 |
| Welcome to Elitist Jerks |
We're testing some new features on the site regarding OpenID registration and coordination with gamerDNA. If you experience any issues with registering an account, please take the time to fill out a report and send it to this e-mail address. We would appreciate any assistance you could provide in making sure everything is functioning as intended. Thanks!
If this is your first visit, please be sure to check out the FAQ and the forum rules. Users must register to post and new registrations are subject to a one day "mute" period to get acquainted with the community.
|
03/06/07, 5:20 PM
|
#151
|
|
Don Flamenco
Night Elf Warrior
Twilight's Hammer (EU)
|
Is that counted in the 10% extra damage you need to do to get aggro in melee and the person that damaged to get aggro, are their modifiers counted in?
And if it's multiplicative with stance modifier it's pretty damn nice. It seems they did then lower the multiplier on thunderclap, since if 200-250% was the threat it did before in battlestance, it fits pretty good. Can't wait til the patch hits Europe.
|
|
|
|
|
|
03/06/07, 5:25 PM
|
#152
|
|
Piston Honda
Human Warrior
Thorium Brotherhood
|
Originally Posted by Whiteknight
Roana: based on the damage done, can I assume you did that test with 3/3 improved thunderclap?
|
Yes. I had been specced for Improved Thunder Clap since 2.0.
|
|
|
|
|
|
03/06/07, 5:30 PM
|
#153
|
|
Piston Honda
Human Warrior
Thorium Brotherhood
|
Originally Posted by Juno
Is that counted in the 10% extra damage you need to do to get aggro in melee and the person that damaged to get aggro, are their modifiers counted in?
|
Just follow the math.
196*1.75*1.3*1.15*1.1 = 564.0635, which falls between 558 and 568.
Overall, it's about 18% more threat than before if you have Defiance and about 2.3% more threat than before if you don't (not accounting for the loss of threat for anything that you did in Battle Stance pre-patch).
|
|
|
|
|
|
03/06/07, 5:52 PM
|
#154
|
|
Mass Teleport
Lorentz
Troll Shaman
No WoW Account
|
How much does Thunderclap usually hit for on a sundered target? (Include FF and CoR if you want, and perhaps distinguish between clothy bosses like Aran and high armor bosses like Garr?)
The way I'm reading your math, if Tclap does 172 or more damage then it does 301 or more threat, at which point it becomes better than sunder. That seems pretty amazing for an AE threat ability, unless its threat is divided among targets like Demo Shout.
|
|
|
|
|
|
03/07/07, 4:19 AM
|
#155
|
|
Von Kaiser
Troll Priest
Al'Akir (EU)
|
Originally Posted by Erongg
How much does Thunderclap usually hit for on a sundered target? (Include FF and CoR if you want, and perhaps distinguish between clothy bosses like Aran and high armor bosses like Garr?)
The way I'm reading your math, if Tclap does 172 or more damage then it does 301 or more threat, at which point it becomes better than sunder. That seems pretty amazing for an AE threat ability, unless its threat is divided among targets like Demo Shout.
|
Demo Shout is a debuff not a damage skill. Damage threat can't not be divided.
|
|
|
|
|
|
03/07/07, 7:25 AM
|
#156
|
|
Don Flamenco
Dwarf Warrior
Eredar (EU)
|
How much threat does Thunderclap do in Defensive Stance?
if its damage * 2 in battle stance, is there any modifier for defensive stance?
|
|
|
|
|
03/07/07, 10:18 AM
|
#157
|
|
Bald Bull
Tauren Druid
Black Dragonflight
|
Originally Posted by zork
How much threat does Thunderclap do in Defensive Stance?
if its damage * 2 in battle stance, is there any modifier for defensive stance?
|
Hey there, maybe you should read up a few posts.
|
|
|
|
|
|
03/07/07, 11:26 AM
|
#158
|
|
Glass Joe
Tauren Warrior
Jubei'Thos
|
I just ran a few quick tests on live and can confirm Thunder Clap threat seems to be 1.75 damage multiplier in both battle and defense stance.
Thunderfury's nature resistance debuff has been dropped down to between 11 and 22 unmodified threat from preliminary tests with a similar value for the attack speed debuff. Further testing required to get exact values.
|
|
|
|
|
|
03/08/07, 6:36 AM
|
#159
|
|
Bald Bull
Night Elf Warrior
Proudmoore
|
|
|
|
|
|
|
03/08/07, 7:42 AM
|
#160
|
|
Glass Joe
Tauren Warrior
Vashj (EU)
|
TPS
Hi
Before 2.0.10 I was sitting around 650 TPS on average (using ktm and tps mod). Last night, on some heroic (Uur kaza raid died due to multi server shutdowns. wtf?) I found out, that I hold a mob, on some 750 TPS. My guild mates nuked him, but past the first 5 secs, I glued him to me. Do others feel our threat was raised by some 10-15 percent?
|
|
|
|
|
|
03/08/07, 7:54 AM
|
#161
|
|
Not enough rage
Gnome Warrior
Argent Dawn (EU)
|
The supposed 10-20% rage increase (havent played since the patch so havent tried myself) should account for some of that
|
|
|
|
|
|
03/08/07, 8:43 AM
|
#162
|
|
King Hippo
Draenei Shaman
Frostwolf (EU)
|
Originally Posted by Brissa
The supposed 10-20% rage increase (havent played since the patch so havent tried myself) should account for some of that
|
Yep, that would be my assumption as well. Granted my only warrior is in his late twenties but I had much more rage to dump yesterday than I had the day before. Pretty amazing 
|
|
|
|
|
|
03/08/07, 3:08 PM
|
#163
|
|
/facepalm
Blood Elf Paladin
Dragonblight
|
A bit offtopic from the warrior discussion everyone's been having in the last few posts, but I just re-read the original post and I noticed that in the threat description for Paladins, Righteous Fury is marked as affecting Holy Damage only. Has there ever been any conclusive testing done to see if Righteous Fury's multiplier only worked off holy damage, or if casting heals (a Holy spell) also is affect by the 1.6 (1.9 talented) multiplier?
|
|
|
|
|
|
03/08/07, 4:41 PM
|
#164
|
|
Bald Bull
Night Elf Warrior
Proudmoore
|
Yeah, I tested this myself. Read a few lines down from the damage statement and you'll see this:
|
Righteous Fury has been modified in 2.0.1 to affect all paladin spells, including healing. This means a Paladin with talented Righteous Fury up heals for almost the same threat as a priest/druid without threat reduction talents (0.25*1.9=0.475, compared to 0.5 heal threat for other heal classes)
|
|
|
|
|
|
|
03/08/07, 5:36 PM
|
#165
|
|
Glass Joe
|
Hey all, are these numbers still good with the recent changes to druids and stuff? Thanks 
|
|
|
|
|
|
03/08/07, 6:04 PM
|
#166
|
|
Glass Joe
Gnome Warrior
The Venture Co (EU)
|
Linking to my Thunder Clap research on WoW-EU forums. Confirming some of Roana's work.
http://forums.wow-europe.com/thread....28312887&sid=1
- Thunder Clap is affected by the stance modifier (0,8 Battle; 1,3 Defensive)
- Thunder Clap threat has a 2,25 modifier untalented, and 1,75 when fully talented. This compensates for otherwise outrageous threat differences on a relatively cheap talent.
Expected formula is:
TC Threat = Damage * (2,25 - ( 0,50 * x / 100 ))
where x is the percentage of additional damage as shown in the talent tree ( 0 - 100 )
- Thunder Clap has no additional static innate threat value
- Multiple targets do not share a single Thunder Clap threat value, all threat to a target is handled individually. Thus Thunder Clap creates four times as much total threat per global cooldown on four targets, compared to single target use. This is the same as before the patch.
For more detailed information and raw data, please consult the link (Not posted entirely since it might be considered spam)
Yours truly,
Lavina Darkspark.
Last edited by Lavina : 03/08/07 at 6:07 PM.
Reason: Spelling
|
|
|
|
|
|
03/08/07, 6:33 PM
|
#167
|
|
Don Flamenco
Human Priest
Chromaggus (EU)
|
As an empirical observation, Thunder Clap is extremely strong, a bit too strong actually. I found myself spamming it every 4 seconds. Right now, at least for the era of challenging heroic instances, it's a must have really. I was able to tank up to 7-8 mobs as comfortably as a druid does with it, and now I must say, I would feel jealous about druids if this was a tool we always had and then taken back.
|
|
|
|
|
|
03/08/07, 7:36 PM
|
#168
|
|
Run-speed Nazi
|

Originally Posted by Lavina
Linking to my Thunder Clap research on WoW-EU forums. Confirming some of Roana's work.
http://forums.wow-europe.com/thread....28312887&sid=1
- Thunder Clap is affected by the stance modifier (0,8 Battle; 1,3 Defensive)
- Thunder Clap threat has a 2,25 modifier untalented, and 1,75 when fully talented. This compensates for otherwise outrageous threat differences on a relatively cheap talent.
Expected formula is:
TC Threat = Damage * (2,25 - ( 0,50 * x / 100 ))
where x is the percentage of additional damage as shown in the talent tree ( 0 - 100 )
- Thunder Clap has no additional static innate threat value
- Multiple targets do not share a single Thunder Clap threat value, all threat to a target is handled individually. Thus Thunder Clap creates four times as much total threat per global cooldown on four targets, compared to single target use. This is the same as before the patch.
For more detailed information and raw data, please consult the link (Not posted entirely since it might be considered spam)
Yours truly,
Lavina Darkspark.
|
I can't access the main wow site from work. Is it safe to assume that your analysis also included the impact of defiance?
|
|
|
|
|
|
03/08/07, 8:06 PM
|
#169
|
|
Don Flamenco
Blood Elf Rogue
Blackrock
|
Originally Posted by Plea
As an empirical observation, Thunder Clap is extremely strong, a bit too strong actually. I found myself spamming it every 4 seconds. Right now, at least for the era of challenging heroic instances, it's a must have really. I was able to tank up to 7-8 mobs as comfortably as a druid does with it, and now I must say, I would feel jealous about druids if this was a tool we always had and then taken back.
|
After using it in Karazhan last night, I feel TC is more or less spot on where it should be, an every man's TF.
It feels about the same as bear swipe in terms of being more or less just able to hold over healing agro for mobs you are not directly tanking but you still have to do a bit of swapping to make sure they stick and it won't hold agro over AOE'ers as it probably shouldn't.
|
|
|
|
|
|
03/09/07, 2:02 AM
|
#170
|
|
Don Flamenco
Gnome Warlock
Dragonblight
|
Originally Posted by squiffy
After using it in Karazhan last night, I feel TC is more or less spot on where it should be, an every man's TF.
It feels about the same as bear swipe in terms of being more or less just able to hold over healing agro for mobs you are not directly tanking but you still have to do a bit of swapping to make sure they stick and it won't hold agro over AOE'ers as it probably shouldn't.
|
You mean the way swipe used to work...... It doesn't hold over healer aggro in heroics nearly like it used to, and often not. Now its tab target mangle/lacerate for druids (essentially tab shield slam / sunder). Tclap has a threat multipler now, but swipe doesn't, and it is limited to 3 targets and does a LOT less damage than before.
Regardless, we seem to have all the threat data for this patch now, for lacerate, mangle, maul, swipe, and tclap. But more small tweaks wouldn't surprise me. Blizzard seems very intent on making all 3 classes viable tanks in the long term.
|
|
|
|
|
|
03/09/07, 3:50 AM
|
#171
|
|
Don Flamenco
Blood Elf Rogue
Blackrock
|
No, I actually mean the way swipe is now.
Before the swipe-threat-multiplier-nerf, swipe was stupefyingly good.
My gut feeling is that swipe and TC are around the same level of threat, given TC is a 4 second cooldown while swipe is (rage permitting) spammable. In both circumstances the "tank" has to swap targets to apply a higher threat move to stay on top of healing agro on the non-assisted mob(s). TC spam alone won't hold over healer agro of heavy hitting mobs.
I'm actually looking forward to doing a heroic on the warrior now as I remember just how frantic it was trying to hold multi mobs on a pull and trying to hit all of them with some threat before the first heal landed.
|
|
|
|
|
|
03/09/07, 5:15 AM
|
#172
|
|
Pig Farmer
Night Elf Druid
Emerald Dream (EU)
|
|
trying to hold multi mobs on a pull and trying to hit all of them with some threat before the first heal landed.
|
This is the key thing to TC's added functionality for me. It ensures you can quickly stick a bunch of mobs to you right of the bat, safeguarding your source of rage and ofcourse preventing mobs running all over the place. After that I still tend to tab-threat quite a bit, as much as the MA target's aggro allows, while including TC in my cycles. Only annoying part is if theres little room to work in and stuff is CC'd near you
In more laid back situations, I find that exclusive use of TC is fine for holding aggro on all mobs but the MA target.
I also have a question. Say you get a lot of mobs inc, 6-8 or so, how do you make sure TC's land on every target enough to keep them on you, considering its target limit? Thinking of stuff like the packs before Moroes in Kara now for example.
|
|
|
|
|
|
03/09/07, 6:07 AM
|
#173
|
|
Bald Bull
|
Generally you can do things like just hopping around to get your abilities to fire off on different targets. The best example is a rogue running in to a group of mobs with blade flurry up, if he strafes in circles then he will be hitting different mobs every time he moves.
|
|
|
|
|
|
03/09/07, 9:54 AM
|
#174
|
|
Glass Joe
Gnome Warrior
The Venture Co (EU)
|
Originally Posted by Fellwraith
I can't access the main wow site from work. Is it safe to assume that your analysis also included the impact of defiance?
|
Yes it does. Defiance is factored in as 1.3 * 1.15 = 1.495. In a hypothetical case where Defiance had no effect, I'd have been unable to duplicate the 1.75 factor for two stances (the first test). Sadly WoW-EU forum is down for me currently, so I can't send you a copy though Pm here (yet).
|
|
|
|
|
|
03/09/07, 12:46 PM
|
#175
|
|
Run-speed Nazi
|
Originally Posted by Dynalisia
I also have a question. Say you get a lot of mobs inc, 6-8 or so, how do you make sure TC's land on every target enough to keep them on you, considering its target limit? Thinking of stuff like the packs before Moroes in Kara now for example.
|
Follow gwaihir's advice. A combo of cleave + thunderclap and some moving to the left or right should round up most of the mobs. If you're really feeling clever you can circle strafe. Make sure you keep everything in front of you (so you can block and parry) and it works fine.
I found defensive tclap to be very useful on the Moroes and library trash this week. I'm going to try it in steam vaults this weekend, it should help quite a bit on mechgineer. However, it still doesn't cut it for shattered halls heroic mode. If you try to tank more than 2-3 mobs, the incoming damage is way too high to keep aggro off the healers. It helps a bit, but tab +slam/revenge and cleave are still required.
|
|
|
|
|
|
|