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Old 12/09/08, 8:12 PM   #106
Gurth
Von Kaiser
 
Dwarf Hunter
 
Draenor (EU)
In my opinion these changes fails horribly (again), granted i have no direct experience of hunter scaling in WotlK since i rerolled i still have played the hunter through all the previous contents since day 1 of vanilla and i think i've still the confidence with the numbers to make some preliminary observations.

1) I see hunters using arcane shot on cooldown now. There is no reason not to since it will do double SS damage altho the mana usage will be pretty high. I also see Multishot and maybe even aimed shot back into rotation once again which means usual problem with slow weapon etc.

2) Considering point 1, mana usage will be horrible. I expect this to be a major issue, MM hunters will be probably forced in speccing LnL to help a bit.

3) SS is nerfed to oblivion. I don't really think blizzard realized entirely what means 10% scaling. Let's say SS damage portion of a fight is 40% of hunter total dps (being generous), nerfing to 10% does not means that SS would be 20% (of previous total dps, would be a bit more of new dps actually but still). Halving its dps means also destroying its efficiency effectively making it the worst of our dps moves. This means it will be reduced to something worth using only when everything else is on cooldown if worth at all. I expect SS to be pushed to 5-10% of total damage. Quite disappointing for a core ability.

4) Survival looks more intersting. If along with volley they nerf other aoe aswell but buff explosive... looking forward to it. I don't think that with the nerfs other two specs got the dps difference is as high anymore.

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Old 12/09/08, 8:34 PM   #107
Darkeye
Glass Joe
 
Orc Hunter
 
Scarlet Crusade
Math check.. (from my own guild forum post)


Steady Shot MATH:

Assumptions - Naxx 10/20 man gearing level
Spec used for this math - 11/53/7
Main Weapon - Enjoy Of Mortality
Ammo - Frostbite
Buffs - Utopian Level 80 raid buffs


Now: (WeaponMin + WeaponMax)/2 + (Ammo * Shot Speed) + (RAP * .2 +252)
Nerf: (WeaponMin + WeaponMax)/2 + (Ammo * Shot Speed) + (RAP * .1 + 252)

Lets just say you carry the Envoy of Mortality (best wpn but very closely attainable), Frostbite Shells and approximately 3500 RAP.

Now: (314+584)/2 + (46.5 * 2) + (3500 * .2 + 252)
449 + 93 + 952 = 1495 dmg per steady

Nerf: (314+584)/2 + (46.5 * 2) + (3500 * .1 + 252)
449 + 93 + 602 = 1145 dmg per steady

NOW.. .lets add level 80 raid buffs and your TSA

(Using Antikojian's gear 1 week ago) With optimum buffs I calculate your potential RAP at 5571

Now: (314+584)/2 + (46.5 * 2) + (5571 * .2 + 252)
449 + 93 + 1366.2 = 1908.2 dmg per steady

Nerf: (314+584)/2 + (46.5 * 2) + (5571 * .1 + 252)
449 + 93 + 809.1 = 1351 dmg per steady

Difference per steady - 557.2 dmg
Percentage Decrease - 29.2 %

NOW.. using your last whole WWS logs, lets take into account that steady accounted for 26% of your total damage. Thus, the decrease to steady will impact your total damage by 7.59 percent. Thus.. the nerf to your DPS and total damage is just under 10 percent from steady alone.

This math look correct? I like to correctly math out my QQ before I let my cold tears hit the ground. Huge nerfs incoming. Although the nerf is far far larger for BM inclusive of the serpent's swiftness nerf to pets, the 50/21 directed nerf, and the kindred spirits, don't be fooled if you're MM, because the percentage of your hunter to pet damage is heavily weighted in favor of the hunter, the percentage of damage that steady accounts for is actually about 5 percent higher than BM. Thus... you actually get nerfed harder on the steady nerf.

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Old 12/09/08, 8:46 PM   #108
Lerastes
Piston Honda
 
Tauren Hunter
 
Cenarion Circle
Well there are some interesting results with these changes using Shandara's spreadsheet to say the least. I plugged in my gear and glyphs (using Serpent/Steady/Arcane for BM and MM and Serpent/Steady/Hawk for Survival), turned on all buffs and debuffs, and tried seperate talent specs, rotations, and pets. Here are my results. This is also without knowing how much Rake has been affected.

6/14/51Surv with a RF/Serpent/KS/ES/SS rotation and a cat pet: 3974 DPS, 181 sec to OOM
16/51/4 MM with RF/Readiness/Serpent/KS/CS/Arcane/SS rotation and a cat pet: 4378 DPS and 136 sec to OOM
55/11/5 BM with RF/BW/Serpent/KS/Arcane/SS rotation and a devilsaur pet: 4248 DPS and 257 sec to OOM

And after removing Arcane shot and using Serpent/Steady/BW for BM and Serpent/Steady/Hawk for MM.

16/51/4 MM with RF/Readiness/Serpent/KS/CS/SS rotation and a cat pet: 4316 DPS and 162 sec to OOM
55/11/5 BM with RF/BW/Serpent/KS/SS rotation and a devilsaur pet: 4177 DPS and 286 sec to OOM

So it looks like Arcane Shot isn't quite worth using yet. Unfortunately I didn't save version 79 of the spreadsheet so I can't compare DPS with the nerfs. Because it's not accounting for the nerf to Rake it looks like BM and MM will be about the same with Surv being a very close second.

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Old 12/09/08, 8:57 PM   #109
Namless
Glass Joe
 
Night Elf Hunter
 
Gnomeregan
My guild has just started running Naxx, in the first few bosses I've seen I have no problem keeping my pet alive and doing all the things normal 51/20 BM Ready hunters do. After seeing a few other bosses my pet keeps dieing in a fire or poison. Whats not to say a person goes with a MM/Surv spec that is more mana friendly and not as pet dependant since steady shot might be getting nerfed.

When I used to raid MM my dps didn't change much if I used my pet or if he died 10 seconds into a fight. I loved the Readiness+BW combo but like others said, it might not be worth it to stay with it. I might look into a longevity build.

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Old 12/09/08, 9:14 PM   #110
Ketari
Piston Honda
 
Blood Elf Priest
 
Alonsus (EU)
Originally Posted by Darkeye View Post
NOW.. using your last whole WWS logs, lets take into account that steady accounted for 26% of your total damage. Thus, the decrease to steady will impact your total damage by 7.59 percent. Thus.. the nerf to your DPS and total damage is just under 10 percent from steady alone.
Looks right to me.

With the new spreadsheet, I'm seeing a 13% drop in DPS as a BM Hunter.

(And 13% is broader than the damage difference we had in raiding through Naxx and Sartharion this week.)


I'm also concerned that the only deacently-scaling portion of our damage we have as BM Hunters anymore is autoshot and serpent sting, which at the Naxx-level make up about 25% of our overall damage.

Edit:

Okay, very good point just made to me. I'm still thinking of Serpents Swiftness 5/5 as mandatory. Now it's only providing 2% pet haste per point, and some haste on Hunter gear is largely unavoidable, dropping points in SS may well be an option. Bearing in mind we have a Ret Pally, thinking something like this.

Note I haven't statted this out, it's more "thinking out loud"

Last edited by Ketari : 12/09/08 at 9:24 PM.

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Old 12/09/08, 11:17 PM   #111
Varance
Von Kaiser
 
Varance's Avatar
 
Troll Hunter
 
Cho'gall
The changes to Volley and Readiness are reasonable and needed, but I'm going to jump on the good intentions, bad solution bandwagon for most of the intended BM damage nerfs. Most of the comments here have been concentrated on minmaxing DPS. I'm more concerned about the rest of the game, especially PvP. Personally, for the sake of solo, small group and PvP gameplay, scalability and MM/SV, I'm hoping some of these suggestions take hold instead of or in addition to the current list of changes:

1) Pets can only be buffed by the player controlling them. Doing this would reduce attack speed greater than the Serpent's Swiftness change by eliminating Windfury and prevent pets from benefiting from two sets of buffs (trickle down from hunter's buffs + pet's buffs), bringing them back to where they should be for MM, fixing MM's "slightly high" DPS problem without heavily nerfing shots, and does not penalize Hunter pets in the ungrouped/small group/PvP formats. In a way, this is actually a larger nerf to PvE DPS than the proposed changes.

2) Increase the AP coefficient on Arcane Shot and/or allow it to count base weapon/ammo damage. When dispelling magic was removed from arcane shot (the previous fix for the shot being underpowered), this shot did not receive any sort of replacement effect to compensate. As a result, most hunters don't use it because it's back to being underpowered for what it is compared to other shots. Even 10% AP Steady Shot does better damage than the current Arcane Shot in raids because a) it gains the equivalent of thousands of AP from white damage and ammo, b) gains even more when you consider Arcane Shot is subject to resists AND c) bosses will have their armor debuffed, allowing Steady to hit almost as hard on a boss as a mob with no armor. Seeing as it's on a 6 second cooldown and costs more mana than Steady Shot, it should probably be doing at least as much damage as Steady if not more at maximum scaling, especially if the Steady nerf remains as it is now.

3a) Increase the AP coefficient on Explosive Shot, allow it to count base weapon/ammo damage and/or allow it to do extra damage to Stunned/Rooted/Snared/Dazed targets. It was fine before the last nerf it received in beta due to people abusing LnL while in situations where trapping is not a DPS loss (grinding, PvP). However, LnL isn't that great in PvE because of how long it takes to proc via stings or having to RUN UP TO mobs to trap. And it makes sense for a shot that does damage via explosions to do more damage to a target unable to move. This would also give the shot greater synergy with a large number of Survival talents and abilities (LnL, TNT, Entrapment, (Imp) Wing Clip, Scatter Shot, etc).

-AND/OR-

3b) Implement Trap Mastery as a talent that allows you to range or directly target all traps. Barring a damage increase in Explosive Shot damage, the added damage from being able to deploy Immolation/Explosive Trap without losing DPS time along with extra LnL procs should be enough to bring SV back in line with most DPS classes.

4) Reduce Steady Shot to 15% of AP + unmodified weapon damage and ammo, remove base and dazed bonus damage. The Steady Shot nerf is mainly aimed at BM specs, as this is the bread-and-butter of all BM hunters. However, reducing the scaling to 10% of AP hits the already-low SV hunter pretty hard and MM a little too hard, as MM still has some mana issues and spends quite a bit of time under Viper. 15% of AP would bring Steady in line with Arcane Shot's current scaling while removing all of the bonus damage outside of weapon base damage would bring BM damage down without hurting MM and SV as badly. Dazed damage is largely irrelevant anyway, as most targets that you'd use it against cannot be dazed.

I'm reserving judgment on the rest of the changes until I can get some hands-on time in on the PTR, but I don't like the sound of the deterrence change. In specific, I don't like that it's been turned into a half-BoP-sitting-duck-anti-Dismantle. Any class in melee range is going to overrun you while backpedaling, and spinning in circles to match what your opponent is doing is very lag-dependent. We'll see though.

Last edited by Varance : 12/09/08 at 11:35 PM.

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Old 12/10/08, 12:18 AM   #112
Quick
Glass Joe
 
Night Elf Hunter
 
Agamaggan
hunters quickly becoming the new shadow priests of tbc. great in early instances because of the huge effect raid buffs have on pets, but then promptly falling off in later instances because of terrible scalability. much easier ways to fix our damage without nerfing almost all our scalability, some of which include:

1. Remove certain raid buffs from effecting hunter pets (aka what you did with hunters and windfury)

2. Somehow find a way to prevent the double dipping of raid buffs on the pet. So that pets dont get their own blessing of might, and then also get additonal AP from the hunters blessing of might.

3. Remove all raid buffs from pets, but allow them to scale much better from the hunters stats.

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Old 12/10/08, 1:07 AM   #113
Kisai
Glass Joe
 
Troll Hunter
 
C'Thun (EU)
I think that blizzard should gather their efforts on fixing the huge amount of bugs that some skills / talents / glyphs have (mind flay missing 1 tick, the Sshot glyph bug, off-hand deep wounds, etc) rather than trying to nerf Beast Mastery by changing the coefficients of a core skill like Steady shot (which is so not only for BM). IMO BM later on was going to line up with all other specs and classes, since haste scales poorly and almost all hunter gear have haste rating, this was an intended bad itemization for the sake of class balance, now we have to deal with both the bad itemization and the poor scaling on everything since serpent sting scales quite poorly, and now Steady shot scaling is ridiculous, same goes for pets.

Some of the options written in this thread are quite logical and would scale better than what blizz is going to make with hunters. I'm aware of BM supremacy, the way to fix this is to nerf BM, not to nerf Steady Shot, which is used by all the hunter specs.

i'd like to add some ideas to nerf BM without touching the rest of the talent trees, which are actually balanced with all the classes if not worse than some of them; some of them would be:

Serpent's Swiftness huge nerf (this talent is like half of any other talent tree DPS related), something like whats done to pets done to hunters also (10% haste reduction)

Longevity not affecting BW

Kindred Spirits reworked (something like the initial KS which was only a movement speed increase or damage increase depending on the distance between hunter and pet, or making it a "the pet increases its damage by an amount equal to x% hunters damage" which should be initially less than the actual 20%, and with much better gear better than that 20%, helping pet scaling with gear)

Beast Mastery reworked (this is a quite strange 51 pt talent)

....

but please keep Steady shot as it is now, Steady shot is the base of all hunter specs and if it's nerfed to the ground, maybe the whole class will go to waste when tier 8-9 launches.

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Old 12/10/08, 1:21 AM   #114
ozmund
Glass Joe
 
Blio
Blood Elf Hunter
 
Thaurissan
Yeah I can see Tier 8 now

2 set bonus - increases damage dealt by your steady shot by 10%

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Old 12/10/08, 1:57 AM   #115
Asaki
Glass Joe
 
Asaki's Avatar
 
Night Elf Hunter
 
Argent Dawn (EU)
Isn't that the T6 bonus already?

If you look at the current situation, yes, BM does a good chunk of damage. But MM and SV are still lacking behind that. If blizzard wants to nerf the BM total damage output, I think they should look into more constructive changes on the pet damage (gained from BM talents) rather then nerfing steady shot. It will hit the already lower damage builds like MM and SV. Even if this nerf goes life, it looks like we need to start changing some glyphs and start thinking about different rotations again.

On a different side; would raid groups now be more interested in bringing other hunter specs rather then having 3 BM hunters in a 25 man group?

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Old 12/10/08, 2:25 AM   #116
Varance
Von Kaiser
 
Varance's Avatar
 
Troll Hunter
 
Cho'gall
Originally Posted by Kisai View Post
Talents, etc.
Deep tree BM would probably be better off looking more like this, but they wouldn't dare move an existing talent to 51-point status:

31-point: Kindred Spirits: Your attacks heal your pet for 3/6/9/12/15% of the damage you deal and transfers 3/6/9/12/15% of threat generated by your attacks to your pet. (replacing Bestial Wrath)

30-point: Catlike Reflexes: Increases your chance to dodge by 1/2/3%, your pet's chance to dodge by 3/6/9%, and increases the movement speed of you and your pet by 5/10/15% while your pet is active. (same place, inherits movement speed bonus from Kindred Spirits)

41-point: Beast Mastery: You master the art of beast training, teaching you the ability to tame exotic pets and increasing the number of pet talent points by 4. (replacing The Beast Within)

40-point: Natural Instinct: Increases the damage by special abilities specific to your pet's family or type by 5/10/15%. (replacing Longevity)

40-point: Cobra Reflexes: Gives you a 15/30% chance when you critically hit with Arcane Shot, Steady Shot or Kill Shot to cause your pet's next 2 special attacks to critically hit. (same place, nerf+ less talent points needed)

45-point: Longevity: Reduces the cooldown of your Bestial Wrath and Intimidation abilities by 4/8/12/16/20% and all Pet Special Abilities by 8/16/24/32/40% (replacing Kindred Spirits)

51-point: Bestial Wrath: Both you and your pet go into a rage, increasing all damage dealt by 25% and reducing all damage taken by 25% for 15 seconds. While enraged, both you and your pet do not feel pity or remorse or fear and cannot be stopped unless killed. (replacing Beast Mastery)

Last edited by Varance : 12/10/08 at 3:44 AM.

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Old 12/10/08, 2:36 AM   #117
Terp
Piston Honda
 
Troll Hunter
 
Crushridge
The only comment I have to make is about the Deterrence change. Deterrence has always been a great ability hampered by the flaw that getting stunned or attacked from behind renders it worthless. I understand the need for balance, but it really is curious that they'd go to lengths to make sure it keeps the same weakness. Possibly exasperating the problem too with the reduced duration.

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Old 12/10/08, 3:06 AM   #118
Mysto82
Glass Joe
 
Dwarf Hunter
 
Lothar (EU)
First to introduce myself, I'm a lvl 75 MM PVE hunter. So I don't have real experience in the high end of wotlk. Nevertheless I have some thoughts about this changes.

In the past, I saw the hunter as a very good single target damage dealer. I prefer te stay that way and not have to think aboud the bombing while the bossfight. So I don't really worry about the volley nerf. We can still do good aoe dmg, since we have no cooldown anymore. Maybe other classes are better, but brobably we are ahead in some other point.

Steady nerf. Jeah, that affects me and will be the main difference for a MM hunter. My Remark here: we will probably have to rethink the agi vs ap stuff.

The Rest is more or less BM nerfs. I like the direction these changes are heading. For my point of view, the pets did to much damage relative to the owner.

So for me the changes sound reasonable. The question is how they result in real numbers at the end.


The only thing I really worry about is that blizz trys to balance the hunte while there are still heavy bugs (steady glyph, crit against boss)

Last edited by Mysto82 : 12/10/08 at 3:13 AM.

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Old 12/10/08, 3:58 AM   #119
Asaki
Glass Joe
 
Asaki's Avatar
 
Night Elf Hunter
 
Argent Dawn (EU)
Originally Posted by Mysto82 View Post
(steady glyph, crit against boss)
From what I recall, the increased armor on lvl 83 bosses is intentional. And increased armor makes us crit less.

source: World of Warcraft - English (NA) Forums ->

I gave some more thoughts on hunter viability in 25 man raid groups. Basically as it is now, BM is top, MM is a close second and SV is all time low. IF the Steady Shot nerf goes live, it will mean SV raiding is gonna be even less attractive. I've been a SV hunter trough the whole TBC, and personal DPS was always somewhat an issue, but an accepted one as Expose Weakness brought a lot of good for raid groups. However, with that being gone, and the already low DPS on SV hunters, with the possibility of it getting even lower, I foresee less SV hunters in raid groups unless they start to buff the SV tree in some bits. Maybe up the proc rate on LnL with Serpent Sting or increase the damage of Explosive Shot. Blizzard might not do it tho, as they seem to value the mana bar a lot these days and they see mana regeneration as an expensive thing.

Last edited by Asaki : 12/10/08 at 4:09 AM.

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Old 12/10/08, 4:27 AM   #120
Flaubert
Glass Joe
 
Flaubert
Dwarf Hunter
 
Non-US/EU Server
Originally Posted by Kisai View Post
Serpent's Swiftness huge nerf (this talent is like half of any other talent tree DPS related), something like whats done to pets done to hunters also (10% haste reduction)

Longevity not affecting BW

Kindred Spirits reworked (something like the initial KS which was only a movement speed increase or damage increase depending on the distance between hunter and pet, or making it a "the pet increases its damage by an amount equal to x% hunters damage" which should be initially less than the actual 20%, and with much better gear better than that 20%, helping pet scaling with gear)

Beast Mastery reworked (this is a quite strange 51 pt talent)

....

but please keep Steady shot as it is now, Steady shot is the base of all hunter specs and if it's nerfed to the ground, maybe the whole class will go to waste when tier 8-9 launches.
mhm..
The proposed Changes:

Serpent Swiftness: If you change this the way you suggest than what you get is the very same situation within 2 weeks. Right now Haste is a VERY bad dps Stat for BMs cause of this Talen + Quiver. Now if i have 10% less haste on Serpent every haste point i gather (note that nearly on every Hunter items is haste) would simply increase my dps by a whole lot up to the Point where i outdid the Nerf from Serpent. so very same situation once you have full Naxx gear as of now.

Longevity: See here i have a Real Problem. i dont like the Readiness Change either tho i can understand it. But why on earth should BW NOT be affected by Talents which i Specc into which clearly say "All Hunter abilities" or alike. No offense but excluding BW from those Talents lets me vote for Baseline BW and be done with it.

Kindred Spirit: All what would be done here that no hunter will Specc into this and therefore even less likely Specc into the 51 Talent. i mean seriously in a raid Situation who cares about the Run speed? this Change would just move the 5 Points into MM Tree where we see a DpS Increase again.

regards Flaubert

p.s. just my 2 Cents =)

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