Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Hunters

Closed Thread
 
LinkBack Thread Tools
Old 10/30/08, 10:23 PM   #4876
ElginRoko
Von Kaiser
 
Blood Elf Paladin
 
Sporeggar (EU)
Originally Posted by Smoggers View Post
Can anyone else elaborate on bloodthirsts mechanics as far as proc rate versus up time? Currently I'm using 2/2 Bloodthirsty and 1/3 Spider's Bite, aware I'm loosing dps but not enough for it to actually matter for my guild's current kj-farm state.

Is 1/2 Bloodthirsty really enough to guarantee 100% or near 100% uptime? If so I'd love to drop a point of it to pick up another point in spider's bite.
Nope

The formula for average uptime on such a thing is 1 - (1 - procchance)^attacks
at 10%, given hitcap and 5% dodge chance, I'd expect about 9.5% of attacks to proc it, 19% at 20%
Over those 5s you make 5 * (1/1.25 + 1/(2/1.3/1.2)) = 7.9 attacks (1.25 = pet gcd, 1.3 = cobra reflexes, 1.2 = windfury) - that assumes focus cap, which is actually quite hard to hit in practice as MM given GftT's randomness, though you can get within 5% pretty easily

so at 1/2 you'd expect around 55% uptime, at 2/2 you'd expect about 81% uptime

Second point definitely adds value, not as much as the first, but it's no 5/5 hunting party :P

Offline
Old 10/30/08, 10:52 PM   #4877
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Obviously MM and Surv 'need' 2/2 more, but with Serpent's Swiftness and Retribution Aura it goes up and up. While I haven't specifically tested for this, I have noticed the little blinking heals, and they have been pretty constant even on dummies.
With that and Frenzy going the pet does melee at around 0.8 speed and specials every 1.25. So that's an optimal 10.25ish attacks every 5 seconds. Enough to keep Bloodthirsty at a rather constant uptime.

In any case, my argument was that 1/2 achives the main goal, and that is fast happiness, and maintainance of happiness over a long time. The heals will help against such things as AoE that is enough to overcome Mend Pet. And that is perhaps not often, but often enough. Against such things as Doomfires on Archi there is little else than have 2xT5 and plenty Resto Shamans. At least that is my experience.

Offline
Old 10/31/08, 5:41 AM   #4878
Sthellesta
Von Kaiser
 
Night Elf Hunter
 
Bloodscalp
Originally Posted by Bovii View Post
- Growl isn't always on a 5s cool down. If you'll watch closely, the first growl or two will refresh in 5s. BUT, after those initial growls and/or if you switch targets midfight or after your gorilla AEs (not sure if it is family specific), for reasons that I can't explain, Growl will double in cool down length.
Are you 100% sure cower didn't toggle itself back on? Cower has a 20 second shared cooldown with growl if it goes off and this may cause the longer cooldowns you saw.

Offline
Old 10/31/08, 10:23 AM   #4879
 Tobin
The Stig
 
Tobin's Avatar
 
Night Elf Hunter
 
Dalvengyr
Originally Posted by Berfert View Post
What I was seeing (on live) didn't seem to match your results, unless I'm misunderstanding. Specifically:
  • With the auto attack/shot disabled, I was seeing an equal number of autos and steadies. This appeared to be caused by auto, when it fired, interrupting steady shot and causing it to restart it's cast.
  • With the auto attack/shot enabled, I was seeing 50:37 auto:steady shots, which is around where it should be for me.
Your first bullet point doesn't jive with your second. I'm not a regular participant on these forums, but this issue is what brought me here in the first place. Link to the post quoting my observations.

It's not Steady Shot that is interrupted, but Auto Shot under certain conditions. It appears most likely to happen when Auto Shot and Steady Shot are both close to firing. I suggest you do another timed test with the option checked/unchecked. I think you will see number of Steady Shots fired in that period will be consistent while observing a dip in Auto Shots with the box unchecked.

United States Offline
Old 10/31/08, 10:33 AM   #4880
 Tobin
The Stig
 
Tobin's Avatar
 
Night Elf Hunter
 
Dalvengyr
Originally Posted by Dinkadoo View Post
Based off those 2 WWS reports I am confident having Auto Attack/Auto Shoot toggled off does not clip anything and it is a fix to our problem until Blizzard fixes it on their end. The real test will be in a raid situation with full buffs.
Try this...

Find a hunter buddy the with same auto shot speed as you (same bow, same haste, same pertinent talents.) Go to a test dummy, remember to switch off Hawk and sync your Auto Shots. Do this by having your buddy start his Auto Shot just as yours is about to fly. Now, with the Auto Attack / Auto Shoot box unchecked, you start spamming steady shot for a while. Is your shot now out of sync with your buddy's? If so, then your Auto Shot definitely got interrupted at some point.

Now sync up Auto Shots again and have your buddy spam Steady Shots, but with the box checked instead. If everything goes according to plan, your Auto Shots will remain in perfect sync.

I have not tested this since 3.0.2 was released, so it's possible it may have been fixed, but when 3.0 first came out the bug was very real.

Last edited by Tobin : 10/31/08 at 10:47 AM.

United States Offline
Old 10/31/08, 11:03 AM   #4881
Berfert
Von Kaiser
 
Night Elf Hunter
 
Icecrown
Originally Posted by Tobin View Post
Your first bullet point doesn't jive with your second. I'm not a regular participant on these forums, but this issue is what brought me here in the first place. Link to the post quoting my observations.

It's not Steady Shot that is interrupted, but Auto Shot under certain conditions. It appears most likely to happen when Auto Shot and Steady Shot are both close to firing. I suggest you do another timed test with the option checked/unchecked. I think you will see number of Steady Shots fired in that period will be consistent while observing a dip in Auto Shots with the box unchecked.
Thanks, I had the words reversed. The second instance (enabled) was 50 steadies, 37 autos. Thanks for catching that. I corrected the post.

Offline
Old 10/31/08, 11:14 AM   #4882
Berfert
Von Kaiser
 
Night Elf Hunter
 
Icecrown
Originally Posted by Berfert View Post
What I was seeing (on live) didn't seem to match your results, unless I'm misunderstanding. Specifically:
  • With the auto attack/shot disabled, I was seeing an equal number of autos and steadies. This appeared to be caused by auto, when it fired, interrupting steady shot and causing it to restart it's cast.
  • With the auto attack/shot enabled, I was seeing 50:37 steady:auto shots, which is around where it should be for me.

Edit: Corrected to state higher number of steadies when enabled, rather than higher autos.
I did some more testing last night using my old macro (no /cast !auto shot line), and then the following macro:
#showtooltip Steady Shot
/trackthat
/cast [harm,nodead] Steady Shot
/cast [harm,nodead] !auto Shot
/cast [target=pettarget, exists] Rabid
/script -- UIErrorsFrame:Clear();
Using that, I checked my dps and shot counts for the various setups. Note that viper was on the whole time and I took off some gear to prevent haste procs, etc. Using the 70 targetting dummy.
macro    auto setting    #steadies    #autos    dps
old      on              52           37        557
old      off             50           51        379
new      off             52           37        575
The actual dps numbers can be ignored due to the RNG, but it's worth noting that the old/off setting is low enough to show that steadies are being interrupted when the "/cast !auto shot" line isn't in the macro... if the auto switch is off.

Edit: In case it isn't clear, the time to fire an auto shot did not vary per test. As such, the time to fire the ~50 steady shots is a lot longer in the second test than it is in the 1st or 3rd. That's why the dps is so much lower... I'm firing fewer steady shots per period of time in that one.

Last edited by Berfert : 10/31/08 at 11:24 AM.

Offline
Old 10/31/08, 11:18 AM   #4883
Hevanus
Piston Honda
 
Hevanus's Avatar
 
Night Elf Hunter
 
Eldre'Thalas
Originally Posted by Sthellesta View Post
Are you 100% sure cower didn't toggle itself back on? Cower has a 20 second shared cooldown with growl if it goes off and this may cause the longer cooldowns you saw.
Last night I was 2-manning a necrotic shard area with a resto Druid and my gorilla, and at one point I clearly saw OmniCC showing at least 8 seconds left on a Growl cooldown. Unfortunately it didn't register fast enough for me to think to take a screenshot, and I didn't notice it again (so I guess it was a fluke).

I did later notice that my gorilla was generating a very low TPS on a single target (Shadow of Doom), and opened my pet spell book to find nothing wrong.

So it seems like things can get weird occasionally, but I haven't figured out anything consistent yet.

Offline
Old 10/31/08, 12:21 PM   #4884
Bovii
Piston Honda
 
Tauren Hunter
 
Maelstrom
I'm going to look at some other pets over the weekend and see if there isn't anything going on with the others or if it is specific to the gorilla or other pets wtih AE abilities. Something else that I noticed last night, something that I've seen before but just never paid it much mind, is that when you use one of your own abilities, it will flash your pet's bar. It doesn't cause any GCD that I can tell. Was really tired last night trying to finish up SWP so I could have just been imagining things.

On the topic of the Gorilla pet, I have to say that I'm amazed, to an extent, as how good of a pet this thing is. Granted, I still pull aggro rather easily due to Volley critting. But the beating that this thing can take along with the AE damage is pretty nice. I'm using 2 piece T5 when I grind so it helps a lot. I can only imagine how it would work with Rhino Blood and Spirit Bond.

Offline
Old 10/31/08, 12:25 PM   #4885
Masterdragon
Von Kaiser
 
Masterdragon's Avatar
 
Orc Hunter
 
Mal'Ganis
Originally Posted by mochunk View Post
I found something rather interesting with that last night though. I'm not sure exactly what happened. But apparently either revive pet, or the mend pet spamming, generates a ton of threat.

I have revived my pet after being disconnected midfight and he was chasing a fire elemental and me of course not being there to pull him out. We switch to the next phase, I figure it's a good time to rez my pet. Not noticing it, but he hit demon phase about the same time, locks got it, ok spam mend pet for happiness... Illdian turns and nukes my pet and I, and it all goes downhill from there. Blah.

Maybe I'm just bad and should have known better, but a word of caution when (or not) to use the method I guess.
From using Omen and watching my pets threat, I can confirm that Mend Pet with the Minor Glyph is generating threat. And not just a little either. I was finding that when I used it, my pet would instantly generate 10k threat. However, if the pet was full Happy, it wouldn't generate the 10k and instead a lot less depending on how much was missing. So it's looking like Gaining Happiness on the pet generates about 500 threat per point of Happiness Gained. Was having a bit of fun yesterday with some of my other pets AoE Tanking just fine as long as they weren't at full happiness. Just gather the group and let the pet get some threat on each one, pop a Mend Pet and see all the mobs with 10k threat on my pet.

Offline
Old 10/31/08, 12:42 PM   #4886
Flouyd
Von Kaiser
 
Draenei Hunter
 
Mannoroth (EU)
Originally Posted by Neoaerony View Post
The cast time of Eyes of the Beast plus the time it would take to apply the poison/abort the "Eyes of the Beast" mode and get back to DPSing, I could assure you, would eliminate it from being a viable idea in a raid environment.
And why so? If i'm not useing misdirection i could controling my pet and standing right next to the tank even bevor the fight starts. From there i just have to push 2 buttons and i'm done. Unfortunately there is no one selling this glyph on my server

Offline
Old 10/31/08, 12:49 PM   #4887
beathoven
Von Kaiser
 
Night Elf Hunter
 
Silvermoon (EU)
Originally Posted by Ketari View Post
Well yes, but the blues just posted that there's an issue with aspect-twisting that allows you to abuse things. I'd be very surprised if we kept it.

Edit: Has anyone else seen haste reducing steady GCD on beta? Read several reports now...
Tried it yesterday on the EU beta. Quartz as usual shows 1.0s Steady shots, but GCD still doesn't drop below 1.5s, at least with Rapid Fire or Quick Shots.

I've verified it by looking at the combat logs and under haste the average time between damage from steady shots on the target dummies was a bit over 1.5s, as expected.

So GCD is not reduced by haste effects on beta.

Offline
Old 10/31/08, 2:53 PM   #4888
Lilyana
Von Kaiser
 
Night Elf Hunter
 
Steamwheedle Cartel (EU)
I haven't been able to reproduce this on live since either. Anyone know if this can be modified server side by blizzard or is it locally?

Offline
Old 10/31/08, 3:34 PM   #4889
S7orm
Glass Joe
 
Night Elf Hunter
 
Runetotem (EU)
i did some test with this new macro but my stupid gorilla seems not able to read the macro :\

#showtooltip Steady Shot
/stopmacro [target=target,dead]
/stopmacro [target=target,noexists]
/cast [harm,nodead] Steady Shot
/petattack [target=pettarget, noexists]
/click BT4Button73Secure
/script UIErrorsFrame:Clear()

i haven't done tests about the number of SS fired but that's not the main problem atm

BT4Button73Secure:

#showtooltip Thunderstomp
/cast [target=pettarget] Thunderstomp
/cast [target=pettarget] Smack

if i send the pet on a target then i start dpsing on another target the stupid gorilla will change his target to the 2nd one if he's not yet in melee with the 1st

some ideas?

P.S. sry for my english :P

Offline
Old 10/31/08, 3:38 PM   #4890
Berfert
Von Kaiser
 
Night Elf Hunter
 
Icecrown
Originally Posted by S7orm View Post
i did some test with this new macro but my stupid gorilla seems not able to read the macro :\

#showtooltip Steady Shot
/stopmacro [target=target,dead]
/stopmacro [target=target,noexists]
/cast [harm,nodead] Steady Shot
/petattack [target=pettarget, noexists]
/click BT4Button73Secure
/script UIErrorsFrame:Clear()

i haven't done tests about the number of SS fired but that's not the main problem atm

BT4Button73Secure:

#showtooltip Thunderstomp
/cast [target=pettarget] Thunderstomp
/cast [target=pettarget] Smack

if i send the pet on a target then i start dpsing on another target the stupid gorilla will change his target to the 2nd one if he's not yet in melee with the 1st

some ideas?

P.S. sry for my english :P
It looks like you're telling your pet to cast Thunderstomp and/or Smack on your current target (via the button press)... which would cause it to change targets to your current target.

Unless I'm misreading it?

Offline
Old 10/31/08, 3:47 PM   #4891
Mattaos
Piston Honda
 
Mattaos's Avatar
 
Dwarf Hunter
 
Bonechewer
Originally Posted by S7orm View Post
i did some test with this new macro but my stupid gorilla seems not able to read the macro :\

#showtooltip Steady Shot
/stopmacro [target=target,dead]
/stopmacro [target=target,noexists]
/cast [harm,nodead] Steady Shot
/petattack [target=pettarget, noexists]
/click BT4Button73Secure
/script UIErrorsFrame:Clear()

i haven't done tests about the number of SS fired but that's not the main problem atm

BT4Button73Secure:

#showtooltip Thunderstomp
/cast [target=pettarget] Thunderstomp
/cast [target=pettarget] Smack

if i send the pet on a target then i start dpsing on another target the stupid gorilla will change his target to the 2nd one if he's not yet in melee with the 1st

some ideas?

P.S. sry for my english :P
It has been noted that the Auto Shot bug is happening regardless of adding all the additonal /stopmacro commands and what not (though the original ideas were great). I am also not sure the old Manito-esque /click button command works consistently with the change to server-side macros. I use a very simple macro for when I use my gorilla that basically looks like..

#showtooltip Steady Shot
/cast Steady Shot
/cast !Auto Shot
/petattack [target=pettarget] Thunderstomp
/script UIErrorsFrame:Clear()
This macro works perfectly. The /cast !Auto Shot line is for good measure. There is no need to have Smack macro'd. Just leave both TS and Smack on autocast and the macro will basically just put TS as priority and also force it to trigger on a single mob. There really is no reason for the fancy coding in your macro to achieve the same end result. Un-check "Auto Shot/Attack" option in your interface.

EDIT: fixed wording

Offline
Old 10/31/08, 3:50 PM   #4892
Berfert
Von Kaiser
 
Night Elf Hunter
 
Icecrown
Originally Posted by Mattaos View Post
It has been noted that the Auto Shot bug is happening regardless of adding all the additonal /stopmacro commands and what not (though the original ideas were great). I am also not sure the old Manito-esque /click button command works consistently with the change to server-side macros. I use very simple macro for when I use my gorilla that basically looks like..

#showtooltip Steady Shot
/cast Steady Shot
/petattack [target=pettarget] Thunderstomp
/script UIErrorsFrame:Clear()
This macro works perfectly. There is no need to have Smack macro'd. Just leave both TS and Smack on autocast and the macro will basically just put TS as priority and also force it to trigger on a single mob. There really is no reason for the fancy coding your macro to achieve the same end result. Un-check "Auto Shot/Attack" option in your interface.
At the moment, on Live, according to my tests... your macro (if you have Auto Shot/Attack unchecked) will cause a loss in DPS because your Auto Shot will interrupt your Steady Shot and cause it to restart.

Edit: Never mind... you added the (/cast !Auto Shot) into your macro, which removes issue.

Offline
Old 10/31/08, 3:57 PM   #4893
grim4o4
Von Kaiser
 
grim4o4's Avatar
 
Troll Hunter
 
Dalaran
edit: nevermind, beaten to the punch

Offline
Old 11/01/08, 4:30 AM   #4894
Dinkadoo
Glass Joe
 
Dinkadoo's Avatar
 
Orc Hunter
 
Arygos
Originally Posted by Tobin View Post
Try this...

Find a hunter buddy the with same auto shot speed as you (same bow, same haste, same pertinent talents.) Go to a test dummy, remember to switch off Hawk and sync your Auto Shots. Do this by having your buddy start his Auto Shot just as yours is about to fly. Now, with the Auto Attack / Auto Shoot box unchecked, you start spamming steady shot for a while. Is your shot now out of sync with your buddy's? If so, then your Auto Shot definitely got interrupted at some point.

Now sync up Auto Shots again and have your buddy spam Steady Shots, but with the box checked instead. If everything goes according to plan, your Auto Shots will remain in perfect sync.

I have not tested this since 3.0.2 was released, so it's possible it may have been fixed, but when 3.0 first came out the bug was very real.
I have not had a chance to try this it will be an interesting one to test. Though if you look at the 2 WWS reports in that post you will see total of 141 steadies and 102 autos over 5 minutes 2 seconds with Auto Attack/Auto Shoot enabled. The WWS with Auto Attack/Auto Shoot disabled you will see 145 steadies and 104 autos over 5 minutes 5 seconds. Some human error was involved with this test though (not hitting steady as fast as needed to produce the exact amount of theoretical steadies cast possible). Yet the results are close enough in numbers that there is no decipherable difference to prove negative effects with auto shot and steady shot being cast with the appropriate macro usage while Auto Attack/Auto Shoot is disabled.

I will indeed try to get a friend to test that with me as i find it peculiar that in both reports i have an activity time of 5'01" yet in the disabled test i had more steadies and more autos. The steadies i understand some discrepancy due to random variables. The autos however intrigue me since if there is a bug the disabled test should have had less autos then the enabled one.

Edit: typos
Edit: added some clarification
Edit: re-read the question and changed my answer

Last edited by Dinkadoo : 11/01/08 at 4:54 AM.

Offline
Old 11/01/08, 8:41 AM   #4895
Sthellesta
Von Kaiser
 
Night Elf Hunter
 
Bloodscalp
I was reading about the auto shot clipping issue, and nobody really had any conclusive evidence about it. So, I decided to run some tests of my own.

Equipment used: Light Bow, Cloak of Fiends, Rough Arrow x 1000 per test, and a Lower City Tabard for decency.
Aspect: Viper entire time
Spec: Link
Target: Level 60 training dummy in Darnassus.
Macro in WoW used: None, was just a straight steady shot binding from the spellbook.
G15 Macro used: A macro that hits the key binding for steady every .1 seconds on a toggle.

First test results(Auto Attack/Auto Shot checked): Picture
441 Steady Shots * 1.5 seconds for GCDs = 661.5 seconds
559 Auto Shots * 1.21 seconds for shot timer = 676.39 seconds

Second test results(Auto Attack/Auto Shot unchecked): Picture
500 Steady Shots * 1.5 seconds for GCDs = 750 seconds
500 Auto Shots * 1.21 seconds for shot timer = 605 seconds

Unfortunately, I didn't think to time these tests until midway through the second one, but I believe the difference should be large enough to show that unchecking it for some reason delays auto shots.

Offline
Old 11/01/08, 8:53 AM   #4896
Gadget
Glass Joe
 
Dwarf Hunter
 
Antonidas (EU)
I tried to read through most of the posts. There is always the "Auto Attack/Shoot" mentioned. However, there is another option in the Interface "Stop Auto Attack when switching targets". I did not see (or simply overlooked) any reference to that. For me, simply

- turning off "Auto Shoot", AND
- turning on "Stopp Attack when switching targets"

does the job. No fancy "/stopattack "etc. Macro required...

Offline
Old 11/01/08, 9:38 AM   #4897
 Tobin
The Stig
 
Tobin's Avatar
 
Night Elf Hunter
 
Dalvengyr
Originally Posted by Dinkadoo View Post
I have not had a chance to try this it will be an interesting one to test. Though if you look at the 2 WWS reports in that post you will see total of 141 steadies and 102 autos over 5 minutes 2 seconds with Auto Attack/Auto Shoot enabled. The WWS with Auto Attack/Auto Shoot disabled you will see 145 steadies and 104 autos over 5 minutes 5 seconds. Some human error was involved with this test though (not hitting steady as fast as needed to produce the exact amount of theoretical steadies cast possible). Yet the results are close enough in numbers that there is no decipherable difference to prove negative effects with auto shot and steady shot being cast with the appropriate macro usage while Auto Attack/Auto Shoot is disabled.

I will indeed try to get a friend to test that with me as i find it peculiar that in both reports i have an activity time of 5'01" yet in the disabled test i had more steadies and more autos. The steadies i understand some discrepancy due to random variables. The autos however intrigue me since if there is a bug the disabled test should have had less autos then the enabled one.
Yes, I noticed your WWS reports show similar shot ratios for checked/unchecked behavior. I'm not exactly sure how you've produced the results, but the post below yours supports my findings... 500:500 vs 441:559. The #shots*delay should be fairly close for Auto Shot and Steady Shot as they are in Sthellesta's first example. The second test clearly shows that Auto Shot is frequently being reset.

United States Offline
Old 11/01/08, 9:46 AM   #4898
beo31
Glass Joe
 
beo31's Avatar
 
Worgen Hunter
 
Die Nachtwache (EU)
Originally Posted by Gadget View Post
I tried to read through most of the posts. There is always the "Auto Attack/Shoot" mentioned. However, there is another option in the Interface "Stop Auto Attack when switching targets". I did not see (or simply overlooked) any reference to that. For me, simply

- turning off "Auto Shoot", AND
- turning on "Stopp Attack when switching targets"

does the job. No fancy "/stopattack "etc. Macro required...
Well, and what do you do about the clipping? I tried all combinations of the two options and turning off "Auto Attack/Auto Shot" lead to Auto Shot clipping, in my case having a Auto Shot fire every 2 Steady Shots, as the Auto Shot Attack Speed is higher than the Steady Cast Time. When using Quartz, whenever there is no Auto Attack Cast Bar (the small white one), something is wrong and the Auto Shot is not unlinked from other attacks. Everyone can easily try on some dummy.

Also adding some !Auto Shot in the Steady macro is not helping here - ...I never really knew, what's it with the "!" in front...

I prefer doing superior damage to occasionally pulling some mobs involuntary; as for raids, just be carefull with sheeps and you'll be fine.

Germany Offline
Old 11/01/08, 12:07 PM   #4899
Dinkadoo
Glass Joe
 
Dinkadoo's Avatar
 
Orc Hunter
 
Arygos
Originally Posted by Tobin View Post
Yes, I noticed your WWS reports show similar shot ratios for checked/unchecked behavior. I'm not exactly sure how you've produced the results, but the post below yours supports my findings... 500:500 vs 441:559. The #shots*delay should be fairly close for Auto Shot and Steady Shot as they are in Sthellesta's first example. The second test clearly shows that Auto Shot is frequently being reset.
I believe the solution is in the macro. Simply spamming steady shot allows the game to choose when to Auto Shoot and for some reason still clips the auto cast timer. With the line for !auto shot in a macro that spams steady it fixes it somehow. I shall do some more testing after i get off work to see if i can mimic the clipped results without using a macro to fire. If i can the good news is that the problem is solvable on our end with the use of a macro and unchecking Auto Attack/Auto Shoot. The bad news is we have to rely on a macro to perform well without fear of shooting stuff we don't want to.

If you want to test my theory before i have a chance this is the macro i used for my findings.

/console Sound_EnableSFX 0
/use [harm,nodead]Steady Shot
/cast [harm,nodead] !auto Shot
/console Sound_EnableSFX 1
/script UIErrorsFrame:Clear()

I also have a function to spam multibarbottemleftbutton12 in my in game macro which is where i have another macro forcing rake to cast but for the purpose of testing it is not needed

As for deselecting Stop Auto Attack the bug where you select a new target and fire at it after your current one dies still persists through that being disabled.

Edit: clarification
Edit: After thinking about it a bit more i might be showing these results because of my attack speed of 1.96. ill try to find a slower bow to work with and remove all my haste gear.

Last edited by Dinkadoo : 11/01/08 at 1:28 PM.

Offline
Old 11/01/08, 1:47 PM   #4900
Dinkadoo
Glass Joe
 
Dinkadoo's Avatar
 
Orc Hunter
 
Arygos
So after yet another round of testing with a few settings changed i have some more results that show what i have previously done and what i thought would happen. For this round i switched out my badge bow for the slower Ancient Amani Longbow and took off the 2 pieces of gear that have haste while running aspect of the viper like before.

The first one was my control test with the Auto Attack/Auto Shoot option turned on
Wow Web Stats

Second, turned off with use of a macro.
Wow Web Stats

Lastly just steady shot spam with it disabled
Wow Web Stats

I am not sure what to make of this round of testing. I think that it is buggy still with the Auto Attack/Auto Shoot option disabled, but the use of a macro that forces the auto shot to fire makes it less severe. I also believe that attack speed plays a role in how much you see the bug occurring as well. i have not noticed it enough for it to even be a negative impact on my dps with a speed of 1.96 though i am unaware of if it is effecting me while hasted through windfury totem while it lasts or during rapid fire or quick shots.

I have also tested this out with a friend like someone previously suggested. no matter the situation our auto shots desynchronized with the Auto Attack/Auto shoot disabled.

Honestly i am at a loss right now. Just to play it safe i am going to be disabling Auto Attack/Auto shoot during trash and enabling it for boss fights.

Edit: Clarification.

Last edited by Dinkadoo : 11/01/08 at 2:26 PM.

Offline
Closed Thread

Go Back   Elitist Jerks » Hunters

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
WotLK Discussion - Talents and abilities. Lamaros Death Knights 4142 11/14/08 12:09 PM
Feral talents/abilities - WotLK discussion Rannasha Druids 3759 11/14/08 10:56 AM