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Old 10/21/09, 7:28 PM   #1551
alarge
Piston Honda
 
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Night Elf Druid
 
Vek'nilash
Originally Posted by Pijn View Post
Armour Penetration is not the same as Armour Reduction; suppose a boss has 10,000 armour and you have 50% Armour Penetration from gear, and a warrior in raid. First, the Armour Reduction is in effect, meaning the 10,000 Armour gets reduced by 20% so it becomes 8000. Your Armour Pen looks at this new number and reduces that by 50% to 4000.

Without Sunder Armor, your ArP would have reduced boss armour to 5000, so you can see there is a considerable difference. Either way, these two mechanics don't 'stack' but they do increase each others value.

Edit: this also means a physical dps with 100% passive ArP (pretty much impossible to reach at this point i believe, except for Arms warrior perhaps) would have zero benefit from Sunder Armor.
Hmmm. Are you really sure about these statements? Based on various write-ups (and formulas) I've read, I've been led to believe that:

* Major armor debuffs (e.g., sunder, expose armor, worm spit)

* Minor armor debuffs (e.g., FF, wasp sting, CoR)

* Armor penetration

... always "stack" (if not strictly linearly). Specifically, you'll always get a benefit from sunders no matter what your ArP level. This is because the amount of armor your ArP can remove will always be less than 100% of the raw value. In fact, I was under the impression that to get 100% armor removal you needed all 3 sources of armor reduction at 100% (e.g., a full stack of sunders *and* a FF *and* 100% ArP).
 
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Old 10/21/09, 9:14 PM   #1552
Stealthsnake
Glass Joe
 
Night Elf Hunter
 
Korgath
Engineering gloves enchant (PVE)

Hey guys.

Im trying to know what gloves enchant is the best one for pve. (Mostly Totc, togc)

The hard-mounted pyro rocket, or the hyperspeed accelerators.


Also, is the 4 piece really worth it or should i use offpieces if they have better stats for 1 or 2 pieces ( shoulders since i dont need more hit)



Edit: Been using Hyperspeed accelerators forever, gonna try hardmounted pyro rocket for a bit now until u get some answers O_O. i guess haste is pretty terrible for hunters and im close to soft cap anyways ( im like 14.38%)

Last edited by Stealthsnake : 10/21/09 at 9:39 PM.
 
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Old 10/22/09, 10:26 AM   #1553
nedm
Glass Joe
 
Night Elf Hunter
 
Hyjal
Originally Posted by Guinss View Post
You dont use silencing shot that way. Its not on global cooldown, meaning you can macro it into your other shots, and it will fire silencing shot everytime it gets off cooldown, and not interupt your rotation in any way.
Doing this gives me 2% more total damage/dps, 1 talent point well spent.

Dont know how familiar you are with theese macros, but its basicly like this:
#showtooltip Chimera Shot
/cast Silencing Shot
/cast Chimera Shot


This is for chimera, as im sure you see. You will have to make similar for SrS, SS, ArS and the other shots/stings you use. And if your not already doing it, put Kill Command in there aswell.

#showtooltip Chimera Shot
/cast Silencing Shot
/cast Kill Command
/cast Chimera Shot
I dont use kill command in that way anymore, since the change i use the first one a few seconds after i use my pet cooldowns, so that my pet has time to get a couple rabid charges and has furious howl up when he's using kill command. The rest of the time, sure, just macro it but try to save one of them for your pet cds.
 
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Old 10/22/09, 11:17 AM   #1554
IceyDevil
Von Kaiser
 
Draenei Hunter
 
Zul'Jin
Originally Posted by Stealthsnake View Post
Hey guys.

Im trying to know what gloves enchant is the best one for pve. (Mostly Totc, togc)

The hard-mounted pyro rocket, or the hyperspeed accelerators.


Also, is the 4 piece really worth it or should i use offpieces if they have better stats for 1 or 2 pieces ( shoulders since i dont need more hit)



Edit: Been using Hyperspeed accelerators forever, gonna try hardmounted pyro rocket for a bit now until u get some answers O_O. i guess haste is pretty terrible for hunters and im close to soft cap anyways ( im like 14.38%)
Pyro-rocket is by far the best choice.
(1654 + 2020)/2/45= 40.82> DPS (even more since it can crit). This is by far better than a small haste proc that is, as you said, terrible for hunters, and far beyond the benefit of typical glove enchants.
 
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Old 10/22/09, 11:25 AM   #1555
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Originally Posted by nedm View Post
I dont use kill command in that way anymore, since the change i use the first one a few seconds after i use my pet cooldowns, so that my pet has time to get a couple rabid charges and has furious howl up when he's using kill command. The rest of the time, sure, just macro it but try to save one of them for your pet cds.
Just to support this notion.
It is easily handled by assigning Kill Command to Steady Shot. It is our lowest priority for all three specs, hence the pet should have lpenty things going for it when you pop it. For Survival it will likely take 5-6 GCDs before steady comes in, for MM it will take 3-5 depending on the usage of Arcane Shot and for BM it takes also around 4-5 GCDs. That is short enough to not impact the overall cooldown usage badly, but long enough to stack the various buffs to reasonable levels.
 
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Old 10/22/09, 12:24 PM   #1556
IceyDevil
Von Kaiser
 
Draenei Hunter
 
Zul'Jin
Originally Posted by KraxisSingular View Post
Just to support this notion.
It is easily handled by assigning Kill Command to Steady Shot. It is our lowest priority for all three specs, hence the pet should have lpenty things going for it when you pop it. For Survival it will likely take 5-6 GCDs before steady comes in, for MM it will take 3-5 depending on the usage of Arcane Shot and for BM it takes also around 4-5 GCDs. That is short enough to not impact the overall cooldown usage badly, but long enough to stack the various buffs to reasonable levels.
Wouldn't it still be better to use kill command before the fight starts and then time it around any available pet buffs when it comes off cooldown? Since it causes no GCD, it would seem best to merely use it yourself, and not rely on steady shot to time it around the use of rabid, etc, especially if you use it before a fight starts to get an extra use out of it.
 
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Old 10/22/09, 6:35 PM   #1557
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Kill Command is by itself not a lot of DPS, so going to expend time and focus to use it specifically at certain points is unlikely to provide you with anything tangible, for a rather big investment. Much like the Enhancement Shamans are currently debating the use of Flame Shock.

Anyway, if you use Kill Command proactively before the fight you can bite off a chunk of the cooldown. However if you want to time it with Rabid (and you really want to time it for a 'late' Rabid) then the cooldown gain will be lost. If you use it ahead of pull then I would suggest still just popping it on cooldown.
 
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Old 10/22/09, 8:13 PM   #1558
Ardeaf
Von Kaiser
 
Orc Hunter
 
Kil'Jaeden
Originally Posted by alarge View Post
Hmmm. Are you really sure about these statements? Based on various write-ups (and formulas) I've read, I've been led to believe that:

* Major armor debuffs (e.g., sunder, expose armor, worm spit)

* Minor armor debuffs (e.g., FF, wasp sting, CoR)

* Armor penetration

... always "stack" (if not strictly linearly). Specifically, you'll always get a benefit from sunders no matter what your ArP level. This is because the amount of armor your ArP can remove will always be less than 100% of the raw value. In fact, I was under the impression that to get 100% armor removal you needed all 3 sources of armor reduction at 100% (e.g., a full stack of sunders *and* a FF *and* 100% ArP).
Yes they do all stack. My previous assumption about armor penetration was incorrect. Refer to this post for an in depth analysis on armor penetration and how it is calculated.

Last edited by Ardeaf : 10/27/09 at 2:10 PM. Reason: fixed a misconception
 
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Old 10/22/09, 10:00 PM   #1559
Beizun
Glass Joe
 
Night Elf Hunter
 
Cenarius
I've seen a lot of MM hunters (both the ones who stack agility and the ones who stack armor pen) lately switching from agility gems to attack power gems. They insist to me that it is the way to go. Is there any data to back that up, or is this just the latest gem trend?
 
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Old 10/23/09, 3:24 AM   #1560
Eillis
Glass Joe
 
Orc Hunter
 
Altar of Storms
apr rng?

Hey MM hunter here Gok of altar of storms i wanted to know if there was any rng factor to arp, since my dps is diffrent depending on the night and the fight (yes i know diffrent fights diffrent dps) but i mean same fights diffrent nights.

99% of the time same buffs same rotation everything can it be a 1- 1.5K dps diffrent if my runestone procts diffrently, or is there some rng i am missing.
 
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Old 10/23/09, 9:55 PM   #1561
Ardeaf
Von Kaiser
 
Orc Hunter
 
Kil'Jaeden
Originally Posted by Beizun View Post
I've seen a lot of MM hunters (both the ones who stack agility and the ones who stack armor pen) lately switching from agility gems to attack power gems. They insist to me that it is the way to go. Is there any data to back that up, or is this just the latest gem trend?
The only reason I can see them switching to AP gems is if they are crit capped. Other than that, it sounds pretty stupid.
 
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Old 10/24/09, 1:51 AM   #1562
Iru
Don Flamenco
 
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Draenei Hunter
 
Muradin
There is no such thing as a crit cap - other than the obvious 100% - for hunter ranged damage as hunter ranged attacks do not experience glancing blows.
 
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Old 10/24/09, 2:32 AM   #1563
alienangel
Bald Bull
 
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Draenei Hunter
 
Eredar
Originally Posted by Iru View Post
There is no such thing as a crit cap - other than the obvious 100% - for hunter ranged damage as hunter ranged attacks do not experience glancing blows.
Well, talents and procs can actually push your crit rate on certain abilities (primarily kill shot and aimed shot) above 100%, so it's feasible to hit a soft-cap on crit where the next point of crit is affecting fewer abilities than the previous point of crit.

I have no idea whether that merits switching gems to AP though, certainly not all your gems since you don't reach that much crit without gemming agi in the first place.
 
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Old 10/25/09, 2:37 PM   #1564
Whiterabbit
Glass Joe
 
Draenei Priest
 
Muradin
I've been leveling a hunter in all of the BoA heirloom items along with a ret paladin in all of his BoA gear. We kill everything so fast and he keeps such good agro that I'm thinking the typical BM leveling spec is being wasted. For the most part, we just mow down 5-8 mobs our level or higher with AoE without any worries and my pet almost never gets hit. I'm currently BM spec'd with a bear pet for the AoE swipe.

Any suggestions for which spec would be better going forward? We're 45, but easily getting 4-5 levels a day at this point.
 
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Old 10/25/09, 5:42 PM   #1565
Dafeaz
Von Kaiser
 
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Orc Hunter
 
Earthen Ring
Originally Posted by Whiterabbit View Post
I've been leveling a hunter in all of the BoA heirloom items along with a ret paladin in all of his BoA gear. We kill everything so fast and he keeps such good agro that I'm thinking the typical BM leveling spec is being wasted. For the most part, we just mow down 5-8 mobs our level or higher with AoE without any worries and my pet almost never gets hit. I'm currently BM spec'd with a bear pet for the AoE swipe.

Any suggestions for which spec would be better going forward? We're 45, but easily getting 4-5 levels a day at this point.
I'd recommend just sticking with BM at this point. You might come up against an elite mob that you can't AoE down, in which case you'll need a fuzzytank.

Otherwise, the benefit you would get from respeccing would be minimal at best.

Some people think they can outsmart me. Maybe.

Maybe.

I've yet to meet one who can outsmart bullet.
 
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Old 10/25/09, 9:57 PM   #1566
KraxisSingular
Banned
 
Blood Elf Hunter
 
Runetotem (EU)
Ret and BM aren't the best combo due to the conflicting buffs. But there is a truth to the point about elites, however I believe the Ret can survive long enough for you to burn a hard target down, if he uses his cooldowns.

My suggestion is going for MM for TSA which compliments the Ret aura nicely. Also, while you don't exactly gest the best benefit of the spec (which comes in latter parts of the tree) you gain limited manasavings leading to a better run. It can be nice to treat that Ret as a pet.
But don't forget that if you move from BM soloquesting suddenly becomes a lot more troublesome.
 
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Old 10/26/09, 7:55 PM   #1567
alarge
Piston Honda
 
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Night Elf Druid
 
Vek'nilash
Originally Posted by Ardeaf View Post
Yes they do all stack. However, since armor penetration is percentage based, if you have 100% armor pen you will see no difference in damage if sunder is up or not.

Any lower than 100%, though, you will need Major & Minor Armor Debuffs to see the full benefit of armor pen (the closer you are to 100% self buffed the less those debuffs affect you).
I remembered reading at least once that this was *not* the case, so I decided to try and dig out the info I could find.

Here is my understanding:

(1) The formula for ArPen cap (how much armor is ignored at 100% ArP) against a level 83 is MIN(ARMOR, (ARMOR + 16635)/3).

(2) Sunder Armor provides a 20% reduction and Faerie Fire provides a 5% reduction. These reductions are applied *before* ArP (so "ARMOR" in the ArP calculation refers to the sundered/FF'd armor).

(3) Boss armor in LK has been standardized to 13083.

Given these factors, I get that:

(a) Sunder+FF removes 3270.25 armor (leaving 9812.25 armor)

(b) 100% ArP _alone_ removes 9906 armor (leaving 3177 armor)

(c) Sunder+FF+100% ArP removes 12086 armor (leaving 997 armor)

I remember reading that some folks have shown that GC's ArP formula was provably incorrect, but I can't find the reference. In any case, however, it would have to be *very* wrong before capping ArP made Sunder+FF useless.

It looks like Ardeaf is enjoying a ban right now, but could someone please confirm or deny these findings?
 
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Old 10/26/09, 8:32 PM   #1568
Whitefyst
Don Flamenco
 
Tauren Hunter
 
Draenor
Originally Posted by Pijn View Post
Armour Penetration is not the same as Armour Reduction; suppose a boss has 10,000 armour and you have 50% Armour Penetration from gear, and a warrior in raid. First, the Armour Reduction is in effect, meaning the 10,000 Armour gets reduced by 20% so it becomes 8000. Your Armour Pen looks at this new number and reduces that by 50% to 4000.

Without Sunder Armor, your ArP would have reduced boss armour to 5000, so you can see there is a considerable difference. Either way, these two mechanics don't 'stack' but they do increase each others value.

Edit: this also means a physical dps with 100% passive ArP (pretty much impossible to reach at this point i believe, except for Arms warrior perhaps) would have zero benefit from Sunder Armor.
In this post and several of the replies, it is evident that there is some misunderstanding of how armor penetration and armor reduction first. So to make things clear:

- Armor reduction (ArR) and armor penetration (ArP) are two separate entities that have a synergy with each other

- Armor Reduction abilities come in two types
1) Sunders/Expose Armor/Acid Spit (up to 20%)
2) Faerie Fire/Curse of Weakness/Sting (5%)

Within each type, the effects do not stack but are redundant versions to allow raid composition flexibility. The two types do stack together, but not necessarily as how most folks think. Their stacking is not additive (i.e, 20% + 5% = 25%) or multiplicative (i.e., 1.2 * 1.05 = 1.26 or 26%). Their stacking is calculated by:

1 - ( (1 - type 1 value) * (1 - type 2 value) ) * 100

Hence, a fully sundered, faerie fired target has 24% armor reduction.

- ArR effects are accounted for first to determine the base armor from which armor pentration is calculated. Armor pentration then removes a percentage of that base armor.

- 100% armor penetration does not always ignore 100% armor. This is because there is a cap to the effect of armor penetration to keep armor penetration from being too overpowered on high armor targets. This cap is derived from the level based armor constant C with their being some disagrement on whether the value of C to be used for the ArP cap is for the target level (16635 for level 83) or the attacker level (15232.5 at 80). The spreadsheet uses the 15232.5 since it is believed that the attacker's level limits the maximum amount of armor that can be ignored. The armor cap can then be determined for the target as, where base armor is the amount after armor reduction:

min( (base armor + C)/3, base armor)

The result is that 100% ArP will ignore 100% armor for targets with base armor less than 7616.15 but not ignore 100% armor for targets with base armor above 7616.15. Since there are rarely any level 83 bosses with less than 7616.15 armor, armor reduction effects are required to give us a chance to ignore 100% armor on low armor bosses and to reduce the amount of armor not ignored for higher armored targets.

Here are some examples to illustrate:

Example 1:
- Let’s use the simple case where the boss has 10K armor, which means that our physical attacks usually do about 62.5% of their damage against it.
- If the boss has both Sunders and FF on it, its base armor is reduced by 24%. Hence, it effectively only has 7.6K armor to our attacks so they do 68.6% damage. So the ArR alone increased physical damage by 6.1%.
- Since 7.6K is less than 7616.25, the full amount can be affected by ArP.
- Now let’s assume that you have 700 ArP rating or 50% ArP. This reduces the target’s armor to 3.8K, so our attacks do about 81.50% damage.
- If we assume that you had 100% ArP, the target’s effective armor would be 0 and you would do 100% damage.

Example 2
:
- Same scenario as Example 1 but without Sunders and FF:
- The target’s base armor is 10K. Since that is above 7616.25, the effect ArP cap due to target level is about 8411. Hence, there is about 1589 armor that the target would still effectively have at 100% ArP.
- 50% ArP would reduce the 8411 armor to 4206 armor. Thus, the total effective armor of the boss would be 4206 + 1589 = 5795 armor, resulting in about 74% damage.
- 100% ArP would reduce the armor to 1589 or about 91.5% damage.

Example 3:
- For an average level 83 boss with 13083 armor that the spreadsheet uses by default, our attacks do 56.13% damage with 0 ArR and ArP.
- Sunders and FF reduces the base armor to 10550, which is above the ArP cap. Damage % is now about 61%.
- The base armor for ArP calculations is 8594 due to the cap.
- With 50% ArP, the effective armor of the target is 10550 – (8594 * 0.5) = 6253 armor for about 72.7% damage.
- With 100% ArP, the effective armor of the target is 10550 – 8594 = 1956 for about 89.3% damage.

Last edited by Whitefyst : 10/26/09 at 8:40 PM.
 
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Old 10/28/09, 12:18 AM   #1569
Cranch
Don Flamenco
 
Dwarf Hunter
 
Perenolde
Originally Posted by Norest View Post
ice breaths (which, if you react fast enough, can be FD'd and avoided completely - I did it once successfully by fluke)
Feigns don't protect you from AOE's, which I thought cone attacks are equivalent to. I believe that if you are the one targeted by Icehowl for the Arctic Breath and you feign, you can effectively interrupt its cast and prevent the cone attack on everyone. But I wasn't aware that you could avoid it if you weren't the targeted one.

Can you actually use feign in this way?
 
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Old 10/28/09, 3:37 AM   #1570
MizarAlcor
Glass Joe
 
Night Elf Hunter
 
Uther
Originally Posted by Cranch View Post
Feigns don't protect you from AOE's, which I thought cone attacks are equivalent to. I believe that if you are the one targeted by Icehowl for the Arctic Breath and you feign, you can effectively interrupt its cast and prevent the cone attack on everyone. But I wasn't aware that you could avoid it if you weren't the targeted one.

Can you actually use feign in this way?
Would deterrence actually work better for this? Haven't tried it myself to the extent of a reliable result (due to the CD and randomness on how Deterrence works with other boss abilities)
 
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Old 10/28/09, 3:57 AM   #1571
TFD
Glass Joe
 
Night Elf Hunter
 
Dath'Remar
I'm currently running 2pc t8 + tpc t9 as a survival hunter, i have a wolf 'roar' pet and have maxxed agility which is as far as i can see the best current way to gear/set.

I have maxxed my glyphs to get best damage as i can see it, and due to the many increases on serpent sting, i rotate thusly.

Serpent sting, Black Arrow, Aimed Shot - these 3 increase damage done by me / taken from me,
Then explosive shot, and steady shot until another one is off cooldown or lock and load procs.
I also pump (the pet critical increase), Rapid fire and my Wrathstone trinket at the start of a fight and recast whenever cooldown is off.

For my gear level i should be doing much... much more damage and the plethora of changes ive made seem to only make it worse.

'What am i doing wrong here'
 
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Old 10/28/09, 6:32 AM   #1572
Zeel
Von Kaiser
 
Zeel's Avatar
 
Troll Hunter
 
Ravencrest (EU)
Originally Posted by TFD View Post
'What am i doing wrong here'
You are 1% below the hit cap even with Draenai in your group. 2% without one.
Without any combatlogs its hard to tell anything else.
If I were to guess I'd say that you probably override your 2nd Explosive Shot tick with another
ES during Lock'n Load proc. Or maybe you move a bit too much and lose some autoshots and
Sniper Training.
 
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Old 10/28/09, 2:28 PM   #1573
MizarAlcor
Glass Joe
 
Night Elf Hunter
 
Uther
Originally Posted by TFD View Post
Serpent sting, Black Arrow, Aimed Shot - these 3 increase damage done by me / taken from me,
Then explosive shot, and steady shot until another one is off cooldown or lock and load procs.
I also pump (the pet critical increase), Rapid fire and my Wrathstone trinket at the start of a fight and recast whenever cooldown is off.
This is a very common misconception. Aimed Shot does not apply a damage-increase debuff whatsoever to target. The only debuff it applied is the healing reduction (mortal-strike) effect. The misconception comes from the wording of Aimed Shot : "An aimed shot that increases ranged damage by X and reduces healing done to that target by 50%. Lasts 10 sec." It only increases the ranged damage for that one shot (i.e. the Aimed Shot). As such, Aimed Shot should be the lowest in priority among all instant-cast shots (for Surv at least).
 
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Old 10/28/09, 3:29 PM   #1574
sonofgloin
Glass Joe
 
Dwarf Hunter
 
Kilrogg
I need some tips for improving my DPS.

Here is a H NRB25 from last night:
World of Logs - Real Time Raid Analysis

My armory:
The World of Warcraft Armory

I'm not sure how I ended up #1 for total damage for the whole night, but for each fight, like this fight, I was #5, kinda low, hoping to improve.

Any tips?
 
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Old 10/28/09, 4:21 PM   #1575
Caph
Glass Joe
 
Night Elf Hunter
 
Lightninghoof
Originally Posted by sonofgloin View Post
I need some tips for improving my DPS.

Here is a H NRB25 from last night:
World of Logs - Real Time Raid Analysis

My armory:
The World of Warcraft Armory

I'm not sure how I ended up #1 for total damage for the whole night, but for each fight, like this fight, I was #5, kinda low, hoping to improve.

Any tips?
It amazes me that people will crank their crit up to 50% and not even bother to be hit capped. You're 1% under hit cap dude, that's just negligent...
 
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