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09/23/07, 11:22 AM
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#826
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Soda Popinski
Falk
Night Elf Druid
No WoW Account
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Wouldn't that be the same, to a lesser extent, to shadow priests, locks (afflic and non) and the various types of mages? Overlapping gear options, with clear-cut winners for each, seems to have worked out fine there. One subdivision may have a use for crit and hit, others may not.
(Yes, shadow priests barely scale, yadda yadda)
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09/23/07, 12:49 PM
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#827
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King Hippo
Night Elf Druid
Dragonblight
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Originally Posted by Boevis
I disagree completely. No one wants to see 5 different types of armor drops and 4 types of jewelry for melee alone (druid, rogue, paladin, shaman, warrior with the last 2 sharing jewelry. Further, blizzard will never be able to make druids scale as well as the other classes because itemization makes it so that getting something from more types of modifiers is always superior to getting a lot from few (rogues hit+crit+agi+ap+haste+armor pen > druids agi+str+armor pen) Our itemization sucks, and our scaling isn't that great anyway, the most complete fix is a change in mechanics. The only downside would be more rogues crying "They're stealing r lootz"
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I agree with the loot, we need a way of reducing the amount of shards made each run.
Another way of letting us scale would be a conversion of Intellect to Attack Power, not quite a mechanic's change but something close to the core design of druids.
It would give us an extra stat for us to gain damage from like rogues are getting, but even then it would only effect our set items.
I remember bringing up changing HotW to effect AP not strength in the original massive druid thread, its still needed especially with all of our non-set items being rogue loot itemised with AP.
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09/23/07, 2:45 PM
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#828
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Space Goats Coast to Coast
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Originally Posted by Valerian
Just a note, the hit cap has been determined almost certainly to be 9% (or 6% with the signet) not the old 8.6% as it was at 60.
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I'd like to see the math behind this real quick, if you don't mind.
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09/23/07, 4:02 PM
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#829
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Glass Joe
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I parse my own hit rate using Recount. I found that I never missed with 5.77 hit and Shapeshifter's Signet, and miss a bit (fights aren't long enough to get an accurate miss rate) with 5.33 hit and Shapeshifter's. It's probably more like 5.6% hit required if one is wearing the Signet.
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09/23/07, 4:07 PM
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#830
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King Hippo
Night Elf Druid
Dragonblight
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Originally Posted by masanbol
I'd like to see the math behind this real quick, if you don't mind.
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Have a look in this thread, its long but worth it to understand how they got there.
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09/24/07, 12:36 AM
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#831
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King Hippo
Night Elf Druid
Blackhand
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Originally Posted by masanbol
I'd like to see the math behind this real quick, if you don't mind.
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As Cluey posted, the math and parsings were all done in the rogue/warrior weapon skill discussion thread.
Summary the miss chance is:
If the difference between the Mob's defense skill and your weapon skill is less than or equal to 10:
5% + (Defender_Defense_Skill - Attacker_Weapon_Skill)*0.1%
If the difference between the Mob's defense skill and your weapon skill is greater than 10
7% + (Defender_Defense_Skill - Attacker_Weapon_Skill - 10)*0.4%
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09/24/07, 3:51 AM
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#832
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Piston Honda
Night Elf Druid
Dragonblight
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I would like to see cats go from 2 AP per 1 Str to 1:1, and make HotW scale AP in cat by 20% instead of Str.
This would work well in two different ways. First, it would align cat and rogue gear much more than it is now. All the Agi/AP gear would suddenly look good instead of barely passable. Second, it should improve raid dps enough that you don't need to be a druid in superb gear in the dps group to compete with a rogue watching the TV and employing a bobble bird to hit SS. It might put us over the top in raid, but I rather doubt it.
Or say to hell with it and make cats DW, which would also make rogue gear look good.
For evaluating recruit's gear for a cat slot, a lot of + crit is a big no-no. Crit leather is generally pretty bad for a cat, worse than Agi/AP pieces.
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09/24/07, 8:50 AM
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#833
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Glass Joe
Night Elf Druid
Twisting Nether (EU)
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I have problem with identification what is the "normal damage" in feral skills description.
For example, Mangle deals 160% Normal damage plus 264.
Can anyone tell me what "normal damage" is, or how to calculate it ?
thank you in advance.
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09/24/07, 9:18 AM
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#834
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King Hippo
Night Elf Druid
Blackhand
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Originally Posted by The Grog
I would like to see cats go from 2 AP per 1 Str to 1:1, and make HotW scale AP in cat by 20% instead of Str.
This would work well in two different ways. First, it would align cat and rogue gear much more than it is now. All the Agi/AP gear would suddenly look good instead of barely passable. Second, it should improve raid dps enough that you don't need to be a druid in superb gear in the dps group to compete with a rogue watching the TV and employing a bobble bird to hit SS. It might put us over the top in raid, but I rather doubt it.
Or say to hell with it and make cats DW, which would also make rogue gear look good.
For evaluating recruit's gear for a cat slot, a lot of + crit is a big no-no. Crit leather is generally pretty bad for a cat, worse than Agi/AP pieces.
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Simply changing HotW to work as 20% more AP would be the equivalent to giving us properly itemized gear (though it would add a bit of extra AP via BoM, BS etc). I dont see how this would be over the top in any way.
Originally Posted by Shinedred
I have problem with identification what is the "normal damage" in feral skills description.
For example, Mangle deals 160% Normal damage plus 264.
Can anyone tell me what "normal damage" is, or how to calculate it ?
thank you in advance.
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Its the normal damage you deal in a regular hit. For cats thats the base which is somewhere around 55 (55.4 sticks out in my mind but Im not certain) + AP/14 (this being because we have a 1 sec attack speed so 14 AP per DPS means 14 AP per extra point of damage per hit).
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09/24/07, 11:24 AM
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#835
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Dukes
Tauren Druid
No WoW Account (EU)
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Originally Posted by Valerian
Originally Posted by Shinedred
I have problem with identification what is the "normal damage" in feral skills description.
For example, Mangle deals 160% Normal damage plus 264.
Can anyone tell me what "normal damage" is, or how to calculate it ?
thank you in advance.
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Its the normal damage you deal in a regular hit. For cats thats the base which is somewhere around 55 (55.4 sticks out in my mind but Im not certain) + AP/14 (this being because we have a 1 sec attack speed so 14 AP per DPS means 14 AP per extra point of damage per hit).
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Character screen -> melee section -> normal hit damage (should be green due to the 1.1x naturalist multiplier, assuming you have it). Make sure you're in the correct form or else you'll come out with some strange results. Note that this is before all armour modifiers, so it will likely be less in reality than that calculated from "pure" tooltip damage.
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09/24/07, 12:39 PM
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#836
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King Hippo
Night Elf Druid
Blackhand
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Originally Posted by dukes
Character screen -> melee section -> normal hit damage (should be green due to the 1.1x naturalist multiplier, assuming you have it). Make sure you're in the correct form or else you'll come out with some strange results. Note that this is before all armour modifiers, so it will likely be less in reality than that calculated from "pure" tooltip damage.
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Is the char screen value the appropriate one to use if you have naturalist? I had thought that naturalist increased the constant portion of mangle and shred as well.
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09/24/07, 1:03 PM
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#837
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Dukes
Tauren Druid
No WoW Account (EU)
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Originally Posted by Valerian
Is the char screen value the appropriate one to use if you have naturalist? I had thought that naturalist increased the constant portion of mangle and shred as well.
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Isn't it only Rip that gets double benefit from multipliers? I thought other attacks only worked as the tooltips state.
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09/24/07, 1:30 PM
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#838
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King Hippo
Night Elf Druid
Blackhand
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Originally Posted by dukes
Isn't it only Rip that gets double benefit from multipliers? I thought other attacks only worked as the tooltips state.
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Well shred is 2.25*normal damage +405
Now is it (2.25*normal damage +405)*1.1
or 2.25 * (normal damage*1.1) +405
The latter is what you'd get if you took the Char screen numbers for your paw damage and threw it into the Shred formula (since Naturalist shows up on the sheet). The former is what would happen if you took your unmodified by naturalist paw damage threw it into the shred formula and then added naturalist in.
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09/24/07, 4:27 PM
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#839
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Don Flamenco
Tauren Druid
Gul'dan (EU)
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Originally Posted by dukes
Isn't it only Rip that gets double benefit from multipliers? I thought other attacks only worked as the tooltips state.
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I think Rip doesn't get double the multiplier, the Tooltip is just wrong. Either way, the "second naturalist" would only apply to the base damage, not the scaling part.
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09/25/07, 12:19 AM
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#840
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Bald Bull
Tauren Druid
Lightbringer
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Originally Posted by Valerian
Well shred is 2.25*normal damage +405
Now is it (2.25*normal damage +405)*1.1
or 2.25 * (normal damage*1.1) +405
The latter is what you'd get if you took the Char screen numbers for your paw damage and threw it into the Shred formula (since Naturalist shows up on the sheet). The former is what would happen if you took your unmodified by naturalist paw damage threw it into the shred formula and then added naturalist in.
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It's the former I believe, though 40 damage would be hard to notice.
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09/25/07, 3:12 AM
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#841
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Piston Honda
Orc Death Knight
Thaurissan
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Hmmm. Changing HotW to AP would also boost the FAP on weapons by 20%. Which may or may not be a good idea. I tend to side with not. Of course they could reduce the FAP scaling to account for that. In general having our special damage scale as if we're using a 1H weapon in both cat and bear is probably what they intent. Our auto attack damage is still the part that suffers, due to a lack of any dual wield or haste mechanics, which means haste isn't an effective stat for us. That said, the implementation of HotW in cat is pretty much incompatible with the way they itemise general melee leather so they should do something or there'll continue to be an issue.
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09/25/07, 8:00 AM
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#842
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Von Kaiser
Night Elf Druid
Argent Dawn
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I'm terribly sorry if this was discussed or answered elsewhere, the thread is just too big and I tried a search.
Basically I've been in a state of semi-arguement with our other melee for a while now. The discussion is about whether I, as a feral druid, should be in the melee group if we have 1 Enhancement Shaman, 1 or 2 warriors and 2 or 3 rogues. Some people tell me I should not be, and I usually get "bumped out", because Windfury is such a great DPS to a Rogue. However, I reason that it is not greater than the DPS which comes from me getting Unleashed Rage and Str of Earth, and also giving the group 5 crit.
The situation is simple really, and so is my question.
Group:
Enhancement Shaman
Warrior
Rogue/Warrior
Rogue
Rogue
Would swapping a rogue out, and a feral druid in, increase or decrease overal raid DPS?
Is the DPS increase that a Rogue gets from WF bigger than the DPS increase I get from Unleashed Rage plus adding Leader of the Pack to Melee?
My instinct tells me I need to be in that group for maximum DPS, but others disagree and my Theorycrafting Skills are not so great as to calculate this myself. Mind that this is at an early T6-raid level situation, so halfway through BT, Hyjal Cleared.
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09/25/07, 8:10 AM
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#843
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Von Kaiser
Night Elf Druid
Argent Dawn (EU)
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Originally Posted by Wings
I'm terribly sorry if this was discussed or answered elsewhere, the thread is just too big and I tried a search.
Basically I've been in a state of semi-arguement with our other melee for a while now. The discussion is about whether I, as a feral druid, should be in the melee group if we have 1 Enhancement Shaman, 1 or 2 warriors and 2 or 3 rogues. Some people tell me I should not be, and I usually get "bumped out", because Windfury is such a great DPS to a Rogue. However, I reason that it is not greater than the DPS which comes from me getting Unleashed Rage and Str of Earth, and also giving the group 5 crit.
The situation is simple really, and so is my question.
Group:
Enhancement Shaman
Warrior
Rogue/Warrior
Rogue
Rogue
Would swapping a rogue out, and a feral druid in, increase or decrease overal raid DPS?
Is the DPS increase that a Rogue gets from WF bigger than the DPS increase I get from Unleashed Rage plus adding Leader of the Pack to Melee?
My instinct tells me I need to be in that group for maximum DPS, but others disagree and my Theorycrafting Skills are not so great as to calculate this myself. Mind that this is at an early T6-raid level situation, so halfway through BT, Hyjal Cleared.
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I'm fairly sure it's been covered several times that a rogue would be better for the WF buff - since it's so retardedly good for any class with a melee-weapon.
Last edited by Morghus : 09/25/07 at 8:11 AM.
Reason: Typo
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09/25/07, 8:17 AM
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#844
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Von Kaiser
Night Elf Druid
Argent Dawn
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Most discussion I found was before the Windfury hotfix though. I'm personally not so sure if WF is still so much greater a DPS boost than Unleashed Rage and other shaman buffs are to a druid. I don't doubt WF for a second, and rogue DPS is still much larger, but I'm talking about the pure difference between melee with LotP AND a druid with Shaman buffs, or 1 rogue with WF more.
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09/25/07, 9:26 AM
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#845
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King Hippo
Tauren Druid
Twisting Nether (EU)
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Originally Posted by Wings
Most discussion I found was before the Windfury hotfix though. I'm personally not so sure if WF is still so much greater a DPS boost than Unleashed Rage and other shaman buffs are to a druid. I don't doubt WF for a second, and rogue DPS is still much larger, but I'm talking about the pure difference between melee with LotP AND a druid with Shaman buffs, or 1 rogue with WF more.
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Sorry, but in dps terms they are correct not you. Even more so if that is a Fury Warrior in the group.
I arrange the groups often for our raids and I only get a place in the Enh Shaman melee group if there are no more Rogues/DPS Warr melee to go in it. Get them to put you into the MT group instead - you will improve their threat a lot with your crit aura and for most fights any Shaman in the MT group would be dropping GoA which helps you a lot more than sitting in a group with a WF totem down.
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09/25/07, 10:04 AM
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#846
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Von Kaiser
Night Elf Druid
Proudmoore
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Other bonuses of being the in the MT group include Battleshout and Commanding Shout in most circumstances. I personally enjoy being in the hunter group.
2 hunters, a resto shaman and a misc cloth dps class usually round out our 'leftovers' group. This is actually quite advantageous; at least one hutner will be beast spec, and with no filthy melee weapon wielding classes in the group, GoA is out, as is SoE.
I will continue to pine for Unleashed Rage though.
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09/25/07, 10:30 AM
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#847
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Glass Joe
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I heard with the new patch there will be some changes to how we can create macros for shifting out of feral forms. Can someone shed more light on this? And perhaps provide some macros?
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09/25/07, 10:58 AM
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#848
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King Hippo
Night Elf Druid
Blackhand
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Originally Posted by Forcei
I heard with the new patch there will be some changes to how we can create macros for shifting out of feral forms. Can someone shed more light on this? And perhaps provide some macros?
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From the Blizzard's UI and Macros forum it says that /cancelform will happen immediately (like /dismount) however, this is in the changes that are coming up in 2.3 not the current patch.
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09/25/07, 11:10 AM
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#849
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Dukes
Tauren Druid
No WoW Account (EU)
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Originally Posted by Wings
Most discussion I found was before the Windfury hotfix though. I'm personally not so sure if WF is still so much greater a DPS boost than Unleashed Rage and other shaman buffs are to a druid. I don't doubt WF for a second, and rogue DPS is still much larger, but I'm talking about the pure difference between melee with LotP AND a druid with Shaman buffs, or 1 rogue with WF more.
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The difference you need to consider is whether the person you displace could still get into a semi-melee group (like the tank group). Generally if the rogue is able to get into the tank group while the tank uses BS, and you give that group windfury + SoE then the difference for the affected rogue will be fairly marginal (Unleashed Rage + talents for totems/BS) while for the melee group they all gain LoTP and on top of that you gain UR (and talent effects), which is of more benefit for a druid than any other class (stupid AP value in the first place). It's pretty comparable when you look at it that way.
If it's a warrior you're displacing, then it's more swung towards his favour (rage generation based on scaling effects).
Of course, if you're on a threat-limited encounter then it's actually more benefit you being in the tank group as you're giving the tank LoTP which is more threat, letting the main melee group do more damage overall.
You need to consider the whole situation really. Group setups for ferals is often guild, fight and gear dependant.
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09/25/07, 11:18 AM
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#850
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Von Kaiser
Night Elf Druid
Archimonde
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Originally Posted by Wings
Group:
Enhancement Shaman
Warrior
Rogue/Warrior
Rogue
Rogue
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Is/Are the warrior(s) DW-fury or not?
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