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Old 12/14/06, 4:30 PM   #251 (permalink)
Piston Honda
 
Human Warrior
 
Dethecus
Originally Posted by Eej
You should be able to use pets on Loatheb no problem at all, and get obscene damage from constant GFTT. At least, until they hotfix the Revive Pet bug.

*whistle*
They let the revive pet bug they fixed on beta a month ago go live?
 
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Old 12/14/06, 5:42 PM   #252 (permalink)
Piston Honda
 
Draenei Shaman
 
Ysera
Its an older build of beta that is on live right now. Hence the 41 point rogue talent, and many many other things. I guess they figured they were safer going with an older beta build, then one that could potentially have adverse effects not seen on beta.
 
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Old 12/14/06, 5:45 PM   #253 (permalink)
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
They were, as far as I know, planning on pushing live a newer build than was used on beta / PTR. Something was messed up enough for them to resort to Plan B: Old (but more stable or whatever) build.

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Old 12/14/06, 6:32 PM   #254 (permalink)
Von Kaiser
 
Tauren Druid
 
Ner'zhul
Originally Posted by Itto
Wouldn't
/cast revive pet
/stopcasting
/cast call pet
/petattack
lessen the burden?
I use:

/cast [pet] Mend Pet
/castrandom [nopet] Revive Pet, Call Pet

You have to hit it a few times to get the right second option but it works. You might be able to play with changing the first line to [pet, nochannelling:Mend Pet] if you just want to mash it to get the full cast from mend pet.
 
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Old 12/14/06, 6:47 PM   #255 (permalink)
Bald Bull
 
Steelfleece's Avatar
 
Tauren Hunter
 
Mal'Ganis
Originally Posted by alienangel
Originally Posted by Rennoko
Originally Posted by Eej
You should be able to use pets on Loatheb no problem at all, and get obscene damage from constant GFTT. At least, until they hotfix the Revive Pet bug.

*whistle*
What a clever idea!! I wouldnt have even thought about that. In fact, that would work really well on Maex also. Its too bad that little trick wont help keep my pet up on Saph :(. I guess if you were really on the ball, it would work on the 4-horseman also, though very tedius to micro manage.
Works nicely on heigan too.

Imho you don't need to on 4H - i usually have enough spare mana on 4H to just mend pet or revive pet while waiting in the middle - this of course depends entirely on how your guild does rotations i guess, but between mend pets, badages and occasional PoH I usually keep my pet up through Mograine and Thane fine - during Zeliak and Blameaux she just sits in the middle.
Pets aren't affected by Void Zones, and given that pets aren't affected by C'Thun's eye beam I'm willing to bet they also are incapable of chaining Holy Wrath. Just food for thought.
 
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Old 12/14/06, 9:15 PM   #256 (permalink)
King Hippo
 
Glaurong's Avatar
 
Night Elf Hunter
 
Skywall
I ran into something today I'm trying to test further but it appears that our crits now have some amount of threat on them.

Either because it applies some hidden buff to our pet that allows a kill command or another mechanism but something is up.

I can send my pet in on 2 mobs and assist him, if I land a crit on that target the second will come running for me.

This is on Beta as of 12/14/2006. Anyone else see this?

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Old 12/14/06, 11:35 PM   #257 (permalink)
lol custom title
 
Lozzleskotch's Avatar
 
Night Elf Hunter
 
Smolderthorn
Originally Posted by Glaurong
I ran into something today I'm trying to test further but it appears that our crits now have some amount of threat on them.

Either because it applies some hidden buff to our pet that allows a kill command or another mechanism but something is up.

I can send my pet in on 2 mobs and assist him, if I land a crit on that target the second will come running for me.

This is on Beta as of 12/14/2006. Anyone else see this?
I ran through Sunken Temple yesterday on live and had the same experience, although I'm not sure if it was from critting. Stuff was generally switching from my pet to me when I shot the target my pet was tanking.
 
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Old 12/15/06, 1:34 AM   #258 (permalink)
Piston Honda
 
Kaejin's Avatar
 
Troll Death Knight
 
Mal'Ganis
Was it maybe GFTT causing the aggro?

I noticed on Anub today that my pet was getting aggro now and then from the odd Corpse Scarab, and the only thing I could think of that might be causing the scarabs to aggro my pet was Ferocious Inspiration (which happened to have procced at about the time the scarabs spawned).
 
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Old 12/15/06, 2:30 AM   #259 (permalink)
Piston Honda
 
Orc Hunter
 
Eonar
I've noticed while farming the Stonecallers in Silithus that minion AI seems to have been tweaked. If I send my pet in to attack the Stonecaller and it gets initial aggro on both, if I pull aggro from the Stonecaller during the fight, he will "send" his minion after me rather than have it keep attacking my pet. Before, it used to just continue attacking my pet because that was what grabbed initial aggro.

I can't say I've noticed the crit thing that you guys are talking about...

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Old 12/15/06, 2:48 AM   #260 (permalink)
Bald Bull
 
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Tauren Hunter
 
Mal'Ganis
When solo farming Satyrs in DME, I found that sending my pet in to fight a mob would cause the mob and all of the adds to attack my pet, but the instant I attacked the mob(the same mob my pet is attacking), the adds who I'd done nothing to would switch to me, crit or not. I think pet aggro has just been tweaked in multi-mob situations.
 
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Old 12/15/06, 5:49 AM   #261 (permalink)
Piston Honda
 
Moridin's Avatar
 
Dwarf Hunter
 
Silvermoon
Originally Posted by Eej
You should be able to use pets on Loatheb no problem at all, and get obscene damage from constant GFTT. At least, until they hotfix the Revive Pet bug.

*whistle*
Thats an obvious exploit, can't use that to find good and reliable ways to do something (for one it will likely be fixed relatively soon, and for another, it's an exploit.)

Originally Posted by alienangel
Works nicely on heigan too.

Imho you don't need to on 4H - i usually have enough spare mana on 4H to just mend pet or revive pet while waiting in the middle - this of course depends entirely on how your guild does rotations i guess, but between mend pets, badages and occasional PoH I usually keep my pet up through Mograine and Thane fine - during Zeliak and Blameaux she just sits in the middle.
Not needed, pet is unaffected that sort of AoE (holy wrath, void zone and, unless I messed up, meteor too).

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Old 12/15/06, 6:18 AM   #262 (permalink)
Bald Bull
 
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Tauren Hunter
 
Mal'Ganis
Honestly, if you can find time to mend pet after each doom(and it's not too big of a DPS cut), you should be able to keep your pet alive on Loatheb.
 
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Old 12/15/06, 10:31 AM   #263 (permalink)
Glass Joe
 
Murloc Hunter
 
Mug'thol
Can pets chain or be targeted by KT's frost blast? It's something I'd rather not test if the information is easily available :)
 
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Old 12/15/06, 10:31 AM   #264 (permalink)
Piston Honda
 
Draenei Shaman
 
Ysera
Meteor most definitely effects pets on Thane. I dont know about chaining Holy Wrath, honestly ive been to afraid to check it out, as by the time DPS goes to Zel, the fight is basically won, no reason to risk a wipe. Also, like i just said, my pet tends to take too much damage from meteors on Thane and die early, so i havent tested void zones with the pet.

I dont consider using mend pet honestly, because in the past it has been such a waste of mana. As far as summoning and de-summoning an "exploit", thats a little bit of a stretch. I think of it as a way to offset an encounter which was designed around using consumables which are not avaliable to our furry friends. Its not like they can expect us to dump a shadow pot on our pets. And once the dooms pick up, i cant imagine how you keep your pet alive. I assume you mean keeping your pet alive till the 15 second dooms.

I experience that type of touchy agro sometimes as well. I know CS 6 bonus and black grasp generate some agro. The only thing i can guess if its not one of those, is the power gains from things like earthstrike/rapid fire, or as was already said GFTT.
 
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Old 12/15/06, 11:32 AM   #265 (permalink)
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
I can't remember my pet ever being affected by the meteor damage.

And I wouldn't rely too much on the Revive Pet bug, since it should be getting fixed soon anyway.

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Old 12/15/06, 1:18 PM   #266 (permalink)
Great Tiger
 
Orc Death Knight
 
Whisperwind
Pets are absolutely affected by the AQ dog-statue trash meteors. I can't say whether they're affected by Thane's meteor from personal experience, but they should be. It's actually a benefit - decreases the damage to everyone. Meteor's one of the few AE's I don't mind pets being affected by.
 
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Old 12/15/06, 3:13 PM   #267 (permalink)
King Hippo
 
Glaurong's Avatar
 
Night Elf Hunter
 
Skywall
Originally Posted by Lozzleskotch
Originally Posted by Glaurong
I ran into something today I'm trying to test further but it appears that our crits now have some amount of threat on them.

Either because it applies some hidden buff to our pet that allows a kill command or another mechanism but something is up.

I can send my pet in on 2 mobs and assist him, if I land a crit on that target the second will come running for me.

This is on Beta as of 12/14/2006. Anyone else see this?
I ran through Sunken Temple yesterday on live and had the same experience, although I'm not sure if it was from critting. Stuff was generally switching from my pet to me when I shot the target my pet was tanking.
I tested this again with no talents to eliminate Ferocious Inspiration and Frenzy as causes. Our crits definately cause a minimal amount of threat, enough to override pet proximity aggro.

I tried this across a wide variety of mobs. I would send my pet in against a pair and assist my pet with nothing but autoshot. As soon as I landed my first crit the second mob comes running to me.

Edit - I have no gear that procs.

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Old 12/15/06, 3:40 PM   #268 (permalink)
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
Originally Posted by Zurai
Pets are absolutely affected by the AQ dog-statue trash meteors. I can't say whether they're affected by Thane's meteor from personal experience, but they should be. It's actually a benefit - decreases the damage to everyone. Meteor's one of the few AE's I don't mind pets being affected by.
I think that's (Edit: because of it working with the AQ Anubisath meteors) why I tested, since it might help. So either it doesn't work, or it was out of range from the rest of the melee (which seems weird, since it was clawing at the dude).

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Old 12/15/06, 3:48 PM   #269 (permalink)
Piston Honda
 
Draenei Shaman
 
Ysera
I have had odd results with the Thane meteor on my character. Being 3-4 yards from the impact and not getting splashed. I can recall my pet getting killed before the third mark on Thane at the first trasition from taking the mark damage in addition to magical damage in the range of 900ish. Since there isnt really any other effects at Thane, i would assume this to be the meteor.
 
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Old 12/15/06, 3:55 PM   #270 (permalink)
King Hippo
 
Glaurong's Avatar
 
Night Elf Hunter
 
Skywall
Is there a cap on targets for the meteor? To keep the damage from falling too low?

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Old 12/15/06, 6:11 PM   #271 (permalink)
Von Kaiser
 
Tauren Hunter
 
Archimonde (EU)
No dmg from meteor before the patch on the pet, I m totally sure of that!
 
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Old 12/15/06, 9:06 PM   #272 (permalink)
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
Anyone know a decent way of calculating Improved Aspect of the Hawk? All the formulae I've seen seem to forget:
The proc doesn't come into affect until the shot after the proc shot. In other words, if you have a weapon that's 2.52, the proc affects Auto Shots starting from
[ProcTime + 2.52]
and continues affecting Auto Shots fired before
[ProcTime + 12]

I'll be posting a DPS increase per single proc based on varying weapon speeds in a little while to show what I mean.

Also, I see Eej is having fun trying to work out 1% crit vs x RAP :P

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Old 12/15/06, 9:22 PM   #273 (permalink)
Great Tiger
 
Orc Death Knight
 
Whisperwind
Originally Posted by Lactose
and continues affecting Auto Shots fired before
[ProcTime + 12]
Not quite true. It affects any shot BEGUN before [ProcTime + 12]. It's easiest to test with aimed shot. Basically, the game doesn't waste cycles computing spell/ability casting time on the fly - it checks once, when the spell/ability starts casting. As long as you get that shot started before Quick Shots wears off, you get the full benefit.
 
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Old 12/15/06, 9:27 PM   #274 (permalink)
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
Yeah, I know, and that's what I meant.
Sloppy written =/
I'll explain better in a sec, just need to write down some stuff from a spreadsheet. Stay tuned ;)

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Old 12/15/06, 9:36 PM   #275 (permalink)
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
Right, first off:
Think of Auto Shot as an ability with a cooldown. When Auto Shot fires, it checks weapon speeds and hastes, then issues a cooldown based on these factors. Any change inbetween Auto Shots are not factored in; the only time the cooldown is calculated is at moment of firing.
Basically, the cooldown for [Auto Shot x+1] is set when [Auto Shot x] fires.
This can be tested with Rapid Fire, using it right after an Auto Shot does not decrease the time until the next, but every shot after that.
Note also that this means if a haste effect fades 0.1 seconds after the Auto Shot, the haste effect is still effectively still there.

15% quiver for everything, 0 points in Improved Aspect of the Hawk vs 5 points in Improved Aspect of the Hawk.
Single proc only, no overlapping considered.
Every proc occurs at time 0. Times after just show when the next shots fire.

1.5 weapon (1.3 after quiver)
0		0
1.30		1.30
2.61		2.44
3.91		3.57
5.22		4.71
6.52		5.84
7.83		6.98
9.13		8.11
10.43		9.24
11.74		10.38
13.04		11.51
14.35		12.65
In this example, after one proc you fire 11 shots with Quick Shots in 12.65 seconds. After this time, the effect of the proc is gone, and you're back to WeaponSpeed/1.15 for both scenarios.
With this weapon, a 5/5 Quick Shots proc allows for 11 shots in 12.65 seconds. 11 shots would usually take 14.35 seconds. Average damage per shot does not change based on Quick Shots, so what we have here i