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07/21/08, 7:54 PM
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#391
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Piston Honda
Night Elf Hunter
Aman'Thul
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Originally Posted by Panoramixe
They made retraning pets a hell of a lot easier. Maximum 5 levels lower than you and pet loyalty removed. Meaning it takes about 2 minutes to replace a pet at your level, half an hour - an hour for lower leveled ones.
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cough I wish it only took that long to grind out 5 levels. Besides, Blizzard said that they don't want pets to be disposable. Certainly, I wouldn't expect Stun, Snare or Daze effects to work against bosses. That leaves only a handful of pets with potentially raid-useful abilities. I can certainly see Nether Rays being used as backup interrupters, and a Tallstrider would be mandatory if that effect worked... although I really can't see how it could go live in its current form. I'd expect it to be 5%, or possibly even 10%... -30% to hit for 8 seconds on a 20-second cooldown is empirically unbalanced.
Still, given that we don't have to train temporary pets just to learn new skills, 3 slots may just be enough (although I wouldn't say no to 4  )
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07/21/08, 8:19 PM
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#392
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Piston Honda
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Currently Drums of Battle doesn't effect our pets (yes, you can test it for yourself). I assume this is because it grants Haste rating rather than a flat percent like Bloodlust/Heroism.
In WotLK, there are similar rating-based drums which will also probably not work on our pets:
- Drums of Great Battle - Increases movement speed by 15% and haste rating by 95 on nearby party members. Lasts 30 sec. Drums can be used while shapeshifted.
- Drums of Precision - Increases hit rating by 95 on nearby party members. Lasts 30 sec. Drums can be used while shapeshifted.
Blizzard needs to change the way pets work so that +rating effects work with pets.
On the subject of Pet Talents, does anyone else wish that the Ferocity tree had a way to cap our pets +hit (still needs another +5% hit to cap it for bosses), or increase its expertise to reduce the 'misses' they get during raids? This would give BM hunters with an extra 5 points to further increase the pets damage, as opposed to spending it on survivability.
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07/21/08, 8:22 PM
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#393
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Spiral out, keep going
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Originally Posted by Lactose
Steady Shot uses weapon range normalized to that of a 2.8 speed weapon.
When dealing with averages, this is the same as WeaponDPS*2.8.
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I'm pretty sure you're saying what I think you are, but just to be certain...
Currently weapon dps is the only thing that effects steadyshot damage (as far as the weapon itself goes, stats aside), correct? A 100dps 1.0 speed weapon would Steadyshot as hard as a 100dps 3.0 speed weapon, I thought.
When people see the words "weapon range" and then "normalized" I feel people may think that it's like Multishot: weapon damage (the actual weapon damage listed on the weapon, so speed * dps, hence slow making a difference), THEN the attack power contribution is normalized to 2.8.
If the new Steadyshot is going towards this Multishot model as Sean suggests, I cant see procs from fast weapons anywhere near making up the damage gained from the slowest weapons.
Or do I have this arse-about, and the current model for Steadyshot is like the current model for Multishot, and in beta the new Steadyshot is like the very very old Multishot (and Mortal Strike, Sinister Strike, etc, of 3 years ago), which would be terribly broken.
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07/21/08, 8:36 PM
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#394
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Bald Bull
Orc Death Knight
Whisperwind
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Originally Posted by Intermission
I'm pretty sure you're saying what I think you are, but just to be certain...
Currently weapon dps is the only thing that effects steadyshot damage (as far as the weapon itself goes, stats aside), correct? A 100dps 1.0 speed weapon would Steadyshot as hard as a 100dps 3.0 speed weapon, I thought.
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Already covered before the post you quoted.
Short version: No.
Long version: Steady Shot currently and in the beta determines damage using weapon damage (not DPS, the actual damage value) normalized to 2.8 speed, plus 20% of your RAP and a flat modifier. In WotLK, it also incorporates your ammo's damage in an as-yet unknown fashion.
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07/21/08, 8:55 PM
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#395
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Spiral out, keep going
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Originally Posted by Zurai
Already covered before the post you quoted.
Short version: No.
Long version: Steady Shot currently and in the beta determines damage using weapon damage (not DPS, the actual damage value) normalized to 2.8 speed, plus 20% of your RAP and a flat modifier. In WotLK, it also incorporates your ammo's damage in an as-yet unknown fashion.
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"Weapon damage normalized to 2.8 speed" is that not the exact same thing as DPS? Normalization is taking "attack power * weapon speed" and turning it into "attack power * 2.8" for the calculation of how attack power effects shots such as mulitshot and sinister strike. This was because having a 3.0 speed weapon would effectively double your attack power compared to having a 1.5 speed weapon, as far as instants are concerned.
When you "normalize weapon damage", what exactly are you doing? Taking the weapon damage from a 3.0 speed weapon, and changing it to a value that it would have if it was 2.8? Thats simply looking at the dps on the weapon and multiplying it by 2.8. Which would be to say, the dps value is all that matters.
edit: to expand on this, I believe this is the formula for Steady Shot:
150 + WeaponDamage/WeaponSpeed*2.8 + 0.2*RAP + [Dazed: 175]
"WeaponDamage/WeaponSpeed" -- this is the DPS of a weapon. It is the very definition of the DPS of a weapon. I dont see how a slower or faster weapon could have any impact.
So back to my original point, if they are making a change in WOTLK which favours slower weapons for steadyshot, it would be a drastic change to the current formula, and I think it would over-compensate for the advantages faster weapons have re: procs.
Last edited by Intermission : 07/21/08 at 9:06 PM.
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07/21/08, 9:14 PM
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#396
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Glass Joe
Night Elf Hunter
Shadowsong (EU)
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Originally Posted by Intermission
"Weapon damage normalized to 2.8 speed" is that not the exact same thing as DPS? Normalization is taking "attack power * weapon speed" and turning it into "attack power * 2.8" for the calculation of how attack power effects shots such as mulitshot and sinister strike. This was because having a 3.0 speed weapon would effectively double your attack power compared to having a 1.5 speed weapon, as far as instants are concerned.
When you "normalize weapon damage", what exactly are you doing? Taking the weapon damage from a 3.0 speed weapon, and changing it to a value that it would have if it was 2.8? Thats simply looking at the dps on the weapon and multiplying it by 2.8. Which would be to say, the dps value is all that matters.
edit: to expand on this, I believe this is the formula for Steady Shot:
150 + WeaponDamage/WeaponSpeed*2.8 + 0.2*RAP + [Dazed: 175]
"WeaponDamage/WeaponSpeed" -- this is the DPS of a weapon. It is the very definition of the DPS of a weapon. I dont see how a slower or faster weapon could have any impact.
So back to my original point, if they are making a change in WOTLK which favours slower weapons for steadyshot, it would be a drastic change to the current formula, and I think it would over-compensate for the advantages faster weapons have re: procs.
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Normalisation sometimes works something like this (am I thinking old multishot rather):
Weapon damage x Weapon damage coefficient + AP x Normalisation speed + constant.
This means that the hypotetical 100 dps bow firing 1 shot per 100 seconds (10000-10000) per shot does a 10000 damage component from weapon, + normasied AP. A hypothetical machinegun bow of 100 shots per second (1-1) gets almost no weapon damage component, but still the AP normalised speed.
Though I it seems the weapon damage is actually normalised for the current steady shot, my point does at least show just how important normalisation is.
Last edited by Shadewalk : 07/21/08 at 9:23 PM.
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07/21/08, 9:20 PM
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#397
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Spiral out, keep going
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Originally Posted by Shadewalk
Normalisation normally works something like this:
Weapon damage x Weapon damage coefficient + AP x Normalisation speed + constant.
This means that the hypotetical 100 dps bow firing 1 shot per 100 seconds (10000-10000) per shot does a 10000 damage component from weapon, + normasied AP. A hypothetical machinegun bow of 100 shots per second (1-1) gets almost no weapon damage component, but still the AP normalised speed.
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Thanks for that info, but I believe I understand how normalizing shots work. I remember crying when my multishots hit for 1k less than they used to.
However Zurai is saying you can somehow "normalize a weapon damage range". I'm saying all he is doing is taking the weapon damage, dividing it by the speed (which is simply finding its listed DPS), and then multiplying it by 2.8. Hence speed means nothing in that calculation, it's just a means to find the DPS, which is then multiplied by 2.8.
Normalizing a shot like multishot however, as you said, actually makes a difference. The weapon damage (1000-1000, 1-1, etc) is placed into the total shot damage in addition to the normalized attack power coefficient, and not simply used in a "whats the dps of this weapon" calculation.
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07/21/08, 9:23 PM
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#398
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Bald Bull
Orc Death Knight
Whisperwind
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Originally Posted by Intermission
"Weapon damage normalized to 2.8 speed" is that not the exact same thing as DPS?
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No. Weapon Damage is a range of numbers. DPS is a single number. You can normalize without applying attack power, too:
Generic 3.0 speed crossbow deals 100-200 damage (50 DPS).
Generic 3.0 speed crossbow normalized to 2.8 speed deals 93.3-186.67 damage (50 DPS)
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07/21/08, 9:37 PM
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#399
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Spiral out, keep going
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Originally Posted by Zurai
No. Weapon Damage is a range of numbers. DPS is a single number. You can normalize without applying attack power, too:
Generic 3.0 speed crossbow deals 100-200 damage (50 DPS).
Generic 3.0 speed crossbow normalized to 2.8 speed deals 93.3-186.67 damage (50 DPS)
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I'll use that weapon in the Steady Shot formula and see what happens.
150 + WeaponDamage/WeaponSpeed*2.8 + 0.2*RAP
3.0 speed 100-200 weapon A (50 dps)
2.5 speed 100-150 weapon B (50 dps)
The RAP/initial damage/dazed component doesnt matter, so lets ignore those.
Weapon A:
(100 to 200)/3.0*2.8 ---- (aka 50 dps * 2.8)
. = 93.333 to 186.666
. = 140 damage average hit
Weapon B:
(100-150)/2.5*2.8 ---- (aka 50 dps * 2.8)
. = 112 to 168
. = 140 damage average hit
So, I still dont see how this "normalizing weapon range", aka, "multiply the dps by 2.8", makes the speed of weapons relevant in Steadyshot dps on live. It's just something I thought would be well known, if a 3.0 weapon did more Steadyshot damage than a 2.8 weapon of the same dps.
edit: my post did some crazy text-size formatting, dots in front of the calculations seems to fix it.
Last edited by Intermission : 07/21/08 at 9:43 PM.
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07/22/08, 12:42 AM
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#400
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Von Kaiser
Night Elf Hunter
Lightbringer
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Originally Posted by Slaughtt
It says "An additional shot" which may very well be another auto shot, since it's not worded like Lightning Overload. However it is more than likely it is not classed as an autoshot, just like windfury would give an extra attack.
IF it was counted as another autoshot, does this mean it could possibly proc on itself? And then the nerf-bat comes.
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Even if it could proc on itself, I wouldn't be too fretful. It's a 10% chance of happening. This means you have a 1% chance of a double proc, a 0.1% chance of a triple proc. Altogether, you will have an expected value of 1/9 procs per normal shot. Plus, we don't know that the reprocs wouldn't be 60% of 60%. Somehow, a 1% chance to do an extra 36% damage on a shot doesn't inspire me to want to wield the foam club...
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Originally Posted by Shandara
According to Mania's Arcana, pet modifiers are as follows:
Tree______Health______Armor____ Damage
Cunning____+05%______+05%_____+0%
Ferocity_____+05%______+10%____+10%
Tenacity____+10%______+15%_____+0%
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This is what my deleted post was about from the page before. I didn't think there was any way these numbers could be accurate. And I have to admit, I'm still curious, how do we know they're all at least +5% health if there's no baseline that doesn't have that 5%?
Nonetheless, if this is the way things are, cunning pets have gotten the shaft in every single way except for the mana return ultimate. Is this enough by itself to justify a cunning pet?
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Originally Posted by Chul
On the subject of Pet Talents, does anyone else wish that the Ferocity tree had a way to cap our pets +hit (still needs another +5% hit to cap it for bosses), or increase its expertise to reduce the 'misses' they get during raids? This would give BM hunters with an extra 5 points to further increase the pets damage, as opposed to spending it on survivability.
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Perhaps, but this is about the only DPS boon that Tenacity has going for it. An Animal Handler tenacity pet has +8% hit.
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Originally Posted by Alienangel
[offtopic]...with the former being negative ("and lo, Kaubel smote him a mighty blow...") and the latter being positive ("I am hopelessly smitten with Arcazua").[/offtopic]
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Do you want to go get a cup of coffee or something?
...and Intermission, as near as I can tell, you're correct. Normalizing something after averaging it and averaging it after normalizing it should end up being the same.
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07/22/08, 1:42 AM
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#401
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Bald Bull
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You two are splitting hairs over steadyshot formulae btw, I'm pretty sure you both know exactly how it's calculated. Yes, a normalized damage range is effectively the same as normalized DPS, but only effectively - i.e. on average. In practice, the fact that the damage range and not the DPS is normalized is important to state since otherwise people ask "but why does my steadyshot hit for different values if it just scales with DPS and RAP?"
Originally Posted by Arcazua
Do you want to go get a cup of coffee or something?
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Last edited by alienangel : 07/22/08 at 1:42 AM.
Reason: verb
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07/22/08, 1:52 AM
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#402
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Piston Honda
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Originally Posted by Chul
On the subject of Pet Talents, does anyone else wish that the Ferocity tree had a way to cap our pets +hit (still needs another +5% hit to cap it for bosses), or increase its expertise to reduce the 'misses' they get during raids? This would give BM hunters with an extra 5 points to further increase the pets damage, as opposed to spending it on survivability.
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I was kind of hoping the 45 point talent would be some variation of hit and/or expertise for a pet. As it stands now, that would probably be a lot better than Aspect Mastery.
Here's to hoping someone important reads this forum.
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They made retraning pets a hell of a lot easier. Maximum 5 levels lower than you and pet loyalty removed. Meaning it takes about 2 minutes to replace a pet at your level, half an hour - an hour for lower leveled ones.
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I remember reading a blue post that hinted at the possibility of expanding our stable slots. They didn't make any promises though. I can't seem to dig it up.
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07/22/08, 1:54 AM
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#403
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Von Kaiser
Human Death Knight
Barthilas
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Less steady shot, more exciting talk about these new pets and trees!
I too am slightly unhappy at the lack of +hit in Ferocity.
Also not happy with the Great Resistance talent: 3 points for 9%? Not that great to me. I was quite happy to spec my specific pets for each type of raid (ie: Fire/Shadow for MH). This blanket-resistance talent seems to be a nerf in the long run, "jack of all resistances and master of none".
Cunning seems to be an odd tree, it is utility in the latter stages but look at Tier4! Pure DPS!
Blizzard seems somewhat confused, in my opinion. While they're struggling to make each tree "viable", I believe they might just make each tree as bland as the other with only a few sprinkles on top to give the illusion of "choice".
Lick Your Wounds - a healing talent - in the Ferocity tree? I don't agree. If I want survivability, let me spec Cunning. If I want to pump out massive numbers, then thats my choice if I want to be a glass cannon.
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07/22/08, 2:04 AM
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#404
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Piston Honda
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Originally Posted by Reebz
Also not happy with the Great Resistance talent: 3 points for 9%? Not that great to me. I was quite happy to spec my specific pets for each type of raid (ie: Fire/Shadow for MH). This blanket-resistance talent seems to be a nerf in the long run, "jack of all resistances and master of none".
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It was mentioned above, but all pets now get a base resist rate for ALL resists. I believe it's 120 @ level 70.
Originally Posted by Reebz
Blizzard seems somewhat confused, in my opinion. While they're struggling to make each tree "viable", I believe they might just make each tree as bland as the other with only a few sprinkles on top to give the illusion of "choice".
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I personally like how they did all 3 trees. Do you really want a clear-cut obvious trees for maximum DPS? A lot of fun in this game is playing with things and finding what's best for your playstyle. I really like that there is 2 viable DPS trees, and I can even see some use for the Tenacity tree in PvP (on top of it's solo'ing and potential tanking applications). I can't wait to try them all out.
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07/22/08, 2:51 AM
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#405
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Piston Honda
Human Death Knight
Boulderfist
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Originally Posted by Gokey
I personally like how they did all 3 trees. Do you really want a clear-cut obvious trees for maximum DPS? A lot of fun in this game is playing with things and finding what's best for your playstyle. I really like that there is 2 viable DPS trees, and I can even see some use for the Tenacity tree in PvP (on top of it's solo'ing and potential tanking applications). I can't wait to try them all out.
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It makes it much harder to balance, though.
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