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Old 01/09/08, 10:59 AM   #46
Delita
Von Kaiser
 
Blood Elf Paladin
 
Sargeras
I'm not familiar with WWS parses, but don't they go to milliseconds? The mod I use for tracking deaths goes into milliseconds, and is [tag] encoded. Go to the mod forum here on EJ and look up Assessment for more info on that, you could probably make your own module for tracking fireball timers.

If you can wait for 2.4, the combat log is receiving a HUGE overhaul to how it functions for more accurate statistic tracking.

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Old 01/09/08, 11:23 AM   #47
Evice
Glass Joe
 
Undead Mage
 
Illidan
Correct me if i am wrong.

With the ignite change back in Pre-TBC, Blizzard seperated the ignites per mage so every mage in a raid is not feeding the ignite roll. Keeping this in mind, I think the ignite mechanic has not changed. Before haste gear and IV, the probablity of a One mage rolling his own ignite long enough was not possible. But now with IV and Haste gear we are able to roll our ignites little bit more obvious, hitting numbers 5k - 6k even 12k on certain fights. Any thoughts?

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Old 01/09/08, 11:25 AM   #48
BrTarolg
Von Kaiser
 
Gnome Mage
 
Sunstrider (EU)
Originally Posted by Searix View Post
Except that's not how this is working, the bonus ignite damage is only happening if you crit right as the ignite ticks, which is every 2 seconds.
Sorry im kind of confused - why doesn't my theory work? Instead of ignite ticking every two seconds (as done with a rank 3 fireball) if there was a "travel" time of a whole one second, then what i mean is you can potentially extend that to three seconds.

This is because every time you crit - the ignite stack "refreshes" back to zero, and the conditions have been met to roll the ignite (the ignite ticks during the fireball travel time, thus being a "free" tick)

Ok, maybe its pushing it to say that there is a 1 second travel time, but even a 0.5 second travel time would mean you only need <2.5 second casts.

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Old 01/09/08, 11:32 AM   #49
Cardynal
Piston Honda
 
Orc Warrior
 
Mug'thol
Originally Posted by Delita View Post
I'm not familiar with WWS parses, but don't they go to milliseconds? The mod I use for tracking deaths goes into milliseconds, and is [tag] encoded. Go to the mod forum here on EJ and look up Assessment for more info on that, you could probably make your own module for tracking fireball timers.

If you can wait for 2.4, the combat log is receiving a HUGE overhaul to how it functions for more accurate statistic tracking.
Look at my post above showing a rolling half ignite...it goes down to the MS...and yes it is from wws from the night before.



And to Evice

Yes that is correct...but it would be rather difficult to see 12k ignites as that would take quite a few crits in a row during IV or bloodlust. 5-6 K is more reasonable as you'll see one in my log above. However the actual single tick of the ignite doesn't matter quite as much...just the % dmg done. I'd like to see logs of someone critting at around 2.0 seconds more than 3-4 times in a row to see if you gain over 50% ignite dmg.

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Old 01/09/08, 11:47 AM   #50
Etherealz
Piston Honda
 
Etherealz's Avatar
 
Undead Mage
 
Kel'Thuzad
Originally Posted by Cardynal View Post
Look at my post above showing a rolling half ignite...it goes down to the MS...and yes it is from wws from the night before.



And to Evice

Yes that is correct...but it would be rather difficult to see 12k ignites as that would take quite a few crits in a row during IV or bloodlust. 5-6 K is more reasonable as you'll see one in my log above. However the actual single tick of the ignite doesn't matter quite as much...just the % dmg done. I'd like to see logs of someone critting at around 2.0 seconds more than 3-4 times in a row to see if you gain over 50% ignite dmg.
In searix's screenshot on the first page he appears to have done 62% more damage over intended ignite damage. That was with a 4 crit streak.

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Old 01/09/08, 12:10 PM   #51
kralizec
Glass Joe
 
Orc Warrior
 
Rashgarroth (EU)
It seems like a nice race condition bug, like 2 operations conducted nearly at the same time, accessing a single var or something like that.

Additionally, the op stated that damage is calculated upon spellcast, but is is at the beginning or at the end of a cast ? As far as I feel, it could be at the beginning. This could be verified by doing shatter combos with the water elem.
1) pet-nova then begin to cast : normal situation, shatter applies
2) begin to cast then pet-nova : i feel that shatter does not apply. I need to confirm it this evening.

It would modify your timings and theory quite a bit.

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Old 01/09/08, 12:17 PM   #52
Evice
Glass Joe
 
Undead Mage
 
Illidan
Originally Posted by kralizec View Post
It seems like a nice race condition bug, like 2 operations conducted nearly at the same time, accessing a single var or something like that.

Additionally, the op stated that damage is calculated upon spellcast, but is is at the beginning or at the end of a cast ? As far as I feel, it could be at the beginning. This could be verified by doing shatter combos with the water elem.
1) pet-nova then begin to cast : normal situation, shatter applies
2) begin to cast then pet-nova : i feel that shatter does not apply. I need to confirm it this evening.

It would modify your timings and theory quite a bit.
Before Patch 2.3.2, I have used multiple times "begin to cast then pet-nova" Edit: Shatter applies. I have started using it since it was giving me more control. I am hoping it did not change with new patch, I didn't have chance to test it yet.

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Old 01/09/08, 12:18 PM   #53
Cardynal
Piston Honda
 
Orc Warrior
 
Mug'thol
Originally Posted by kralizec View Post
It seems like a nice race condition bug, like 2 operations conducted nearly at the same time, accessing a single var or something like that.

Additionally, the op stated that damage is calculated upon spellcast, but is is at the beginning or at the end of a cast ? As far as I feel, it could be at the beginning. This could be verified by doing shatter combos with the water elem.
1) pet-nova then begin to cast : normal situation, shatter applies
2) begin to cast then pet-nova : i feel that shatter does not apply. I need to confirm it this evening.

It would modify your timings and theory quite a bit.
Calculations are done at the completion of the spell cast.

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Old 01/09/08, 12:36 PM   #54
manly
Soda Popinski
 
manly's Avatar
 
Troll Mage
 
Mal'Ganis
Confirming damage is calculated at the end of the spellcast -- if you prefer, when you pay the mana (ignoring clearcasting here obviously). 'As it leaves your hand'.

<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff

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Old 01/09/08, 1:11 PM   #55
Castia
Von Kaiser
 
Undead Mage
 
Lightning's Blade
The 245 haste rating needed to cast Fireballs <2s w/ Bloodlust is attainable with the following items:
[Zhar'doom, Greatstaff of the Devourer] - Illidan
[Footpads of Madness] - Jan'alai (Dragonhawk in ZA)
[Waistwrap of Infinity] - Supremus
[Ring of Ancient Knowledge] - BT/MH Trash
[Mana Attuned Band] - Timed Ring from ZA
[Loop of Cursed Bones] - Zul'jin
[Bracers of Nimble Thought] - Crafted BoE [Pattern: Bracers of Nimble Thought]
[Shroud of the Highborne] - Illidan

And non-haste items:
[Robes of the Tempest] - Illidan
[Gloves of the Tempest] - Azgalor
[Cowl of the Tempest] - Archimonde
[Mantle of the Tempest] - Mother Shahraz
[Leggings of Channeled Elements] - Kaz'rogal
[The Skull of Gul'dan] - Illidan
[Carved Witch Doctor's Stick] - 25 Badges
[Hex Shrunken Head] - Hex Lord Malacrass

259 Haste
1212 Spell Damage
194 Crit Rating
118 Hit Rating
374 Int
423 Stam
135 Spirit

All sockets w/ +12 Spell Damage, except for 2 for the meta req.

With Totem of Wrath, that's 3 hit under cap.

I went with Cowl of the Tempest/Leggings of Channeled Elements purely for the look, but yes, Cowl of the Illidari High Lord/Leggings of the Tempest are better by roughly 1% crit if you want to look funny :P

Last edited by Castia : 01/09/08 at 2:14 PM.

Midyit drop ur gild

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Old 01/09/08, 1:37 PM   #56
manly
Soda Popinski
 
manly's Avatar
 
Troll Mage
 
Mal'Ganis
Yes, this is why you take illidan crown over hyjal pants.
edit: or better yet, wand of the forgotten star.

<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff

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Old 01/09/08, 4:51 PM   #57
Hate Monkey
Don Flamenco
 
Hate Monkey's Avatar
 
Troll Mage
 
Arthas
Originally Posted by Pintofbrew View Post
I got quite confused with "Travel time is a fixed speed". For a moment I thought you meant projectiles will take a specific length of time to reach a target irrespective of distance.

Just to clarify what I think you actualey mean is: Since distance between caster and target won't change, travel time will remain constant.

Your argument is almost correct because ignite's timer is dependent on when the spell hits the mob and as such distance -is- important.

Take the following assumption: Say the target is 4sec fireball travel-time away. Irrespective of haste, by the time the second ball hits the last ball's ignite will be over already.
Maybe I didn't word it exactly as I was thinking.

Since Fireballs travel the same speed no matter what distance you're from the mob, it does not matter how far away you are from the mob for the rolling ignites to happen.

Taking Fax's theory of Fireballs travel speed of about 40yards/sec, if you're casting at 2second Fireballs, total time for the Fireball from start of cast is 3 seconds to land. But, the next Fireball cast is 1sec through the cast by the time the first Fireball lands, leaving 2s till this one lands, allowing for the rolling ignites to happen. Now if we reverse the distance, and make it 0, you still land fireballs every 2seconds, making it so that your distance from the mob has zero effect on whether the ignite tick will roll, just your cast time.

Using your 4 sec travel time, and the needed 2s cast, this means for the time since first cast, 5 seconds after the first cast, the fireball is 1 sec from the target, and your 2nd cast is now 3 seconds from the target, and you're 1sec into your third cast already.

So again, distance from the mob has ZERO impact on your ability to roll ignites. The problem with distance is when your target is moving, making the travel time vary.

Originally Posted by Castia View Post
I went with Cowl of the Tempest/Leggings of Channeled Elements purely for the look, but yes, Cowl of the Illidari High Lord/Leggings of the Tempest are better by roughly 1% crit if you want to look funny :P
From my looking at the gear, comparing to what I had, it was 7 crit rating more for the loss of 6 damage compared to what I'm using. That combo does provide a little more health though.

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Old 01/09/08, 5:17 PM   #58
BrTarolg
Von Kaiser
 
Gnome Mage
 
Sunstrider (EU)
Originally Posted by Hate Monkey View Post
stuff
Woah ok - back to the post i made earlier - if i lay it out like this
Fireballs have a 2.9999 second cast time (about) and have a 1 second travel time

0 - cast fireball
3 - fireball leaves hand - chaincast next fireball
4 - fireball crits, ignite starts
6 - second fireball is released *just* before first ignite tick, and chaincast next fireball
6 - ignite has a "free tick" because it ticks during the travel time (6-7) of the second fireball
7 - second fireball crits, and resets ignite to 0, but calculates ignite damage to be as if there were no ticks (rolling)
9 - third fireball leaves hand
9 - second "ignite" tick happens just after the fireball leaves hand (during travel time - free tick)
10 - third fireball lands, crits, and resets ignite stack, but rolls all three fireballs together.

Am i missing something - with the above example, with about (10?) spellhaste - we have achieved rolling ignites, *purely* due to the travel time. So travel time *must* matter

Ofc - it doesn't help my post earlier in the thread was ignored slightly to understand this - but ill say again - i still beleive you can roll ignites using only passive haste, and not too much of it either.

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Old 01/09/08, 5:21 PM   #59
Hate Monkey
Don Flamenco
 
Hate Monkey's Avatar
 
Troll Mage
 
Arthas
Are you not understanding?

A Rolling ignite will only happen when the Fireball cast time is <=2seconds.

What you are describing is the normal Ignite "balancing". There are posts in this thread that show what you're talking about and show that your situation is only 40% ignite damage, whereas with a 2sec or less Fireball cast, you get a 50% or greater Ignite damage done.

Last edited by Hate Monkey : 01/09/08 at 5:40 PM.

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Old 01/09/08, 5:37 PM   #60
Vhad
Don Flamenco
 
Night Elf Warrior
 
Silvermoon (EU)
Did you mean <=2 seconds? Edit: just remove this post, was too fast

What!?

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