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12/27/07, 10:01 PM
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#1451
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Von Kaiser
Human Rogue
Bloodhoof (EU)
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In my "boss debuffs" column for Hit, Faerie Fire is listed with 47. Any idea why that is? With it, my total buffed hit is over 400 and it is inflicting the buffed results of my gear. Something must be wrong?
Last edited by madman : 12/27/07 at 10:12 PM.
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12/27/07, 10:28 PM
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#1452
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Von Kaiser
Worgen Death Knight
Llane
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That'd be Imp Faerie Fire. Change the 3 in the Imp calling to 0. Fixed.
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12/28/07, 3:47 AM
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#1453
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Glass Joe
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I am unable to see daggers on the gear list. This includes the use of the "update" button, as no daggers show up on the list of upgrades. I know 2.3.2.4 notes said "Possible issue with daggers not showing up on the list" was fixed, but I've always had this problem. I'm using MS Excel 2007 if this helps.
Also, Seal Fate calculations seems to be horribly wrong. My DPS goes UP when I remove 5 points out of Seal Fate, and that doesn't seem to be quite right to me.
Anyway, thank you for continuing work on a great spreadhseet!
Last edited by Umbranex : 12/28/07 at 4:00 AM.
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12/28/07, 7:39 AM
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#1454
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Piston Honda
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are you sure that Y45 and Y46 in the Gear_Buffs sheet is set to daggers?
As of seal fate bugs. More details of this (what cycles are used? backstab/hemo/ss/mut instants?) would be helpful.
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12/28/07, 8:46 AM
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#1455
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Von Kaiser
Human Rogue
Bloodhoof (EU)
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Originally Posted by Devil Warrior
That'd be Imp Faerie Fire. Change the 3 in the Imp calling to 0. Fixed.
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Does it actually increase lower the hit rating needed in boss fights by 47? I had no idea. But if that is the case, why do we talk about hit cap of 363 when fully buffed? Shouldn't it be 315 then? On large boss fights there are usually several tanks, and one of them is likely to be a druid. I mean, since all kinds of other buffs/debuffs are included in the spreadsheets and math that is used here, wouldn't it make sense to talk about 315 hit cap then? I'm just asking, not critisizing, since this was news to me.
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12/28/07, 9:12 AM
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#1456
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Glass Joe
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Originally Posted by madman
Does it actually increase lower the hit rating needed in boss fights by 47? I had no idea. But if that is the case, why do we talk about hit cap of 363 when fully buffed? Shouldn't it be 315 then? On large boss fights there are usually several tanks, and one of them is likely to be a druid. I mean, since all kinds of other buffs/debuffs are included in the spreadsheets and math that is used here, wouldn't it make sense to talk about 315 hit cap then? I'm just asking, not critisizing, since this was news to me.
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In my experience raiding Boomkins are rare and thus having Imp. FF is not something that the majority of the community has access to.
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12/28/07, 9:59 AM
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#1457
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Von Kaiser
Human Rogue
Bloodhoof (EU)
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Ah, I see. I do raid with boomkin once in a while though. Guess I will have to keep two different sets of gear then. *sigh*.
But since most people don't why is it enabled by default in the new spreadsheet?
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12/28/07, 2:55 PM
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#1458
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Piston Honda
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I guess the person maintaining the sheet has a boomkin in his usual setup. 
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12/28/07, 3:08 PM
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#1459
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Glass Joe
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Bug: When you copy a Ranged item to the Gear Upgrade worksheet it copies the Helm slot instead.
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12/28/07, 3:13 PM
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#1460
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Don Flamenco
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Originally Posted by madman
Ah, I see. I do raid with boomkin once in a while though. Guess I will have to keep two different sets of gear then. *sigh*.
But since most people don't why is it enabled by default in the new spreadsheet?
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Most raiding druids are not boomkins. Most raiding boomkins do not have the imp FF talent. I wouldn't really build around it.
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12/28/07, 3:19 PM
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#1461
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Piston Honda
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Originally Posted by Wandatin
Bug: When you copy a Ranged item to the Gear Upgrade worksheet it copies the Helm slot instead.
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Hmm, I guess that means none of my equipment planning changes made it in, since I fixed that bug too.
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12/28/07, 3:35 PM
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#1462
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Great Tiger
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Originally Posted by Shadowlin
In my experience raiding Boomkins are rare and thus having Imp. FF is not something that the majority of the community has access to.
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We have a boomkin who makes a pretty good argument for not spec-ing improved faerie fire though I do keep pressing her and pressing her.
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12/28/07, 3:50 PM
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#1463
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Piston Honda
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Originally Posted by Mideci
We have a boomkin who makes a pretty good argument for not spec-ing improved faerie fire though I do keep pressing her and pressing her.
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I feel that the only reason to bring a Boomkin to raids over an additional caster DPS (especially a warlock) is the group utility (i.e. Moonkin Aura), thus, why not pick up Imp. FF?
Then again not many people have access to a Boomkin. There are so many potentially viable hybrids out there today that other ones seem to be more...useful.
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12/28/07, 3:53 PM
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#1464
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Piston Honda
Blood Elf Paladin
Blackhand
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Originally Posted by Mideci
We have a boomkin who makes a pretty good argument for not spec-ing improved faerie fire though I do keep pressing her and pressing her.
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And that argument is?
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12/28/07, 4:05 PM
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#1465
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King Hippo
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Well, looking at this last set of issues...
Murder vs. Humanoid...corrected in the next version
Typos, Midnight Chestguard and Void Reaver corrected in the next version...
Boomkin...hmm...ours just respecced Resto, I'll have to change that anyway...
Daggers seem to be working. I downloaded a copy at work, seems to work fine if you change the cells to the correct weapon types as mentioned below.
Ranged copy issue...Are you sure you are using 2.3.2.6? This was corrected in Dinesh's 2.3.2.5a which was used to create 2.3.2.6. This currently seems to be copying Ranged correctly on my version anyway. I also had corrected an issue with Backs/Cloaks and Trinket 2 not copying to the gear upgrade sheet at all.
Last edited by Dontmindme : 12/28/07 at 4:16 PM.
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12/28/07, 4:39 PM
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#1466
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Piston Honda
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Originally Posted by dinesh
Hmm, I guess that means none of my equipment planning changes made it in, since I fixed that bug too.
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Nope, just downloaded it, and my changes are in there. Maybe there was another error I just didn't notice.
edit: crap, should learn to refresh before posting. 
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12/28/07, 6:16 PM
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#1467
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Von Kaiser
Human Rogue
Bloodhoof (EU)
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What could be really useful is some warning or some way to show when the hit cap is reached, and at what value. Because the way it is now, I am really confused as to when I have reached the hit cap when I try out different gear.
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12/28/07, 6:22 PM
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#1468
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Piston Honda
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Originally Posted by madman
What could be really useful is some warning or some way to show when the hit cap is reached, and at what value. Because the way it is now, I am really confused as to when I have reached the hit cap when I try out different gear.
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363 Hit rating, +5% from talents = 28%. That is the hit cap for melee combat. The only number you have to worry about is the 363 (unless you have some oddball spec that doesnt include Precision). If your character sheet show you at or above 363, thats when you know you've reached the cap.
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12/28/07, 6:30 PM
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#1469
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Von Kaiser
Human Rogue
Bloodhoof (EU)
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I know that, but I was thinking of the values in the spreadsheet. The way it is now, they show completely different numbers to what I have. I have 320 with food buff. In the spread sheet it says "Raid & potion buffed: 399", "Unbuffed totals: 379".
So when I start to change around gear to test possible upgrades, I have no idea when I reach the cap.
Last edited by madman : 12/28/07 at 6:40 PM.
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12/28/07, 6:46 PM
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#1470
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Piston Honda
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EDIT: Wrote without thinking.
Last edited by todemax : 12/28/07 at 6:57 PM.
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12/28/07, 6:53 PM
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#1471
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Von Kaiser
Night Elf Rogue
Lightning's Blade
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Originally Posted by madman
I know that, but I was thinking of the values in the spreadsheet. The way it is now, they show completely different numbers to what I have. I have 320 with food buff. In the spread sheet it says "Raid & potion buffed: 399", "Unbuffed totals: 379".
So when I start to change around gear to test possible upgrades, I have no idea when I reach the cap.
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Look at the talents line of the gear page. It adds hit rating according to Precision. That's why.
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Now how she taketh mine eye.
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12/28/07, 6:58 PM
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#1472
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Von Kaiser
Human Rogue
Bloodhoof (EU)
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Ok, I see. But that makes it even more confusing. Why not just add a box or field that just said [+/- hit cap]. That way I could keep track of it much easier.
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12/28/07, 7:09 PM
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#1473
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Von Kaiser
Night Elf Rogue
Lightning's Blade
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Originally Posted by madman
Ok, I see. But that makes it even more confusing. Why not just add a box or field that just said [+/- hit cap]. That way I could keep track of it much easier.
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Because the talents add other things as well. Grouping them in a single row only makes sense. If you wanted to know without talents, racials, and socket bonuses added into the mix just look at the total above the one you are mistaking.
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Now how she taketh mine eye.
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12/28/07, 7:38 PM
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#1474
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Von Kaiser
Human Rogue
Bloodhoof (EU)
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I'm not saying to group things differently or change anything. But I really think that the sheet could use a field or some simple way of telling someone how close they are to the hit cap.
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12/28/07, 9:18 PM
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#1475
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King Hippo
Night Elf Rogue
Gorgonnash
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Originally Posted by madman
I'm not saying to group things differently or change anything. But I really think that the sheet could use a field or some simple way of telling someone how close they are to the hit cap.
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Look at your hit % in the top boxes. Don't exceed 28%.
Or look at the hit totals and remember 442 will be the cap in that box. (363 + 79 from precision)
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