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01/06/11, 10:44 AM
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#211
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Von Kaiser
Troll Hunter
Haomarush (EU)
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Nerfs (and buffs) are out.
Beast Mastery
* Kill Command now scales from 51.6% of Ranged Attack Power, up from 43%.
Marksmanship
* Kill Shot additional damage increased by 50%, from 362 to 543.
* Aimed Shot! now deals 102.5% ranged weapon damage, up from 95%.
* Chimera Shot base damage has been increased by 11%, from 973 to 1081.
Survival
* Into the Wilderness now increases Agility by 10%, down from 15%.
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MMO-Champion - Patch 4.0.6 deployed on PTRs
Feels like Sv is nerfed more harshly than MM/BM are buffed.
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01/06/11, 10:45 AM
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#212
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King Hippo
Blood Elf Hunter
Argent Dawn (EU)
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From MMO-Champ reports of 4.0.6 on the PTR;
Survival
•Into the Wilderness now increases Agility by 10%, down from 15%.
That doesn't seem so bad, hey nerf agilitys value a bit, but don't touch the shots, so the scaling of damage isn't touched, just the rate of RAP and crit accumulation. In my preraid gear (mixed ilvl 346, 333 and the crafted 359 epics) I lose a total of 185 agi for 370 RAP and 0.5% crit
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01/06/11, 12:00 PM
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#213
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Von Kaiser
Troll Hunter
Twisting Nether
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Originally Posted by Grobmoscher
i got 720 haste rating and my cobra shot still shows 1.67sec, im a bit of confused.
Could be my bow with a 2,90 attackspeed the reason?
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No, your weapon speed doesn't affect Cobra cast time. It's always a base of two seconds.
Literally, the 757 haste rating achieves a 1.6666993097768958283376265572688 sec cast time, or as close as you can get to 1 2/3 sec, which is exactly what you need to fit 3 of them into a 5 second window. Most folks round it to 1.67. A haste rating of 720 puts Cobra at 1.6712586205632088738240299741874, which also gets rounded to 1.67, but is actually slightly more than 1 2/3 sec.
The difference is nearly negligible when put into practice of course, especially after considering latency and encounter mechanics, but the 757 rating is just what the math points to as being the closest number for what we need.
Last edited by Xaraphyne : 01/06/11 at 12:07 PM.
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01/06/11, 12:35 PM
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#214
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Von Kaiser
Troll Hunter
Twisting Nether
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A point was brought up in the Marksman thread, page 1, that I think should be mentioned here as well.
The debate is over the usefulness of the Kill Shot glyph during progression. Arguably, if you're not getting the boss to 20%, the Kill Shot glyph is useless. It could better serve your raid to have the DPS boost during the first 80-85% of the fight through Arcane or Serpent glyphing, whichever you don't have. In counter to that, planning on not downing the boss can be counterproductive, and it could be seen as artificially increasing your numbers solely during wipes. Also, if the boss has a burn phase sub-20%, the Kill Shot glyph would be very important.
I think it's similar to the argument for the Careful Aim talent. Personally, I don't take Careful Aim because my overall DPS sacrifice, even if it does turn out to be possibly a better DPS boost overall than some other talents, might be worth it if I'm doing more DPS during more vital phases of the fight. I think for Kill Shot, I may actually change the glyph in and out according to how it looks like we're doing on a given boss.
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01/06/11, 1:21 PM
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#215
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Glass Joe
Tauren Hunter
Blackwater Raiders
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Originally Posted by Xaraphyne
Arguably, if you're not getting the boss to 20%, the Kill Shot glyph is useless.
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Arguably, if you're not getting the boss to 0%, all damage is useless. The boss gets it all back 5 seconds after everyone is dead.
Unless, there is a contest to see how low the boss can be taken to, in a wipe, then whole point of being there is to learn something, so that some future run ISN'T a wipe.
At that point I am a fan of "train like you fight, fight like you train." On the other hand if there is something you think you can learn by using another glyph, I say go for it. But know what it is that you are trying to learn.
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01/06/11, 2:29 PM
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#216
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Von Kaiser
Troll Hunter
Twisting Nether
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Originally Posted by Corwyn
Arguably, if you're not getting the boss to 0%, all damage is useless. The boss gets it all back 5 seconds after everyone is dead.
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By that argument, every wipe is useless. The point here is that doing more DPS during attempts that end as wipes may actually help the raid in various ways, such as by giving everyone more of a chance to learn the mechanics. It also may help if the pre-20% health range is more difficult to get through than the last 20% whether or not you down the boss. There are arguments either way.
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01/06/11, 4:58 PM
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#217
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Glass Joe
Goblin Hunter
Shattered Halls (EU)
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Originally Posted by kuhvacako
lso what addon are people using to track FPS?
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I coded my own addon to track FPS. If you wanna try it out you can download it here:
FocusRegen
To use it you simply burn your focus with trap launcher or arcane shot or something and at low foucs you type /fr or /focusregen. For a new level 1 char it looks like:
Screenshot
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01/06/11, 5:42 PM
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#218
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Glass Joe
Goblin Hunter
Shattered Halls (EU)
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Originally Posted by Leyf
I have re-run the tests that I performed last night before the server restart and can confirm that the haste effect from Hunting Party now increases focus regeneration.
6.6% haste / with Pathing / with Hunting Party - 4.41 (Was 4.0 last night).
Can anyone confirm?
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According to my tests Hunting Party now doesn't affect regen at all, it does not increase it nor decrease it. But i guess that's what you meant. Because 6.6% haste + 3% from pathing gives you 10% haste, and 4 fps * 1.1 = 4.4 fps
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01/06/11, 6:53 PM
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#219
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Great Tiger
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Originally Posted by Lunatie
I just ran the femaledwarf analyzer, and now it tells me haste is my most important stat over all, even over agility!
[code]
Stat DPS Per Budget
--------------------------------------------------
Haste Rating + 1 2.388 2.388
Note: Different quantities of haste will vary significantly in value due to shot shifting.
Agility + 1 2.350 2.350
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As others have pointed out, haste is higher due to shot shifting. If I add just 1 point of haste onto your gear, your DPS increases by 83. The reason for this is that you were able to squeeze in on additional ES into the simulation. After adding that point, the haste +1 value dropped to 0.331.
Hence, haste is still generally a very bad stat for SV, except for getting enough haste for certain milestones that allow extra shots.
A couple additional changes you should make include:
- In FD, turn on the Shot Priority setting to disable AS during CA phase. You get more DPS that way.
- I would move a point from Serpent Spread (still get 6s SrS benefit instead of 9) to BD. This shows as a 383 DPS gain due to increased pet Wild Hunt uptime. Sure you may lose a little AoE damage, but you get a lot of single target damage.
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01/06/11, 7:00 PM
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#220
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Bald Bull
Worgen Hunter
Whisperwind
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Originally Posted by Xaraphyne
By that argument, every wipe is useless. The point here is that doing more DPS during attempts that end as wipes may actually help the raid in various ways, such as by giving everyone more of a chance to learn the mechanics. It also may help if the pre-20% health range is more difficult to get through than the last 20% whether or not you down the boss. There are arguments either way.
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If you aren't yet familiar with the mechanics of a fight, it doesn't really matter what glyphs you are using. A min/maxing discussion in that context is thus mostly irrelevant.
Also keep in mind that there are several fights with burn phases at the end of a boss fight that make the KS glyph perhaps MORE valuable than on an "ordinary" fight. Chimaeron, to name one.
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01/06/11, 7:22 PM
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#221
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Von Kaiser
Troll Hunter
Twisting Nether
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Originally Posted by Esoth
If you aren't yet familiar with the mechanics of a fight, it doesn't really matter what glyphs you are using. A min/maxing discussion in that context is thus mostly irrelevant.
Also keep in mind that there are several fights with burn phases at the end of a boss fight that make the KS glyph perhaps MORE valuable than on an "ordinary" fight. Chimaeron, to name one.
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I don't follow the logic that if you're still learning the fight, glyphs don't matter. The scenario I'm putting forward is during progression, when you're at the boss your raid is currently working on downing. As an example, if your additional 1% DPS helps you get through Phase A and your raid survives long enough to learn more about Phase B, your glyph choice has made a difference, because then every wipe you get to practice both Phase A and B, rather than just A. It's tangible and meaningful progress to reach further milestones in downing a boss. Also, I did mention the importance of the Kill Shot glyph when there's a burn phase sub-20% in the post before that one.
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01/06/11, 10:26 PM
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#222
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Von Kaiser
Dwarf Hunter
Blackhand (EU)
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Originally Posted by Luasokor
I, personally, do not aim for a 1.667 cap. I think it's too idealistic to aim for such a cap and I'll tell you why: LAG!
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Well lag should have no influence because of the new 'lag tolerance' mechanic.
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01/07/11, 1:58 AM
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#223
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Von Kaiser
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Originally Posted by Whitefyst
Hence, haste is still generally a very bad stat for SV, except for getting enough haste for certain milestones that allow extra shots.
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Are those milestones documented somewhere?
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01/07/11, 2:57 AM
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#224
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Glass Joe
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Originally Posted by Hirgux
Well lag should have no influence because of the new 'lag tolerance' mechanic.
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You're right, it SHOULDN'T be an issue...
I'm not really convinced, though I'm sure testing could be done on this as well. Even still, the difference in dps from 1.66 or even 1.65 to 1.67s casting time is pretty minimal. I don't think it's really an issue either way, as long as your rotation runs smoothly.
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01/07/11, 3:20 AM
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#225
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Glass Joe
Orc Hunter
Mannoroth (EU)
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Originally Posted by hotmetal
Are those milestones documented somewhere?
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I don't think it is, since the answer is not that simple. Actually I would rather call it ranges than milestones where haste is more or less interesting for specific circumstances.
There are certain obvious points where the value of haste falls. If we expect out rotation to only consist of 1 ES and 3 CoS, we want to go for about 1.67s cast-time of CoS. Above this point (longer cast-time), haste affects the DPS of CoS and ES. Below (<1.67s cast-time), it does not improve both DPS values at all.
Haste becomes interesting again at the point where we switch to 1 ES and 4 CoS. That point depends on expected Damage of ES and CoS. I've explained that in a previous post.
But, as many hunters here have mentioned, our world is not that simple. As soon as we start to weave in ArS to dump focus, things get complicated. In case we have a rotation cylce with 1 ES, 2 CoS and 1 ArS. We would not need haste at all, since the three shots fit into 5 seconds. Again haste is uninteresting (for this cylce) until we decide to switch to 1 ES, 3 CoS and 1 ArS. Now the question is at which point (which haste value) is it better to use 1 ES, 3 CoS and 1 ArS. This can be determined similarily to when to use 4 CoS, but probably yielding another value.
Still we do not consider the ratio of cycles including an ArS to cyles without (depending on focus reg). Still we do not consider BA. Still we do not consider KS phases. Still we do not consider bloodlust. Still we do not consider RF.
Simple answer: It is probably not possible to determine all those milestones exactly.
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