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10/15/09, 11:37 AM
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#251
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Von Kaiser
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Originally Posted by Tragos
I had this happen to me in 10m Onyxia tonight. I wasn't able to get arcane shots off but all my other shots (which also happened to be in a macro) worked normally.
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I had this problem, it disabled arcane shot, multi shot, steady shot. I could still auto and sting, at least? My macro that combines pyro-rocket gloves and arcane shot still used the pyro-rockets, just gave an error for the arcane shot. Fairly strange bug I think, hasn't happened again though.
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10/19/09, 9:48 PM
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#252
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Don Flamenco
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Has anyone tested whether hunters still require to be hit capped from gear to maximise pet expertise since 3.2.2 was released? Does the dranei aura etc finally work properly for pets?
Yes, I realise I should know as a dranei hunter but I haven't tried soloing anything of an appropriate level to find out in several patches.
EDIT: Having just tried some brief, unempiric testing on a heroic dummy in Darnasus, it appears that hit from gear is still required to prevent doges & misses:
With 226 Hit rating:
| Pet auto attacks: 319 | | Hit: 209 (65.5%) | | Glancing: 77 (24.1%) | | Critical: 28 (8.8%) | | Dodge: 4 (1.3%) | | Missed: 1 (0.3%) |
With 296 Hit rating:
| Pet auto attacks: 314 | | Hit: 206 (65.6%) | | Glancing: 86 (24.1%) | | Critical: 22 (8.8%) |
Last edited by Iru : 10/20/09 at 5:11 PM.
Reason: Results of testing
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10/22/09, 7:44 AM
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#253
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Glass Joe
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Bug of FD in Onyxia now it will pup you up randomly in room after you FD to die
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10/22/09, 8:48 AM
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#254
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Glass Joe
Dwarf Hunter
Antonidas (EU)
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Originally Posted by Ralnar
I've done Onyxia both on 25m (Tuesday) and 10m (Thursday) in both cases, I've had any abilities not in macros, in my case Hunters Mark, Aimed and Arcane shots lock up on me after zoning into Onyxia's lair with "Invalid Target" errors. Abilities that were in macros, in my case Chimera, Silence, Serpent, Steady all worked normally.
Exiting the game completely and logging back in fixes the issue, simply logging out or reloading my UI did not. This is the first time I've had this issue and only in Onyxia's lair.
Has anyone else noticed this behavior?
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I have also had a similar issue. I can't recall when exactly it occured and what I did before, but mid-fight (possibly after a quick FD?) I could not shoot any abilities anymore, only autoshot worked. Relogging didn't fix it. After the kill we went to ToC25 and everything worked OK again, If I remember correctly (I did not pay so much attention what I did exactly to fix it, but at most I exited the game completely [if at all] ).
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10/22/09, 12:37 PM
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#255
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Glass Joe
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Pet Health bug
I've had a pet health bug lately, at least since the last patch. I will fly into somewhere and when I land and dismount, my pet will come up and he will be below half health and stay that way unless I heal him. He was full health when I mounted up. Has anyone else had this problem?
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10/22/09, 1:10 PM
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#256
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I roll Gestalt style. *guncrack*
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Originally Posted by Krushing
I've had a pet health bug lately, at least since the last patch. I will fly into somewhere and when I land and dismount, my pet will come up and he will be below half health and stay that way unless I heal him. He was full health when I mounted up. Has anyone else had this problem?
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I'm wondering if that isn't just a UI bug you're having. I use pitbull3 and I notice that when I land he comes out at 1/2 health for about half a second and then it 'refreshes' and he's at full health. If you don't heal him but directly target him, is he really still at half health? (Of course the UI bug that reports him at half health in the pet frames may also do the same thing in the target frame). Group with someone and see if they also see him at 1/2 health?
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If I were gay I would give you my heart and if I were gay you'd be my work of art. And if I were gay we would swim in romance, but I'm not gay so get your hand out of my pants...
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10/22/09, 6:33 PM
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#257
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Glass Joe
Orc Hunter
Nera'thor (EU)
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Originally Posted by Krushing
I've had a pet health bug lately, at least since the last patch. I will fly into somewhere and when I land and dismount, my pet will come up and he will be below half health and stay that way unless I heal him. He was full health when I mounted up. Has anyone else had this problem?
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I noticed this, too. But I'm not sure if it's a bug because this just seems to happen when you dismount and are already in combat.
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10/23/09, 4:03 AM
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#258
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Glass Joe
Dwarf Hunter
Lightbringer (EU)
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Same happens to me, not that often though, and not even being in combat. I doubt its an UI bug, as sometimes even our healers notice this and heal my pet.
Not sure if this has been mentioned before but I also get the Darkmoon Card proccing when i heal the pet, unless i cast heal and immediately sit.
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10/23/09, 10:21 AM
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#259
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Huntard Deluxe
Night Elf Hunter
Steamwheedle Cartel (EU)
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Originally Posted by Iru
Has anyone tested whether hunters still require to be hit capped from gear to maximise pet expertise since 3.2.2 was released? Does the dranei aura etc finally work properly for pets?
Yes, I realise I should know as a dranei hunter but I haven't tried soloing anything of an appropriate level to find out in several patches.
EDIT: Having just tried some brief, unempiric testing on a heroic dummy in Darnasus, it appears that hit from gear is still required to prevent doges & misses:
With 226 Hit rating:
| Pet auto attacks: 319 | | Hit: 209 (65.5%) | | Glancing: 77 (24.1%) | | Critical: 28 (8.8%) | | Dodge: 4 (1.3%) | | Missed: 1 (0.3%) |
With 296 Hit rating:
| Pet auto attacks: 314 | | Hit: 206 (65.6%) | | Glancing: 86 (24.1%) | | Critical: 22 (8.8%) |
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Based on Dummy testing from behind I confirm that my pet suffers dodges when hit capped by talents (focused aim) but does not suffer a dodge when hit capped by gear, which leads me to believe that the talent only affects hit for hunter and pet, not expertise, which it must get from being hit capped by gear.
Unless the focused aim talent only affects ranged shots and not our melee/expertise of pet.
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10/25/09, 12:45 PM
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#260
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Von Kaiser
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Auto shot lag/clipping
I've been comparing my parses to another Hunter in our raids and noticed that I have a pretty significant issue with tossing out fewer auto shots than I should be.
An example:
Me - World of Logs - Real Time Raid Analysis (157)
Him - World of Logs - Real Time Raid Analysis (182)
Admittedly Jaraxxus requires some movement, but I've been stutterstepping with the best of 'em and this happens on stationary fights too.
Gear-wise, he's pure ARP and I'm AGI, and haste is generally too close to account for the difference. We both also use the Hawk glyph.
My theory now is that I have some client-side lag when fights get exciting that causes my autos to delay somehow - is this something people have experienced? I have a swing timer that actually lags sometimes depending on what's happening on the client. If the solution is to get a better computer, so be it, but I thought it was worth asking if anyone else has had this issue. My FPS hovers in the 15-30 range on most bosses.
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10/25/09, 6:01 PM
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#261
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Von Kaiser
Troll Hunter
Earthen Ring
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Originally Posted by Zwaineroth
I've been comparing my parses to another Hunter in our raids and noticed that I have a pretty significant issue with tossing out fewer auto shots than I should be.
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Looking at shots fired it's actually relatively close between you two.
Specials with GCD: (Steady Shot + Chimera Shot + Aimed Shot + Kill Shot + Arcane Shot)
Lilsweezy: 153 + 0 Silencing Shot since you don't have it talented
Methanol: 150 + 18 Silencing Shot
Auto Shots:
Lilsweezy: 157
Methanol: 182
Overall Shots:
Lilsweezy: 310
Methanol: 332
I'd attribute the fact that Methanol has more Auto Shots to using the Beserking troll racial twice, 15 more passive haste, and RNG.
Quick Shots:
Lilsweezy: 19
Methanol: 27
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10/30/09, 1:44 AM
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#262
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Von Kaiser
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I'm not sure if this is a bug but we have 2 hunters assigned to MD one of the four adds to the off tanks. One of the hunters MD's to a Paladin offtank the other to a warrior. I'm the one on the warrior, and when I used to MD to the pally, everything went smoothly. Now that I am MDing to the warrior, sometimes the adds will come back for me. What I did is cast MD on the warrior, fire and Aimed shot and one auto shot at the add and then go back to anub. How is it that sometimes the add comes back to me?
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10/30/09, 10:49 AM
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#263
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Bald Bull
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Are you sure you're not firing one of those shots after running out of MD charges (if you had to run to MD to the pally but don't to MD to the warrior this can happen much more easily on the warrior)? Shots in flight at anub when you cast MD or wild quiver procs or silencing shots and pyro rockets macroed into your shots all consume charges.
I've been MDing 2 to 3 adds to a warrior every wave, and ever time I've ended up tanking one it's been due to an errant shot or proc (I have an aura set up to show pretty clearly when I have MD charges remaining).
Last edited by alienangel : 10/30/09 at 11:00 AM.
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10/30/09, 11:34 AM
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#264
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Glass Joe
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I've run into this problem frequently as well. I've found it's generally best to just fire a steady off and if you get left with 1 charge of MD still up just fire it on the boss. In general an auto-shot+steady is enough to put the threat firmly on the MD'd player. If you try to consciously fire 3 shots at the target chances are you will get unlucky with crits or random other shots (ie pryo, silencing, or wild quiver) following the MD charges and you will end up pulling off the target you were supposed to be MD'ing .
Slightly off topic but instead of the change coming out in in 3.3, where we have a 4s window to put as much threat as we can during MD. I would have much rather seen MD only give the threat of cast shots (not including auto-shot) but that may just be me.
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10/30/09, 11:45 AM
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#265
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Glass Joe
Night Elf Hunter
Tyrande (EU)
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I've had a pet health bug lately, at least since the last patch. I will fly into somewhere and when I land and dismount, my pet will come up and he will be below half health and stay that way unless I heal him. He was full health when I mounted up. Has anyone else had this problem?
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I've noticed this for a long time. Also warlocks have this problem as I have been talking about that with a locks from my guild who suffers the same issue. I can't determine what is causing that issue and if it's always happening with the same conditions.
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10/30/09, 11:45 AM
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#266
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Don Flamenco
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Has anyone else experience Feign Death not working properly on Twin Valks? Frequently, I'll use FD, and Omen will show my threat drop, but as soon as I cancel FD, my threat is restored to where it was. It does not appear to depend on how long I stay feigned as well. Does anyone know of a work-around?
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Originally Posted by Seonid
One of the advantages of not being a developer is that I have no knowledge of any "proper" way to do anything. That and C is liking coding in an illustrated version of assembler.
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10/30/09, 1:15 PM
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#267
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Von Kaiser
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Originally Posted by VRoscioli
Has anyone else experience Feign Death not working properly on Twin Valks? Frequently, I'll use FD, and Omen will show my threat drop, but as soon as I cancel FD, my threat is restored to where it was. It does not appear to depend on how long I stay feigned as well. Does anyone know of a work-around?
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I've seen this happen on many fights. I think its an issue with Latency i.e. Omen reports threat drop prior to server so if you pop up too soon then you didnt actually drop all the threat and when Omen realizes it puts you right back where you were. For this reason I'll usually add a second or two to every FD even though I hate losing DPS this way, but its better safe then sorry. What I dont know is whether its an issue with actual threat or just with Omen, I suspect its actual threat.
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10/30/09, 1:18 PM
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#268
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Don Flamenco
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Originally Posted by prime311
I've seen this happen on many fights. I think its an issue with Latency i.e. Omen reports threat drop prior to server so if you pop up too soon then you didnt actually drop all the threat and when Omen realizes it puts you right back where you were. For this reason I'll usually add a second or two to every FD even though I hate losing DPS this way, but its better safe then sorry.
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I'm aware of that issue (and have experienced it myself), but this seems different. In this case, the threat is restored even if I stay feigned for 5-10 seconds.
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Originally Posted by Seonid
One of the advantages of not being a developer is that I have no knowledge of any "proper" way to do anything. That and C is liking coding in an illustrated version of assembler.
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10/30/09, 1:39 PM
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#269
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Don Flamenco
Blood Elf Hunter
Dragonmaw
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Originally Posted by dvorjak
I'm not sure if this is a bug but we have 2 hunters assigned to MD one of the four adds to the off tanks. One of the hunters MD's to a Paladin offtank the other to a warrior. I'm the one on the warrior, and when I used to MD to the pally, everything went smoothly. Now that I am MDing to the warrior, sometimes the adds will come back for me. What I did is cast MD on the warrior, fire and Aimed shot and one auto shot at the add and then go back to anub. How is it that sometimes the add comes back to me?
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Did you fire an explosive shot the GCD before you cast misdirect? It *seems* like when you do that, the last tick (or two) eat md charges resulting in a horrid misdirection to the tank. I had the same issue, but I started waiting an extra second before casting misdirect on our add tank and the issue disappeared entirely.
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10/30/09, 2:16 PM
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#270
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Glass Joe
Night Elf Hunter
Deathwing
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Originally Posted by prime311
I've seen this happen on many fights. I think its an issue with Latency i.e. Omen reports threat drop prior to server so if you pop up too soon then you didnt actually drop all the threat and when Omen realizes it puts you right back where you were. For this reason I'll usually add a second or two to every FD even though I hate losing DPS this way, but its better safe then sorry. What I dont know is whether its an issue with actual threat or just with Omen, I suspect its actual threat.
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I've seen this as well, however I'm more inclined to believe that it is feign death actually being resisted. I haven't been able to find it in my logs though. The only reason that I believe this is the case is due to the fact that Feign Death is a spell and not a physical attack. I don't really have anything concrete on this aside from past readings. If this has changed then I am incorrect.
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10/30/09, 3:14 PM
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#271
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Don Flamenco
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Originally Posted by VRoscioli
I'm aware of that issue (and have experienced it myself), but this seems different. In this case, the threat is restored even if I stay feigned for 5-10 seconds.
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This was happening to me consistently last week when we were doing Valks 25 on heroic. I notice it on other fights but on Valks specifically it was really bad, even when I waited several seconds before getting up. Does the resist still function as an all or nothing? If so perhaps the little balls on valks count as resist targets and could be screwing with the feign chance.
I'm pretty sure it's actual threat and not just an Omen bug, because at one point I feigned and it failed so I stopped shooting. 4 seconds later the mob heads over and whacks me dead (the last shot I'd fired was an explosive so I guess it was enough to tick me over).
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10/30/09, 5:27 PM
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#272
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Glass Joe
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Originally Posted by Sorean
I've seen this as well, however I'm more inclined to believe that it is feign death actually being resisted. I haven't been able to find it in my logs though. The only reason that I believe this is the case is due to the fact that Feign Death is a spell and not a physical attack. I don't really have anything concrete on this aside from past readings. If this has changed then I am incorrect.
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I really don't think it's a resist, but in fact there's a sort of waiting period. In TBC, on Brutallus was when I found this out sadly. Never got any resists, but after going balls to the wall on DPS, and doing a very quick feign with a very quick pop up afterwards, Brutallus came a few seconds later and killed me, as well as wiping the raid. Me and the other two hunters saw me feign, and everyone saw me drop off Omen, and all we could come up with is waiting a few seconds for it to 'register'. From now on if it's any sort of an important fight at all, I wait a second or two before popping up after FD.
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10/30/09, 5:51 PM
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#273
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Glass Joe
Night Elf Hunter
Undermine
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Originally Posted by Iru
Has anyone tested whether hunters still require to be hit capped from gear to maximise pet expertise since 3.2.2 was released? Does the dranei aura etc finally work properly for pets?
Yes, I realise I should know as a dranei hunter but I haven't tried soloing anything of an appropriate level to find out in several patches.
EDIT: Having just tried some brief, unempiric testing on a heroic dummy in Darnasus, it appears that hit from gear is still required to prevent doges & misses:
With 226 Hit rating:
| Pet auto attacks: 319 | | Hit: 209 (65.5%) | | Glancing: 77 (24.1%) | | Critical: 28 (8.8%) | | Dodge: 4 (1.3%) | | Missed: 1 (0.3%) |
With 296 Hit rating:
| Pet auto attacks: 314 | | Hit: 206 (65.6%) | | Glancing: 86 (24.1%) | | Critical: 22 (8.8%) |
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A couple notes:
1) 226 hit rating is not the cap with Heroic Presence, you need 230 rating. Your pet had a 1.6% combined miss/dodge rate at 7 rating below cap. (7 rating = 0.21%). While your test is PROBABLY accurate, there is always a chance you got screwed by RNG.
2) Your sample size should be at LEAST 1000 hits (even 1k is a statistically insignificant number). Again, the smaller the sample, the less accurate you are due to RNG.
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11/12/09, 8:40 PM
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#274
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Piston Honda
Night Elf Hunter
Mannoroth
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We're working on Anub'arak ToGC 25 and I've been having an odd problem with add threat. I'm misdirecting one of the adds to the tank. Sometimes, when I do this, all 4 adds suddenly charge me. I'm generally able to get an FD fast
I was noticing a problem with misdirection and while I've mostly been able to deal with, I'm curious. Sometimes, once I hit the first add, all 4 adds come to me.
One time I noticed that this coincided with Expose Weakness proccing on me. I understand that power gains generate a small amount of threat, but we've got healers healing the MT at the same time - wouldn't they generate way more threat than that?
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11/13/09, 4:00 AM
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#275
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Von Kaiser
Night Elf Hunter
Defias Brotherhood (EU)
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Back in the days on Muru, I used to MD the adds coming from the portals (forgot the name, doh) to the tank. After having some aggro problems, I started using only 2 shots, without leaving any sort of dots and then switching to another target. Even then from time to time the add would just randomly switch to me and kill me if I am too close. I could never figure out why that was happening.
Now for Anub, even tho we have 2 rogues, each MDing (or well tricking) 2 of the adds, in some rare cases an add will just stick to a healer or even more rare cases our MT and not let go until the healer dies. Even tho this is much easier to explain, I am almost sure there is just something wrong with ToT/MD that under certain conditions causes problems.
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