Serpent's Swiftness.
Sorry for the confusion on Serpent's Swiftness. We are not changing its effect on the hunter at all. The nerf just applies to the pet attack speed increase. Hunter 20%. Pet 10%.

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Old 12/09/08, 5:53 PM   #1281
Exelsia
Glass Joe
 
Murloc Hunter
 
Azshara (EU)
The Steady Shot nerf is actually to High for Marksmann and Survival. Even for BM hunters are the scaling nerfs including mortal shot not affecting our white dmg anymore really something to look at it.

My first thought of nerfing BM dps to a "normal" level and not nerfing Marksman and Survival was to change Serpents Swiftness so that it doesnt affect Steady Shot cast time any more.

This would make the Sets and all other crappy Haste Mail gear a good choice as a BM over the nonhaste Mail stuff. It wouldn nerf MM and SV at all and we could easily specc MM and SV as a BM without banging Head to Wall in changing the whole gear from ArP oriented to Haste oriented.

BM DPS is not just so high because the Talents are OP. It is so High because BM Hunter can ignore all haste and stack good stats Instead.

Readiness Nerf is quite fine ( it wasnt fun at all looking more on timing cooldowns than anything else ) and the cat/scorpid nerf too.

I´m looking forward to see a improvement of Kindred Spirits because the DMG modifier isnt enought for this high tier. Maybe making this Talent affect Ferocius Inspiration to grant 3% haste like the Ret Palli Aura does.

Another Intresting exotic Pet would be a pet that can use a smiliar skill like Judgement of Wisdom and add it to the Mob because without Judgement of Wisdom raiding as a Hunter is really a pain in the Ass.

And please put in another Spirit beast. The devilsaur model is so ultimatively fucked in terms of high end PvV raiding ( and every raidmember complaining about its size ) + obtaining a spirit beast on a ultra high pop Server is really undoable


Greetings Konata < Irae AoD > ( hoping that some US DEV is reading this Forums and my post is not wasted like in the EU forums. )

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Old 12/09/08, 5:54 PM   #1282
Mixe
Von Kaiser
 
Undead Rogue
 
Wildhammer (EU)
Originally Posted by Mattaos View Post
A BM hunter's DPS is where it should be, except for the heightened damage being put out by a couple specific pets. Reducing the player's damage would be an odd choice for Devs to nerf if they are not wanting to also nerf PvP game play in the process. Besides, not a single account on any forum relating to BM DPS in early WotLK raiding has mentioned how a BM hunter is doing insane damage. The comments have been almost 100% centered on the Scorpid and sometimes the Cat.

Also, this might be a much better place to direct your DK questions Death Knights - Elitist Jerks
I agree with you on the DPS issue, I was merely stating what I expect Blizzard will do. We're not doing insane damage compared to the rest. Only issues now is the pets as you said, and the annoyingly large Devilsaur Hitbox.

And thanks for the DK link.

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Old 12/09/08, 6:24 PM   #1283
gouldukat
Banned
 
Human Paladin
 
Silvermoon (EU)
I'm the only one who find pretty boring getting silenced in 80 level heroics/old content and get only 1 skill usable in it ?

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Old 12/09/08, 7:21 PM   #1284
blizzsource
Glass Joe
 
Human Mage
 
Burning Blade
Is there anyway you could put your UI up for download Blafa? I am looking for a UI like that and it looks really good and would look even better with my 42 inch widescreen

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Old 12/09/08, 7:38 PM   #1285
apoptygma
Glass Joe
 
Blood Elf Paladin
 
Aman'Thul
I might be missing something here but it seems since all the changes were made to the class that a lot of the talents seem to be completely useless -

Improved Judgment - No longer an increase to dps or threat....
Seals of the Pure - Judgments no longer do damage?
Fanatasicm - Judgements can't crit cause they don't hit?

I must be missing something here

It also seems redundant that a seal needs to be active to use one of the 3 judgments, when they are no longer linked in any way.

I don't see why they didn't leave the system the way it was and just make it so that using the judgment spell didn't consume the seal....

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Old 12/09/08, 7:46 PM   #1286
Tilted
Piston Honda
 
Tilted's Avatar
 
Dwarf Paladin
 
Malygos
I'm not sure what you're saying. For one, Judgements clearly do damage, so all three of those talents increase this amount. 1-2 points in Improved Judgement allow for a "969" rotation without overlap, so that clearly has a benefit. And the active seal determines how much damage the judgement does.

As an aside, this is more a guide for protection paladins, so Fanaticism isn't really a concern.

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Old 12/09/08, 7:58 PM   #1287
apoptygma
Glass Joe
 
Blood Elf Paladin
 
Aman'Thul
Judgement of Light
5% of Base Mana 10 yd range
Instant cast 10 sec cooldown
Unleashes the energy of a Seal spell to judge an enemy for 20 sec, granting melee attacks made against the judged enemy a chance of healing the attacker for (0.10*SPH+0.10*AP). Refer to individual Seals for additional Judgement effect. Only one Judgement per Paladin can be active at any one time.

Judgement of Wisdom
5% of Base Mana 10 yd range
Instant cast 10 sec cooldown
Unleashes the energy of a Seal spell to judge an enemy, giving each attack a chance to restore 1% of the attacker's maximum mana. Refer to individual Seals for additional Judgement effect. Only one Judgement per Paladin can be active at any one time.

Judgement of Justice
100 yd range
Instant
Fills the Paladin with the spirit of justice for 2 min, giving each melee attack a chance to stun for 2 sec. Only one Seal can be active on the Paladin at any one time.

Unleashing this Seal's energy will judge an enemy for 20 sec, preventing them from fleeing. Only one Judgement per Paladin can be active at any one time.

Where does it mention damage in any of those?

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Old 12/09/08, 8:08 PM   #1288
Honeydew
Glass Joe
 
Human Paladin
 
The Venture Co (EU)
Originally Posted by apoptygma View Post
I might be missing something here but it seems since all the changes were made to the class that a lot of the talents seem to be completely useless -

Improved Judgment - No longer an increase to dps or threat....
Seals of the Pure - Judgments no longer do damage?
Fanatasicm - Judgements can't crit cause they don't hit?

I must be missing something here

It also seems redundant that a seal needs to be active to use one of the 3 judgments, when they are no longer linked in any way.

I don't see why they didn't leave the system the way it was and just make it so that using the judgment spell didn't consume the seal....
Are you retarded?

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Old 12/09/08, 8:12 PM   #1289
apoptygma
Glass Joe
 
Blood Elf Paladin
 
Aman'Thul
Originally Posted by Honeydew View Post
Are you retarded?
Um... I was just asking for an answer to what seemed like a logical question. no need to flame me.

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Old 12/09/08, 8:13 PM   #1290
Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Originally Posted by apoptygma View Post
Where does it mention damage in any of those?
On the seal tooltips. Which is, you know, why the judgements tell you to refer to the seal for additional effects.

My comrades are my weapons, and I am their shield.

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Old 12/09/08, 8:22 PM   #1291
Tilted
Piston Honda
 
Tilted's Avatar
 
Dwarf Paladin
 
Malygos
Originally Posted by apoptygma View Post
Judgement of Light
5% of Base Mana 10 yd range
Instant cast 10 sec cooldown
Unleashes the energy of a Seal spell to judge an enemy for 20 sec, granting melee attacks made against the judged enemy a chance of healing the attacker for (0.10*SPH+0.10*AP). Refer to individual Seals for additional Judgement effect. Only one Judgement per Paladin can be active at any one time.

Judgement of Wisdom
5% of Base Mana 10 yd range
Instant cast 10 sec cooldown
Unleashes the energy of a Seal spell to judge an enemy, giving each attack a chance to restore 1% of the attacker's maximum mana. Refer to individual Seals for additional Judgement effect. Only one Judgement per Paladin can be active at any one time.

Judgement of Justice
100 yd range
Instant
Fills the Paladin with the spirit of justice for 2 min, giving each melee attack a chance to stun for 2 sec. Only one Seal can be active on the Paladin at any one time.

Unleashing this Seal's energy will judge an enemy for 20 sec, preventing them from fleeing. Only one Judgement per Paladin can be active at any one time.

Where does it mention damage in any of those?
Your question honestly leads me to believe you've never hit a Judgement button. If that's the case, I strongly recommend playing the class more before coming here for advice, as the experience will far outweigh any tips you might find.

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Old 12/09/08, 8:26 PM   #1292
mosthated
Glass Joe
 
Night Elf Hunter
 
Crushridge
I really don't understand the volley nerf, 30% is a bit much.. Its not like 90% of the other classes aoe skills don't do sick damage also..

Readiness nerfs makes me sad, it was OP though..

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Old 12/09/08, 8:31 PM   #1293
apoptygma
Glass Joe
 
Blood Elf Paladin
 
Aman'Thul
Originally Posted by Tilted View Post
Your question honestly leads me to believe you've never hit a Judgement button. If that's the case, I strongly recommend playing the class more before coming here for advice, as the experience will far outweigh any tips you might find.
Okay, I only just played WotLK for a bit last night, I'm obviously well out of the loop and didn't realize that the seals still performed their original judged abilities in addition to the new de-buffs done by the 3 judgements, I thought that in place of having judging a seal of light debuff the mob they had added a debuff to judgement of light and that the seal itself didn't do anything when judged. Thanks for pointing out how it works even if it was done in such a rude way.

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Old 12/09/08, 9:43 PM   #1294
Mosely!
Glass Joe
 
Mosely
Blood Elf Paladin
 
No WoW Account
Sorry for these questions but I have not played WoW in over and year and I am thinking of leveling another paladin.

Is Judgment of the Pure worthless for pvp healing? Do you ever use HL for pvp?

Does Stoicism and Blessed Hands stack?

Does the silence/interrupt effect reduction of Imp Conc Aura apply to the paladin or just his group members?

The magic resistance buff from Sacred Cleansing, does that apply to all magic spells like a mage's fireball or lock's shadowbolt?

Last edited by Mosely! : 12/09/08 at 10:00 PM.

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Old 12/09/08, 9:43 PM   #1295
Arkani
Glass Joe
 
Human Priest
 
Dark Iron
Originally Posted by The Not So Evil View Post
** Issue found, haste was getting *DOUBLE* Bonus. **

After fixing this, things look a lot more like expected, thanks for pointing this out for me. Next release should be a bit more trustworthy when it comes to evaluating haste.

Thanks for addressing this. I look forward to the next build.

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Old 12/10/08, 3:45 AM   #1296
Quick
Glass Joe
 
Night Elf Hunter
 
Agamaggan
what i find funny is that there are many wws of rogues doing over 7k, mages and locks easily pulling over 6k, yet hunters are nerfed because their 6k ish dps is deemed overpowered? not to mention pets wont be getting too much stronger as we go through content, because most of the dps they are doing is through raid buffs, which wont be changing.

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Old 12/10/08, 4:24 AM   #1297
bnj
Banned
 
bnj
Tauren Shaman
 
No WoW Account (EU)
Enhsim says that "expertise + EP range goes past cap by 3.02409 expertise (24.79 expertise rating)" for my value of 206 expertise.
I've been searching through this thread and the only answer that I've found is about using a level70 version or a lower dodge value for bosses, neither of that being my case (using 1.5.0).

Also, that makes me wonder if I'm still right aiming for 367 hit and 214 expertise (information after wotlk release is so unreliable).

I must be doing something very wrong and I'll look like a moron after someone will point the obvious, but I already took my chance and asked for your help

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Old 12/10/08, 5:40 AM   #1298
Cong
 
Orc Hunter
 
Die Silberne Hand (EU)
still taking some time since the changes are coming online so nothing concrete atm?!

but im quite happy, from what ive read they want to give us SV´s some more love.

just hoping that not everyone ( the BM hardliners) are respeccing in MM or SV.

my devision is play what u have fun to play and not which makes 200 dps more...

so long

conga

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Old 12/10/08, 8:06 AM   #1299
Whitemane
King Hippo
 
Orc Hunter
 
Tarren Mill (EU)
Originally Posted by Mr Tazza View Post
Here's a WWS of our first Patchwerk kill (I still have some blues and HC UK crossbow):

Wow Web Stats

Using 50/21 Scorpid, switching to beast on BWs, rogues are that high cause of HAT spec, I feel like it's not even worth to compare scorpids/cats with the upcoming nerfs, but I wanted to post it anyways!
I know this is totally outside the topic of this thread, but what the hell is with those rogues who has 60%+ of their damage coming from evisc and apparently not using ss, bs, muti or hemo?

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Old 12/10/08, 8:32 AM   #1300
Cong
 
Orc Hunter
 
Die Silberne Hand (EU)
still taking some time since the changes are coming online so nothing concrete atm?!

but im quite happy, from what i´ve read they want to give us SV´s some more love.

just hoping that not everyone ( the BM hardliners) are respeccing in MM or SV.

my devision is play what you have fun to play and not which makes 200 dps more...

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