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Old 10/26/12, 8:02 AM   #16
Bullee
Glass Joe
 
Tauren Death Knight
 
Wildhammer (EU)
Regarding the Steady Focus buff, if you start your cast of a timed shot [Steady or Aimed shot] just before the buff falls off, does the haste buff last all the way through the cast? IE, when casting the Steady Shot pair to restart the buff, should it be started at 4 seconds [so that it finishes before the original buff falls off], or at 3? [so that the 2nd SS starts casting just as the buff drops off]

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Old 10/28/12, 5:27 PM   #17
Fincher
Glass Joe
 
Draenei Hunter
 
Ravencrest (EU)
@Bullee latter one is the case. Casting time is, as a factual fact, affected by the haste that you have when starting your cast. If you cast any channeling Spell like Aimed shot or the LV90 Talents with 1 Second of the Haste Buff(s) left, they will not channel slower halfway through. This works also the other way around, so for Example if the Haste Trinket procs while you cast you will not have a casting speed benefit: http://eu.battle.net/wow/en/item/81125

Now having also a question if I may:
Of the 18 Raid Bosses of the first MoP Tier, which Abilities are suitable for increasing DPS via Deterrence+Mirrored Blades?

Last edited by Fincher : 10/30/12 at 8:47 PM.

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Old 11/30/12, 4:20 AM   #18
Tydas
Glass Joe
 
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Orc Hunter
 
Ysondre (EU)
So 5.1 is out and we no longer need Fox aspect to cast while moving.
That's pretty cool but because of that we can no longer break our casts when a proc appear.
Like breaking a Cobra when you trigger LnL.

I tried a simple /stopcasting macro to be able to cut the cast :
#showtooltip Explosive Shot
/stopcasting
/stopcasting
/cast Explosive Shot
/startattack
/petattack
But it's not perfect for 2 reasons :
Sometimes it just cut the cast but don't cast Explosive Shot.
It make a HELL of a noise and strange moves on your character that are just annoying, especially if you spam your keys like we should all do.

So how fix it ?
I was guessing about a /stopcasting if casting but i don't know how to macro it.
Using another key to stopcast is definitively not an option as it's a waste of action time.
If you have any other idea about how to efficiently stop cast let me know.

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Old 11/30/12, 8:30 AM   #19
Repins
Killed Dumbledore
 
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Pandaren Priest
 
Mal'Ganis
Originally Posted by Fincher View Post
As a Rule of Thumb. for Hunters, is it better to Use CDs, uhm, on Cooldown or to wait until other CDs are up aswell to combine them.

Example: an On-Use Trinket has cooled down and is ready to use. In 5 seconds, Bestial Wrath will have cooled down aswell, and 10 seconds later Rapid fire. Do Hunters use the Trinket , do they wait 5 seconds to use it with BW, or do they wait 15sec to use the Trinket, BW, and RF at the same time?
As a general rule you don't want to ever use less cooldowns than possible in a given time frame. That means if the max bestial wraths you could use in a given time frame is seven, you should be using seven. How much leeway you would then have to stack cooldowns together is directly related to how far off you were in getting an eighth. This gets more complicated when you throw in proper readiness usage to also attain the max amount of bestial wraths.

[e] Responded to an old question on accident please feel free to delete this Narco.

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Old 11/30/12, 11:57 AM   #20
Nooska
King Hippo
 
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Blood Elf Hunter
 
Argent Dawn (EU)
Originally Posted by Tydas View Post
So 5.1 is out and we no longer need Fox aspect to cast while moving.
That's pretty cool but because of that we can no longer break our casts when a proc appear.
Like breaking a Cobra when you trigger LnL.
This is not exactly a good example, as starting CoS incurs the GCD, so you can't do anything for the first 1 second. Then you only have the part of CoS that occurs after the GCD. Subtracting reaction time from the LnL proc and I very much doubt that you would ever have a damage output benefit from cancelling a cast CoS to cast an instant instead.
Now I do see some place where you want to stop casting your CoS or SS, but for those a seperate /stopcasting macro (or simply turning your back) would probably be better.

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Old 11/30/12, 11:54 PM   #21
Tydas
Glass Joe
 
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Orc Hunter
 
Ysondre (EU)
Well that's not realy optimal since the point is getting some extra timing.
Having a key to stopcast would mean that we'll lose reaction time.
Getting closer to an irrelevant move since we already lose 1sec GCD. I won't even talk about your " turning back " as you can admit that it is 100% non-optimal. :p
Well it's not that bad but if we could "/stopcast [if=casting]" or something like that it would just improve our reaction time.

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Old 12/01/12, 4:45 AM   #22
Nooska
King Hippo
 
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Blood Elf Hunter
 
Argent Dawn (EU)
Your wished for conditional is actually built in to the /stopcasting command, as it does nothing unless you are actually casting. My point is that when you want to stop casting CoS or SS, it is because you want to stop your output - hence turning your back works very well. The first part of my post is that you do not want to stop casting your CoS or SS in any case where you are trying to poor out as much DPS as possible. Also allow med to make a correction here - we should not be spamming our keys, we should be hitting them as close a spossible to being able to use a new ability, correcting for latency - you should only ever hit a key once to trigger an ability.

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Old 12/01/12, 3:00 PM   #23
Lokrick
Piston Honda
 
Orc Hunter
 
Steamwheedle Cartel
Originally Posted by Nooska View Post
Your wished for conditional is actually built in to the /stopcasting command, as it does nothing unless you are actually casting. My point is that when you want to stop casting CoS or SS, it is because you want to stop your output - hence turning your back works very well. The first part of my post is that you do not want to stop casting your CoS or SS in any case where you are trying to poor out as much DPS as possible. Also allow med to make a correction here - we should not be spamming our keys, we should be hitting them as close a spossible to being able to use a new ability, correcting for latency - you should only ever hit a key once to trigger an ability.
It is worth noting that in the case of Cobra or Steady Shots, turning around is not enough: you will continue to cast the shot and only "realize" that it won't work once it tries to fire. For example, you can start the cast while facing the target dummy, turn away, then turn back before the cast completes and it will still hit the target (all while moving/jumping).

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Old 12/02/12, 3:09 AM   #24
Nooska
King Hippo
 
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Blood Elf Hunter
 
Argent Dawn (EU)
Just to be absolutely clear (as it seems I haven't been) - yes, turning around doesn't cancel the cast untill it is completed and fails with a "target must be in front of you" error. This carries over from my point of never cancelling a cast to try to increase your damage output, it only matters if you need to stop your damage output (for whatever reason, there can be many).

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Old 12/02/12, 6:21 AM   #25
CrenVerdis
Glass Joe
 
Undead Death Knight
 
Azshara (EU)
Is this viable Nooska?
I get it about stopping damage output and that there are different ways to do so. But take for example my gear. SV reforged I have roughly the same haste as I do now. This leaves my Cobras at ca. 1.7s casttime. Is this .7s time of finishing the cast still a dps increase over the course of a fight? On longer fights I could imagine being one ES short for not canceling for ES.

Last edited by CrenVerdis : 12/14/12 at 11:29 AM.

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Old 12/02/12, 7:58 AM   #26
Nooska
King Hippo
 
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Blood Elf Hunter
 
Argent Dawn (EU)
Looking at it from known values and using that 1.7 second CoS.
1 second is the GCD
We know from simulations that it is a dps gain to delay the nuke for SV and BM (ExS, KC respectively) by .3 seconds. This leaves us with .4 seconds to get the damage of the CoS, versus 1.3 seconds of not damaging. So the valuation (while not obvious) is .4 seconds for a CoS versus delaying the ExS (and additional) .4 seconds. Will those .4 seconds buy us anything over the course of a fight? No, nothing we have will buy us anything in less than .4 seconds, so you gain nothing directly by cancelling your CoS , and you would have to do it 3 times over a fight (and not lose any tenths of a second to indecision or anything else) to even be able to fuin in an extra instant - and as we know, when we add in shots its by default CoS, because we don't gain any focus from nowhere, so really you have to cancel 4 times over a fight to gain 1 CoS - a CoS which you could have gotten 4 times by not cancelling.
If we take the worst case scenario for continuing the CoS shot - that we have the focus to add that instant, we have to cancel 3 times for 1 instant, or to make it neater, 5 times for 2 instants. Then it becomes a valuation of 5 CoS versus 2 AS. CoS will win every time.

Looking at a base 2.0 casttime with raid buff (meaning 1.8 cast time), we don't gain .4 seconds but .5 seconds, so the valuation becomes 2 CoS versus 1 AS, or 4 CoS versus 1 CoS.

Cancelling an ongoing cast will alwyas be a loss of damage, even if cancelled for a higher priority shot - and adding in a human reaction time (choice reaction time, as you don't just have to react, you have to register and decide an action - no reactions here, brain has to be involved) of .3 seconds (which is pretty good for CRT - mean CRT is about .5 - .6 seconds) its easy to see how much time we will usually lose, and the above setup actually relies on a CRT of 0 - beyond human capability.

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Old 12/02/12, 11:16 AM   #27
CrenVerdis
Glass Joe
 
Undead Death Knight
 
Azshara (EU)
Thank you for your insight, but what happens if LnL proccs within the gcd... say .5s in? you could react to this and even if you add .4 decision time you could still start spamming within that gcd?
Or am I thinking about this timings wrong?
I totally agree with you the later the procc occures the less lucrative it is to cancel.

Furthermore I'm not quite sure if this still belongs in this thread? Maybe a push into the SV one?

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Old 12/02/12, 2:11 PM   #28
Mericet
Von Kaiser
 
Draenei Hunter
 
Kargath
I don't know how it affects the calculations but canceling a cobra/steady shot does NOT incur the full 1 second GCD, it actually cuts it short and lets you fire the second shot earlier. You can test this pretty easily with a GCD tracker and a macro on explosive shot or whatever you want. Note that for some reason you need to write /stopcasting on 2 consecutive lines in the macro or it won't always work. If you hit cobra shot and then hit the macro you will cancel the focus shot and fire the second shot in less than a second.

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Old 12/02/12, 11:52 PM   #29
Tydas
Glass Joe
 
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Orc Hunter
 
Ysondre (EU)
Anyway even if it's not a theoretical DPS gain, while you are facing an encounter there's some situation when you just need to cut the cast.
For example with a KillShot on an Add.

/stopcasting command, as it does nothing unless you are actually casting.
It actually does something really annoying as you spam it, you should try it.
I am not sure if it can affect DPS, but it does affect my patience.
And yes i spam my keys every time i cast something, on the last 0.3 sec at least, to be sure to have the best uptime on my GCD.

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Old 12/03/12, 4:30 AM   #30
Nooska
King Hippo
 
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Blood Elf Hunter
 
Argent Dawn (EU)
Originally Posted by CrenVerdis View Post
Thank you for your insight, but what happens if LnL proccs within the gcd... say .5s in? you could react to this and even if you add .4 decision time you could still start spamming within that gcd?
Or am I thinking about this timings wrong?
I totally agree with you the later the procc occures the less lucrative it is to cancel.

Furthermore I'm not quite sure if this still belongs in this thread? Maybe a push into the SV one?
If it procs within the GCD so you have your CRT inside the GCD as well, we would still need to add the 0.3 seconds after that before seeing the gained time (referring back to our knowledge that delaying a main nuke up to .3 seconds is a gain in dps), so in the 1.7 second casttime shot, its the 0.4 seconds you have as gain time - the time that could beneficially be picked up for a dps increase. However, the .4 seconds gives us a full CoS in this case, as the 1.3 seconds are already off the table.

It could be argued that we should not consider the 0.3 second delay of a main nuke in this case, which leaves us with a 0.7 (worst case scenario 0.8) second CoS, which almost buys us another AS later in the fight (provided focus somehow "magically" exists) or half a CoS, which means 1 CoS versus .7 (.8) AS, or 1 CoS versus ½ a CoS (seeing as focus doesn't just pop out of thin air). It is still more dps to not cancel the cast, as ExS has no part in it - and due to LnL it doesn't even cost us that 0.7/6 ExS because of delay - over the course of a fight the CD of ExS is not the determining mechanism for how many ExS we can use in that given fight.

As to the example of kill shot on an add, unless you are already attacking the add, you have to addin retargetting time, making it even less of a loss of time to finish the CoS (you can retarget while it is casting and it will still hit your original target), and if you are already attacking the add, cancelling the CoS for KS is still a loss of damage on the add, and if the issue is that it will die before you can KS, then it doesn't matter whether you CoS or KS, as the add dies regardless.

As for cancelling affecting not incurring a full GCD, Unles sI am misunderstanding what you mean, you are misunderstanding me. The GCD is incurred upon an action taken (the initiating of a CoS for example). It runs 1 second, regardless of whether you cancel or not. /stopcasting does not incur a GCD at all.

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