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Old 10/17/07, 4:40 PM   #901
Ladwenae
Von Kaiser
 
Night Elf Hunter
 
Bronzebeard (EU)
Originally Posted by Osse View Post
I've been working on building the best gear setup for BM dwarf hunter in 2.3 for a while now.

This is the best dps I've managed so far: RapidShare: 1-Click Webhosting

If anyone got spare time or is just bored, try to beat my dps and make a better gear setup. :p
Lame place to host a file...

Anyway that pretty much looks like the optimal setup on paper, but that gun is just to fast for 99% of the playerbase I bet, and I have a feeling that its impossible to use it optimally in a real game situation.

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Old 10/17/07, 5:12 PM   #902
Kilian
Glass Joe
 
Troll Hunter
 
Tirion (EU)
Originally Posted by venome View Post
I have heard rumor that server side spell queueing has broken the tried and true..

/castsequence reset=3 Auto Shot, Steady

.. macro, and that its continued use in 2.3 PTR has resulted in a spamming of steady shot twice and autoshot twice ruining shot rotations miserably. Anyone have any news on this?
It is true..

Castsequence moves on as soon as the current spell starts casting -> Auto Shot starts -> server is getting the command to start Steady Shot (because you're spamming the macro) -> Steady Shot starts since it is not hindered by the currently casted Auto Shot and thus it blocks the Auto Shot and casts a second Steady Shot.

At least that is how I understand the castsequence mechanic.

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Old 10/17/07, 5:25 PM   #903
QuiggyB
Piston Honda
 
Troll Hunter
 
Drak'thul
Originally Posted by Kilian View Post
It is true..

Castsequence moves on as soon as the current spell starts casting -> Auto Shot starts -> server is getting the command to start Steady Shot (because you're spamming the macro) -> Steady Shot starts since it is not hindered by the currently casted Auto Shot and thus it blocks the Auto Shot and casts a second Steady Shot.

At least that is how I understand the castsequence mechanic.

My understanding is that castsequence does not move on until it receives the spell completion message from the server. So if you

/castsequence spell1, spell2

it produces this (assuming you spam it)

client sends spell1 (1)
server begins casting spell1 (1)
client finishes casting spell 1 (1) and sends spell1 (2) again because castsequence has not moved forward
server finishes casting spell1 (1) and sends completed message to client
server begins casting spell1 (2)
client gets spell1 (1) completed message and marches sequence forward
cient finishes casting spell1 (2) and sends spell2 (1)

the result is

spell1
spell1
spell2
spell2
spell1
spell1
spell2
spell2
...

This happens for any spells with cast times. To clarify that, spell1 (1) is the first cast of spell1 and spell1 (2) is the second cast of spell1.

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Old 10/17/07, 5:33 PM   #904
illpalazzo
Glass Joe
 
Troll Hunter
 
Burning Blade
i feel kind of dumb asking but i have just never looked into it useing a bow as a troll should increase your chance to hit correct? and if so how much or what is the hit cap? i know for a surv it is like 89 and for a bm its 139ish but what about troll with bow

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Old 10/17/07, 5:38 PM   #905
QuiggyB
Piston Honda
 
Troll Hunter
 
Drak'thul
Originally Posted by illpalazzo View Post
i feel kind of dumb asking but i have just never looked into it useing a bow as a troll should increase your chance to hit correct? and if so how much or what is the hit cap? i know for a surv it is like 89 and for a bm its 139ish but what about troll with bow
Until the next patch a troll using a bow needs 95 hit rating to be hit capped. After the next patch this will be back up where it is for everyone else and a troll with a bow will simply get +1% ranged crit.

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Old 10/17/07, 6:17 PM   #906
Kilian
Glass Joe
 
Troll Hunter
 
Tirion (EU)
Originally Posted by QuiggyB View Post
My understanding is that castsequence does not move on until it receives the spell completion message from the server. So if you

/castsequence spell1, spell2

it produces this (assuming you spam it)

client sends spell1 (1)
server begins casting spell1 (1)
client finishes casting spell 1 (1) and sends spell1 (2) again because castsequence has not moved forward
server finishes casting spell1 (1) and sends completed message to client
server begins casting spell1 (2)
client gets spell1 (1) completed message and marches sequence forward
cient finishes casting spell1 (2) and sends spell2 (1)

the result is

spell1
spell1
spell2
spell2
spell1
spell1
spell2
spell2
...

This happens for any spells with cast times. To clarify that, spell1 (1) is the first cast of spell1 and spell1 (2) is the second cast of spell1.
I could not reproduce your results on the PTR.
My results were:
Auto Shot - Steady Shot - Multi-Shot - Auto Shot - Steady Shot - Arcane Shot - Auto Shot - Steady Shot - Steady Shot - Auto Shot - Steady Shot - Steady Shot

The result should've been:
Auto Shot - Steady Shot - Multi-Shot - Auto Shot - Steady Shot - Arcane Shot - Auto Shot - Steady Shot - Auto Shot - Steady Shot

edit: Removed the last Auto Shot from the mentioned rotations as it is part of the new cycle.

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Old 10/17/07, 6:41 PM   #907
miruman
Von Kaiser
 
Tauren Hunter
 
Sen'jin
What is the best way to calculate the dps effects of Rapid Fire? I am trying to figure out a model for effective dps gain by speccing into Readiness and doubling up my Rapid Fires. I would really appreciate a formula I can try plugging this into.

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Old 10/17/07, 6:50 PM   #908
QuiggyB
Piston Honda
 
Troll Hunter
 
Drak'thul
Originally Posted by Kilian View Post
I could not reproduce your results on the PTR.
My results were:
Auto Shot - Steady Shot - Multi-Shot - Auto Shot - Steady Shot - Arcane Shot - Auto Shot - Steady Shot - Steady Shot - Auto Shot - Steady Shot - Steady Shot

The result should've been:
Auto Shot - Steady Shot - Multi-Shot - Auto Shot - Steady Shot - Arcane Shot - Auto Shot - Steady Shot - Auto Shot - Steady Shot

edit: Removed the last Auto Shot from the mentioned rotations as it is part of the new cycle.

Some of those spells dont have cast times so they march forward (arcane, multi-shot). Auto shot has a .5 sec wind up during which things get messed up and you get two steadies. So I guess I am missing something about the mechanics of this.

If you /castsequence steady, auto and spam it I believe you will get steady, steady, steady, steady.

It could be that castsequnce moves forward when the server says the spell has started and this isnt happening with auto-shot because of the half second windup.

I will do some more testing when I get home today. Last time I was trying this out I was getting horrible lag on the test server and had to give up.

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Old 10/17/07, 7:00 PM   #909
Kilian
Glass Joe
 
Troll Hunter
 
Tirion (EU)
Originally Posted by QuiggyB View Post
Some of those spells dont have cast times so they march forward (arcane, multi-shot). Auto shot has a .5 sec wind up during which things get messed up and you get two steadies. So I guess I am missing something about the mechanics of this.

If you /castsequence steady, auto and spam it I believe you will get steady, steady, steady, steady.

It could be that castsequnce moves forward when the server says the spell has started and this isnt happening with auto-shot because of the half second windup.

I will do some more testing when I get home today. Last time I was trying this out I was getting horrible lag on the test server and had to give up.
Just tested this (Dr. Boom 4tw) and what I got was:
Steady
Steady
Auto
Steady
Steady
Auto
...

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Old 10/18/07, 12:51 AM   #910
bdschuss
Glass Joe
 
Human Paladin
 
Tichondrius
KillCommand/Stead Macro

Im looking to find a macro that lets me cast kill command and then steady shot (simultaneously) in one press. I dont want a castsequence macro for auto,steady and kill command when availible. I want to manually time my steady's and I read somewhere that using /castrandom for kill command allows you to cast it at the same time as steady. I also dont want to cast it when kill command is done, as I dont want to clip my .5 autoshot time (which if I have read right, kill comand will do sometimes if used after your steady). Will this achieve what I want:

[quote]#showtooltip Steady Shot
/castrandom [exists,target=pettarget] Kill Command
/cast Steady Shot
/script UIErrorsFrame:Clear()

If I use this, will I have to press the macro twice for it to kill command if availible, then steady? Or will this macro not work at all (if not is there one that will work for my situation)? Also, am I wrong in thinking that doing kill command only before/simulatneously with steady is optimal?

Yes Im a hunter noob, my mains a pally so I dont have all the knowledge of the class yet, but Ive read up on a lot of stuff on this forum, so I hope Im not sounding too uneducated. Thanks for any help.

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Old 10/18/07, 12:55 AM   #911
Skizzilini
Glass Joe
 
Skizzilini's Avatar
 
Troll Shaman
 
Sargeras
I am not understanding this "shot sequencing" macro talk. I have a 29 hunter who I wish to level, so if I am missing something important, it would be nice to have a further explaination of how you macro "shot sequences". Its possible I misread someones post, but if not, please fill me in on what this is exactly, and wether or not it is important to me at this point.

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Old 10/18/07, 1:24 AM   #912
Grogzor
Huntard Extraordinaire
 
Grogzor's Avatar
 
Orc Hunter
 
Draenor
Wait...why is the auto shot being allowed to fire at all? Shouldn't the .5 second cast time of auto totally allow for the next steady to fire so all you should get is Steady Shot spam.

Unless of course auto has a .5 second cast time that is delayable but not interruptible.

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Old 10/18/07, 5:33 AM   #913
Adlai
Glass Joe
 
Adlai's Avatar
 
Draenei Hunter
 
Azuremyst
Originally Posted by Skizzilini View Post
I am not understanding this "shot sequencing" macro talk. I have a 29 hunter who I wish to level, so if I am missing something important, it would be nice to have a further explaination of how you macro "shot sequences". Its possible I misread someones post, but if not, please fill me in on what this is exactly, and wether or not it is important to me at this point.
"Castingsequence macros" are macros Hunters use to reduce the total number of tasks needed to successfully utilize and execute their "shot rotations." Shot rotations are the order in which certain ranged attacks are used relative to one another in an attempt to maximize DPS. A very simple shot rotation would be Auto Shot, Steady Shot, Auto Shot, Steady Shot, Auto Shot....and so forth. These macros can get quite large as as abilities such as Kill Command and Arcane Shot are integrated into them. There's an example of a castsequence macro a few posts up for your reference.

At your current level you do not really have to worry about shot timing since basically your DPS rotation consists of Auto Shot and using Arcane Shot/Multishot when the cooldown on these abilities are up. After you 62 and learn Steady Shot, your world will change drastically and knowledge of Hunter theorycraft will become much more important insofar as maximizing DPS.

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Old 10/18/07, 10:52 AM   #914
whitemanfromtown
Glass Joe
 
Draenei Hunter
 
Mannoroth
Originally Posted by bdschuss
Im looking to find a macro that lets me cast kill command and then steady shot (simultaneously) in one press. I dont want a castsequence macro for auto,steady and kill command when availible. I want to manually time my steady's and I read somewhere that using /castrandom for kill command allows you to cast it at the same time as steady. I also dont want to cast it when kill command is done, as I dont want to clip my .5 autoshot time (which if I have read right, kill comand will do sometimes if used after your steady). Will this achieve what I want:

#showtooltip Steady Shot
/castrandom [exists,target=pettarget] Kill Command
/cast Steady Shot
/script UIErrorsFrame:Clear()

If I use this, will I have to press the macro twice for it to kill command if availible, then steady? Or will this macro not work at all (if not is there one that will work for my situation)? Also, am I wrong in thinking that doing kill command only before/simulatneously with steady is optimal?

Yes Im a hunter noob, my mains a pally so I dont have all the knowledge of the class yet, but Ive read up on a lot of stuff on this forum, so I hope Im not sounding too uneducated. Thanks for any help.
You're on the right track there, but you have to use stopcasting in between to cast the 2 spells at once. Otherwise, if it can't cast Kill Command, the macro will stop. You can remove the /castrandom too and just use /cast.

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Old 10/18/07, 10:58 AM   #915
Keltan
Die by the very weapons you adore!
 
Keltan's Avatar
 
Tarkis
Orc Hunter
 
No WoW Account
Originally Posted by bdschuss View Post
Im looking to find a macro that lets me cast kill command and then steady shot (simultaneously) in one press.
This is the macro I am currently using to manually thread Steady Shots.
/script UIErrorsFrame:Hide()
/stopcasting
/cast [target=pettarget, exists] Kill Command
/stopcasting
/cast Steady Shot
/script UIErrorsFrame:Clear(); UIErrorsFrame:Show()
It will fire Kill Command and Steady Shot both off of 1 keypress.

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Old 10/18/07, 11:43 AM   #916
Anarchy
Glass Joe
 
Night Elf Hunter
 
Akama
I just recently changed from a 31\30 mm\surv spec, thats sole purpose was to build my agility up to become a full survival hunter. Well , plans change due to raiding scheduel, and im now running a 41\20 BM build.

---
The World of Warcraft Armory
--

I was wondering yesterday when my guild was doing HKM, if the helm that drops from him, would be hunter friendly for a BM spec hunter, over my helm of 2nd sight im using now, from my agility spec.

here is my helm of 2nd sight as gemmed.

55 agil
12 stam
8 intel
60 ap
4 mp5

and here is the stats from HKM maulgar's warhelm.

41 stam
31 intel
42 crit
86 ap

My question is , does the +42 crit cover for the agility and the loss of AP. And is the increase in intel alone worth the swap? This would be solely for raiding.

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Old 10/18/07, 12:36 PM   #917
Slash
Piston Honda
 
Draenei Shaman
 
Shadowsong (EU)
Originally Posted by Anarchy View Post
I just recently changed from a 31\30 mm\surv spec, thats sole purpose was to build my agility up to become a full survival hunter. Well , plans change due to raiding scheduel, and im now running a 41\20 BM build.

---
The World of Warcraft Armory
--

I was wondering yesterday when my guild was doing HKM, if the helm that drops from him, would be hunter friendly for a BM spec hunter, over my helm of 2nd sight im using now, from my agility spec.

here is my helm of 2nd sight as gemmed.

55 agil
12 stam
8 intel
60 ap
4 mp5

and here is the stats from HKM maulgar's warhelm.

41 stam
31 intel
42 crit
86 ap

My question is , does the +42 crit cover for the agility and the loss of AP. And is the increase in intel alone worth the swap? This would be solely for raiding.
I think it will work out pretty close. Best way to check is to plug them both into Cheeky's spreadsheet and see which gives the higher dps. The spreadsheet will account for effects such as extra GFTT procs from the extra crit %. The spreadsheet can be found in the 'Hunter Spreadsheets - In Development' thread.

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Old 10/18/07, 1:17 PM   #918
Anarchy
Glass Joe
 
Night Elf Hunter
 
Akama
Ok, Thank you for the help. Looks like i will have to find a version of excel somewhere to run the spreadsheet though. That should not be a hard problem though.

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Old 10/18/07, 1:18 PM   #919
Corinthian
Von Kaiser
 
Orc Death Knight
 
Arathor
Originally Posted by Grogzor View Post
Wait...why is the auto shot being allowed to fire at all? Shouldn't the .5 second cast time of auto totally allow for the next steady to fire so all you should get is Steady Shot spam.

Unless of course auto has a .5 second cast time that is delayable but not interruptible.
I believe because they de-linked spell casting from spell completion. I believe that a castsequence macro does not increment to the next spell until getting a successful completion message from the server. Now, you can start the next spell cast before getting this server message, and since the macro hasn't moved to the next step it starts casting Steady a second time. Then during this cast, the completion message for the first arrives, and the macro moves on to autoshot.

So..
Hit macro - Client starts steady shot
Server starts steady shot
client completes steady
Hit macro - client starts steady
server completes first steady - macro moves to autoshot

client completes steady
hit macro - client starts autoshot
etc.

Hopefully this makes as much sense in text as it does in my head.

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Old 10/18/07, 2:55 PM   #920
Adenhart
Glass Joe
 
Adenhart's Avatar
 
Goblin Priest
 
Dunemaul
Originally Posted by QuiggyB View Post
My understanding is that castsequence does not move on until it receives the spell completion message from the server. So if you

/castsequence spell1, spell2

it produces this (assuming you spam it)

client sends spell1 (1)
server begins casting spell1 (1)
client finishes casting spell 1 (1) and sends spell1 (2) again because castsequence has not moved forward
server finishes casting spell1 (1) and sends completed message to client
server begins casting spell1 (2)
client gets spell1 (1) completed message and marches sequence forward
cient finishes casting spell1 (2) and sends spell2 (1)

the result is

spell1
spell1
spell2
spell2
spell1
spell1
spell2
spell2
...

This happens for any spells with cast times. To clarify that, spell1 (1) is the first cast of spell1 and spell1 (2) is the second cast of spell1.

Has anyone tried just setting reset to =1? With /castsequence Autoshot, Steadyshot and reset =1 you should be able to lay off the macro once SS begins to cast and resume spamming it as it ends. Given 1 second layoff it should reset back to Autoshot and not disrupt your rotation. Also, will reset= take tenths of a second such as reset=0.8?

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Old 10/18/07, 3:03 PM   #921
daz020889
Glass Joe
 
Night Elf Rogue
 
Eonar (EU)
Dont mean to off topic here guys just wanted a bit of ratinf in terms of my play style.

Went to Dr. Boom earlier and did a test run.

I planned to fight full nuke till OOM, this is my own DPS as obviosuly my pet cannot attack Dr. Boom.

Using Valanos longbow, with 1281 and 17.91% crit self buffed (AotH) Have 55 Hit rating (too low i know) and 2.03 Weapon speed after all things considered (SS, Quiver)

Here is how it went;

Fight lasted 97 Seconds.

Total Damage - 54,317.

DPS - 558, peaking at around 860.

A total of 41 Auto Shots, 36 Steady Shots, 12 Multi and 9 Arcane.

Am i doing anythng wrong here guys? i know pets add like ~150 DPS.

Bear in mind i just dinged 70 so have the bare minimum.

Pointers are what im looking for really so just tell me what you think.

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Old 10/18/07, 3:06 PM   #922
Xeno
Von Kaiser
 
Orc Hunter
 
Suramar
About the castsequence bug, I went several ZA runs without it ever screwing up. The bug seems to only present itself with significant lag. (Which on the ptr you should have plenty of time to test.)

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Old 10/18/07, 3:33 PM   #923
Corinthian
Von Kaiser
 
Orc Death Knight
 
Arathor
Originally Posted by Xeno View Post
About the castsequence bug, I went several ZA runs without it ever screwing up. The bug seems to only present itself with significant lag. (Which on the ptr you should have plenty of time to test.)
That makes sense. It should only crop up if you're starting shots before the server reports the previous as complete. Still, even having it happen occasionally is annoying to say the least.

Side note - grats on dropping Illidan. (ex-Suramar player)

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Old 10/18/07, 4:59 PM   #924
Caulwynd
Von Kaiser
 
Night Elf Hunter
 
Dragonmaw
Originally Posted by Raedon View Post
In regards to cast sequence macros...among the 36 pages on this particular thread there are varying uses of starting a macro with either Auto Shot or Steady Shot. Some do it one way, and others the opposite.

It really hasn't been stated definitively. Which is better to start a macro with, Auto or Steady Shot?

For example:

/script UIErrorsFrame:Hide()
/cast [target=pettarget, exists] Kill Command
/castsequence reset=2/target/combat Steady Shot, Auto Shot
/script UIErrorsFrame:Clear()
/script UIErrorsFrame:Show()

OR

/script UIErrorsFrame:Hide()
/cast [target=pettarget, exists] Kill Command
/castsequence reset=2/target/combat Auto Shot, Steady Shot
/script UIErrorsFrame:Clear()
/script UIErrorsFrame:Show()

Is there a difference when using a longer sequence on for 1:1.5 macros that incorporate Arcane/Multishot?
Is there a reason why you're setting your reset time to 2 seconds instead of 3?

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Old 10/18/07, 6:18 PM   #925
Maldani
Glass Joe
 
Night Elf Hunter
 
Scarlet Crusade
Cat's Swiftness vs. Dexterity

The current arguement among the other hunters and myself in my guild at the moment, is whether Cat's Swiftness is better than Dexterity. I'm of the opinion that the minor speed increase is godly in raids, but the others say that it's a waste of 6 agi. Just wanted to draw upon the collective minds here and see what you have to say.

Thanks in advance.

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