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Old 12/24/08, 11:57 AM   #181
Harmann
Piston Honda
 
Pandaren Monk
 
Azjol-Nerub
Also I believe Efficiency will simply reduce the mana gained from TotH by 10% as well since it is worded as 'restores 40% of the mana cost of any shot that critically hits'. If it reffered to base mana cost then I think you'd have a case.

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Old 12/24/08, 4:16 PM   #182
Saladin
Piston Honda
 
Saladin's Avatar
 
Blood Elf Paladin
 
Zuluhed
Originally Posted by Harmann View Post
Also I believe Efficiency will simply reduce the mana gained from TotH by 10% as well since it is worded as 'restores 40% of the mana cost of any shot that critically hits'. If it reffered to base mana cost then I think you'd have a case.
Christmas holidays so I can't get on to test, but I actually strongly believe this not to be the case.

Thrill of the Hunt is basically a clone of the Holy Paladin talent "Illumination," which as you know restores 60% of the mana cost of any paladin healing spell when it crits. But here's the really interesting thing we've found out over in the Holy Paladin thread--when mana reductions are applied to the costs of healing spells, Illumination returns 60% of the original cost, not the reduced cost. We've noticed this occuring through three sources: 1) Glyph of Seal of Wisdom, which reduces the mana cost of our heals by 5%; 2) Libram of Renewal, which reduces the mana cost of Holy Light by a flat 113; and 3) the 4PT7 bonus, which reduces the mana cost of Holy Light by 5%. Stacking all of these effects, it's been proven that Illumination still returns 60% of the un-reduced mana cost of Holy Light. It actually works out to returning 75% of the "real" mana that Holy Light ends up costing.

We need field testing to confirm, but the Illumination phenomenon does show precedence for this type of thing. If TotH works the same way, Efficiency would actually INCREASE the effectiveness of that talent.

However, it is worth mentioning that Holy Paladins don't actually have any way to reduce the mana cost of spells via talents--only through glyphs and gear. Things could behave differently with talent-based mana reductions. Let's find out!

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Old 12/24/08, 4:30 PM   #183
Namarus
Don Flamenco
 
Orc Hunter
 
Demon Soul
Originally Posted by Harmann View Post
Nam, I think you misunderstood my post. Those dps figures were written additively. Steady Shot wasn't 4803 dps, it brought the dps total to 4803. The next line I say that I estimate SV personal dps at 4800 or so.
Well in which case your guessestimate looks pretty good.

ToTh returns base mana, so eff doesn't affect it.

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Old 12/24/08, 4:52 PM   #184
Saladin
Piston Honda
 
Saladin's Avatar
 
Blood Elf Paladin
 
Zuluhed
Originally Posted by Namarus View Post
Well in which case your guessestimate looks pretty good.

ToTh returns base mana, so eff doesn't affect it.
It's easy to say that, but have you actually tested it?

Thrill of the Hunt
Gives you a 100% chance to regain 40% of the mana cost of any shot when it critically hits.

Illumination
After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell you have a 100% chance to gain mana equal to 60% of the base cost of the spell.

This implies that if Thrill of the Hunt IS base mana (like Illumination), then it should behave like Illumination and return 40% of the base, unmodified mana cost.

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Old 12/24/08, 7:28 PM   #185
Namarus
Don Flamenco
 
Orc Hunter
 
Demon Soul
Originally Posted by Saladin View Post
It's easy to say that, but have you actually tested it?

Thrill of the Hunt
Gives you a 100% chance to regain 40% of the mana cost of any shot when it critically hits.

Illumination
After getting a critical effect from your Flash of Light, Holy Light, or Holy Shock heal spell you have a 100% chance to gain mana equal to 60% of the base cost of the spell.

This implies that if Thrill of the Hunt IS base mana (like Illumination), then it should behave like Illumination and return 40% of the base, unmodified mana cost.
Yes, I have tested it. It has been this way for a very very long time. I do not see any point however in using efficiency myself since I end most fights with 90-100% mana

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Old 12/24/08, 11:51 PM   #186
Bovii
Piston Honda
 
Tauren Hunter
 
Maelstrom
Originally Posted by Harmann View Post
Also I believe Efficiency will simply reduce the mana gained from TotH by 10% as well since it is worded as 'restores 40% of the mana cost of any shot that critically hits'. If it reffered to base mana cost then I think you'd have a case.
No, you're misunderstanding the talents and how they work. Efficiency reduces the mana cost of the shots/stinsg you're using. So, if you're using max rank Steady Shot and it costs you 500 mana, max rank of Efficiency would drop it down 10% to 450 mana per shot fired. Thrill of the Hunt refunds the mana cost by 40% of any special shot that crits. The mana cost refunded is calculated off of the base unaltered cost of the shot. So, taking the above example, if your Steady Shot crit, you'd sped 450 mana to fire it BUT you'd be returned 200 mana (500 x 0.4). Your total mana cost, in this example, is 250.

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Old 12/25/08, 1:29 AM   #187
Mji
Von Kaiser
 
Mji's Avatar
 
Night Elf Hunter
 
Korgath
Hola folks. Long time reader, don't post much though. Running into a bit of a dilemma.


#showtooltip Steady Shot
/cast [target=target, exists] Kill Shot
/castsequence reset=3 Steady shot, Steady shot, Steady Shot, Explosive Shot(Rank 4)
/cast [target=pettarget, exists] Kill Command
/script UIErrorsFrame:Clear();

Thats the macro I use while I'm survival, but I was wondering if anyone had any idea as to how to tack on a Serpent sting in there that doesn't spam Serpent, but puts it up regularly. Any ideas?

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Old 12/25/08, 2:04 AM   #188
Saladin
Piston Honda
 
Saladin's Avatar
 
Blood Elf Paladin
 
Zuluhed
Originally Posted by Mji View Post
Hola folks. Long time reader, don't post much though. Running into a bit of a dilemma.


#showtooltip Steady Shot
/cast [target=target, exists] Kill Shot
/castsequence reset=3 Steady shot, Steady shot, Steady Shot, Explosive Shot(Rank 4)
/cast [target=pettarget, exists] Kill Command
/script UIErrorsFrame:Clear();

Thats the macro I use while I'm survival, but I was wondering if anyone had any idea as to how to tack on a Serpent sting in there that doesn't spam Serpent, but puts it up regularly. Any ideas?
First of all, is there a particular reason you have Explosive Shot after the steadies? It's not a big deal once you settle into a 5-minute rotation for a boss, but for trash definitely you could get better mileage from throwing your best shot first.

To add strictly the functionality you're looking for, you would want to modify your macro as follows:

#showtooltip Steady Shot
/cast Kill Shot
/castsequence reset=3 Serpent Sting, Explosive Shot, Steady Shot, Steady Shot, Steady Shot, Explosive Shot, Steady Shot, Steady Shot, Steady Shot, Explosive Shot, Steady Shot, Steady Shot
/cast Kill Command
/script UIErrorsFrame:Clear();

Be mindful however. There are several quid pro pros to a macro like this:

1) It's configured for Glyphed Serpent Sting, which is currently an 18-second duration. 3.0.8 will boost this to a 21-second duration, meaning you could land another steady or two before looping back to the start.
2) It doesn't take into account haste effects (personal or buffs). This macro basically assumes you have already haste-capped your Steady Shots. If you haven't, then Explosive Shot will actually be ready a little sooner in your cast cycle and you may end up "wasting" a GCD on Steady Shot instead of Explosive Shot.
3) Be careful about allowing the macro to reset if you applied Serpent Sting with any sort of AP buff. This is why I would recommend increasing the reset time to something more cushy like 5 seconds, or even longer. If you cast Serpent Sting while under the effects of an AP buff (orc racial, trinkets, blah blah blah) and then for some reason the macro resets (moving during a fight, LNL proc), then the macro will hang up on casting Serpent Sting and won't go any further until the AP-boosted Serpent Sting wears off. This is because it will not overwrite a more powerful Serpent Sting with a weaker one.

Personally, I use a combination of two macros for my rotation. The first is my "standard" shot macro, bound to 3. The second is my "LNL proc" shot macro, bound to Shift+3. This makes it very simple to alter your rotation for LNL procs by simply holding down Shift and spamming the same button you previously were, so I highly recommend it.

#showtooltip Steady Shot
/cast Kill Shot
/cast !Auto Shot
/castsequence reset=5 Serpent Sting, Explosive Shot, Steady Shot, Steady Shot, Steady Shot, Explosive Shot, Steady Shot, Steady Shot, Steady Shot
/cast Kill Command
/script UIErrorsFrame:Clear();

#showtooltip Explosive Shot
/cast Blood Fury
/cast Kill Shot
/cast !Auto Shot
/castsequence reset=5 Explosive Shot, Steady Shot, Explosive Shot, Steady Shot
/script UIErrorsFrame:Clear();

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Old 12/25/08, 6:20 AM   #189
Harmann
Piston Honda
 
Pandaren Monk
 
Azjol-Nerub
Got on the PTR, 3900-4000 DPS self sustained against target dummies as SV spec on a character I copied several weeks ago.

This is without a single buff.

There is not a chance in hell that Explosive Shot in its current iteration is going live.

Also, I'm able to kill people before they can react with LnL setup bursts. I've had Pallies who can't even hit Bubble fast enough before they realize what's happened. One second you're beating on me, the next you're in a Frost Trap while I'm flying backwards and quite literally 2-3 shotting you with chain Explosive Shots hitting for an average of 3.1k per tick. Roughly 18,600 damage delivered in the first 4 seconds with another 9,300 on its way... and if you really want to surprise people, let your LnL tick away for a couple seconds while you DPS them with a couple Autos + Aimed -- get them down to 70% HP before you 'outplay' them. The broken up damage is so fast and so sneaky that often times people don't even realize it.

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Old 12/25/08, 10:36 AM   #190
Bovii
Piston Honda
 
Tauren Hunter
 
Maelstrom
Originally Posted by Harmann View Post
Got on the PTR, 3900-4000 DPS self sustained against target dummies as SV spec on a character I copied several weeks ago.

This is without a single buff.

There is not a chance in hell that Explosive Shot in its current iteration is going live.

Also, I'm able to kill people before they can react with LnL setup bursts. I've had Pallies who can't even hit Bubble fast enough before they realize what's happened. One second you're beating on me, the next you're in a Frost Trap while I'm flying backwards and quite literally 2-3 shotting you with chain Explosive Shots hitting for an average of 3.1k per tick. Roughly 18,600 damage delivered in the first 4 seconds with another 9,300 on its way... and if you really want to surprise people, let your LnL tick away for a couple seconds while you DPS them with a couple Autos + Aimed -- get them down to 70% HP before you 'outplay' them. The broken up damage is so fast and so sneaky that often times people don't even realize it.
I'm willing to bet that they'll either push it to a single burst shot of 18% RAP + X or they'll keep it in its current form and push it to a 10s cool down. But you're right, the insanity that is the current Explosive Shot won't make it to live. If it does, it is going to get slapped down fast.

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Old 12/25/08, 12:33 PM   #191
Harmann
Piston Honda
 
Pandaren Monk
 
Azjol-Nerub
Originally Posted by Bovii View Post
I'm willing to bet that they'll either push it to a single burst shot of 18% RAP + X or they'll keep it in its current form and push it to a 10s cool down. But you're right, the insanity that is the current Explosive Shot won't make it to live. If it does, it is going to get slapped down fast.
I'm not even sure about the 10 second thing, it would still allow for triple Explosive Shots back to back that can instantly kill anyone.

If I were a betting man, I'd say it gets nerf batted down to 12% scaling per tick.

At least I know Blizzard well enough at this point to be able to figure out when they're dangling a ball of yarn above me with no intention of ever letting me have it.

I just tested out my usual 7/57/7 spec on the PTR actually and it's not clocking in THAT much lower than Survival's DPS.

Was around 3650-3750 DPS compared to 3900-4000 as Survival.

I was expecting a much larger discrepancy.

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Old 12/25/08, 2:15 PM   #192
Deadlock
Glass Joe
 
Tauren Hunter
 
Exodar
Originally Posted by Harmann View Post
Got on the PTR, 3900-4000 DPS self sustained against target dummies as SV spec on a character I copied several weeks ago.

This is without a single buff.

There is not a chance in hell that Explosive Shot in its current iteration is going live.

Also, I'm able to kill people before they can react with LnL setup bursts. I've had Pallies who can't even hit Bubble fast enough before they realize what's happened. One second you're beating on me, the next you're in a Frost Trap while I'm flying backwards and quite literally 2-3 shotting you with chain Explosive Shots hitting for an average of 3.1k per tick. Roughly 18,600 damage delivered in the first 4 seconds with another 9,300 on its way... and if you really want to surprise people, let your LnL tick away for a couple seconds while you DPS them with a couple Autos + Aimed -- get them down to 70% HP before you 'outplay' them. The broken up damage is so fast and so sneaky that often times people don't even realize it.
Just curious, was this with trapdancing or just sitting back and plugging away?

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Old 12/25/08, 4:42 PM   #193
Dryske
Glass Joe
 
Orc Hunter
 
Sargeras
just a thought, but if your trap dancing then hawk eye kind of loses its usefullness. so i thought about taking savage strikes to help raptor strike when trapping. also, i cant test it right now, but trap mastery seems like a good payout for 1 point since well use immo trap every cd, and it gives a little more utility to boot.

so this is the build im looking at Talent Calculator - World of Warcraft

also, i dont know if its been noted. but it seems that the LnL proc from SS and traps can stack. I was playing around with the test dummies, shot a serpent as i ran to melee, dropped my trap, and both had proced giving me 6 ES in a row. maybe im just behind the times and didnt know that was possible. can anyone confirm this? ill keep playing around with it to verify it if not.

edit: linked the wrong build

Last edited by Dryske : 12/25/08 at 4:58 PM.

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Old 12/25/08, 4:58 PM   #194
Cranch
Don Flamenco
 
Dwarf Hunter
 
Perenolde
Originally Posted by Harmann View Post
Got on the PTR, 3900-4000 DPS self sustained against target dummies as SV spec on a character I copied several weeks ago.

This is without a single buff.

There is not a chance in hell that Explosive Shot in its current iteration is going live.
Your numbers are twice mine, so I wonder about them. I'm able to get 3k dps, but only on the level 60 training dummy, and only with trapdancing. On the boss dummy, I'm at 2200 dps trapdancing. Both cases selfbuffed with dragonhawk.

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Old 12/25/08, 6:54 PM   #195
thanew
Glass Joe
 
Blood Elf Hunter
 
<LRU>
Coilfang
I'm calling shenanigans on 4k dps, explain yourself please!

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