On Emalon and Archavon, my Pet has exactly executed 0 Bite Styles. But I am 100% certain, that Bite was turned on to Autocast. I automatically reset my Bite to autocast everytime I hit my Hawk Button (Makro) and I hit it like 3 times during those 3 Encounters. Also, Bite was turned on in Ulduar and afterwards when i checked it. But for some reason, I have not a single Bite in the Emalon and Archavon Encounter. Also, the Missrate of Swing is considerable high (15%) - thats another thing that just doesn't add up, especially with the new expertise changes.
I've noticed that my pet is changing his Autocast settings even on death and after being Revived sometimes now, where as before it was mainly limited to zoning and login. So aside from that I can't really explain no Bite casts.
As for Misses, the WoL parse you posted only had 9 actual misses, all of which were from Choking Cloud during the Archavon encounter. There were dodges and parries for Melee and Bite, and 1 Furious Howl which you were Immune to during Ignis (presumably due to the one time you got Slag Pot). It shows 14.5% in WWS but that was just on Archavon and including dodges and parries.
Well, I can't find it in this thread so I'm gonna ask direktly.
Are there any known issues about our pets not attacking Yoggs brain in p2?
Sometimes it does attack, but most of the time it doesn't.
I specc'd BM for +0 and got some heavy flame for the low dmg, but afterwards I saw that my pet is giving me no combat text at all. It was for both pets, Wolf and Devilsaur.
I'm sorry that I don't have any WWS, it was a few weeks ago, but it's still bugging me.
Yes, it was changed in 3.2 so the pets do not attack Yogg's brain, probably to prevent the strat of having the pet continue to attack the brain even after the hunter exits the brain room. It's the same with DK gargoyles if I recall correctly.
I believe there are other ways to fix it other than prevent any pet damage from going through. For a guild progressing on Yogg+0 (such as mine) I am forced to sacrifice some P3 dps and stay either MM or Surv.
On a side note, I noticed once that my pet did a couple of attacks when I sent it on the brain and then stopped. Any idea what might be causing that?
But anyway, is there some official word from Blizzard about that? I really do hope it is just a bug and that it will get fixed soon enough.
From what I saw last night, the problem only occurs when your pet is stuck in the brain room with Yogg, while you are up in the main hall. If you then jump down to the brain room again, your pet will not be able to attack Yogg. Otherwise I think it was fine.
Problem: pet does not despawn when hunter exits to surface. The only way I was able to solve this was to move around in the room, until my pet got 100 yards away from me and despawned (then I would summon him ofc).
Could someone with an american WOW forum account please post this on the bug forum? I've gone ahead and made a topic in the euro tech support.
Problem: pet does not despawn when hunter exits to surface. The only way I was able to solve this was to move around in the room, until my pet got 100 yards away from me and despawned (then I would summon him ofc).
The workaround for that is pretty simple (same thing I use when going through the tunnel on Thorim to get my pet down below after we jump from the ledge).
As long as your pet is on Passive by default, set your pet to Attack a valid target on the same level as you and then set it to Follow.
Example:
Prior to the first brain room phase, your pet is on Passive and you send him to Attack a Corrupter Tentacle while you're attacking a Crusher Tentacle.
Portals to the brain appear, you click yours and go down (typically my pet follows me down the first time). If he does not appear below, target the nearest Illusion and send your pet to Attack it, then immediately set your pet to Follow. He should teleport from up to to standing right next to you.
Once below you can use your pet like normal to kill the Illusions and stun the Brain of Yogg-Saron (although pets still are not attacking the Brain even trying tricks like switching to Defensive/Aggressive). If you hadn't done it before you leave the Brain room, send your pet to Attack the Brain and then click the exit portal so that it remains in a fixed position.
While you're being tossed out of the mouth, target the nearest Corrupter Tentacle and send your pet to Attack it. Again, pressing Follow immediately after should teleport it next to you, and it again can be used as normal.
(Note: In the Thorim example, just as I'm jumping off of the ledge where Thorim stands at the beginning of the fight, target an arena add below and send your pet to Attack it. He should get stuck at the edge of the ledge. Once you get to the floor, set your pet to Follow and he will teleport next to you rather than getting electrocuted up on the ledge.)
Other than that, my previous theory failed during todays raid. My old theory couldn't be reproduced, and I have no idea why my pet attack sometimes, and sometimes not. Could it be something with sending the pet to attack before you enter the brain room (ie when you are in the tentacle room)? Do anyone else have a clue?
As Blizzard said they were looking into the T9 2 piece bonus using spell crit multiplier for Serpent Sting crits (source), has anyone tested if this is still the case on the latest PTR build (build 10392)?
Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
I have noticed like many have said before about pets not attacking in XT in heart phase, mimiron phase 4, and not attacking the adds on the lord jaraxxus. but not all the time would he bug out.
i have never had my pet bug out in the brain phase on Yogg...
What really bothers me is that Call of the wild seems to always reset to autocast nowadays. and is allways on cool down when i go to use it.
With respect to pets not attacking the heart, have people actually got logs of no damage. I know reading this thread I was paying attention on our last attempt and while I didn't see attack animations this log shows my pet Deefan was actualy doing damage.
Didn't check logs, but given that the pet was standing next to me 40 yards from the heart, using no focus and not producing orange numbers on my screen, I'm fairly sure it wasn't attacking. Pets not animating while attacking is a separate and much older bug.
Didn't check logs, but given that the pet was standing next to me 40 yards from the heart, using no focus and not producing orange numbers on my screen, I'm fairly sure it wasn't attacking. Pets not animating while attacking is a separate and much older bug.
My pet does the same, on the way to the heart it does damage it and I see it using focus, by the time I cut the corner left to park near the portal, my pet gets to the stationary position on the right side (facing the Brain) and stops to turn towards it and then just sits in a passive animation and no longer uses focus.
While it is an answer it seems a little vague on the explaination. Spells crit for 50%... but the amount of things that jump around that rule is too much to ignore. Especially since they all originate from physical classes like our own.
Personally I think he was a little annoyed that someone revived the thread and just wanted it to go away before more people came around with anecdotes and questions.
Obviously it isn't the most encouraging message that Serpent Sting is a true spell, since it does pitiful damage. Similar bonusses for others have both in the past and present been a fair bit more powerful from similar effects. But I'm not sure the message is the end of the issue, it simply didn't feel very informed or certain.
Last edited by KraxisSingular : 09/10/09 at 8:44 PM.
Some of your points have been pretty convincing and have been taken into consideration. While this is more of a design change vs. a bug, I have found that it should in fact be a 100% critical damage multiplier. This will be corrected for 3.2.2, but may not be in a build until next week.
The t9 2piece set bonus will definitely look extremely appealing in the next minor patch, with the Expose Weakness and Mortal Shots fixes along with the change to a standard physical critical strike damage multiplier. Once it all goes live, we can expect a 160% damage increase to the new Serpent Sting critical strikes (from 50% to 130%). Investing into Improved Stings as SV could then be potentially more viable. Its great to see blizzard taking into account of those made points in that thread and seeing it all through.
I have noticed like many have said before about pets not attacking in XT in heart phase, mimiron phase 4, and not attacking the adds on the lord jaraxxus. but not all the time would he bug out.
i have never had my pet bug out in the brain phase on Yogg...
What really bothers me is that Call of the wild seems to always reset to autocast nowadays. and is allways on cool down when i go to use it.
For xt put your pet on def when the heart comes. Will solve your problem for now. I always find it fun when things like this happen. Kalecgos was another fun one with pets.
For xt put your pet on def when the heart comes. Will solve your problem for now. I always find it fun when things like this happen. Kalecgos was another fun one with pets.
Don't forget the magic spot in the room before General trash where if the pet walks through it they'll run to the back and pull 3-4 packs.
I am hoping that a hunter or two could confirm/deny my findings with this glyph. It would appear that the glyph works fine with SV and BM specs, however does not seem to affect steady shot damage with my current MM spec. I know this glyph was bugged with mark of death in the past and I have a feeling this bug may have resurfaced.
After firing approximately 400 steady shots with/without the glyph with no trinkets or pet present (i.e. no damage proc modifiers of any sort that would affect steady shot), ensuring that serpent sting was kept on the target dummy at all times I could not find any significant difference in either min/avg/max steady shot normal or crit damage. I did not keep the exact numbers however this should not necessarily be relevant. My current MM spec is up to date on the armory if this makes any difference and as you can see I am in a high end raiding guild and have been playing a hunter for quite awhile if this adds any credibility. Thank you in advance to any hunters that take the time to test this out.
p.s. I have in fact posted in a thread about this in the bug forums where a couple other hunters found the same results, however we did not receive any blue response.
I cannot reproduce your results. Using a ranged weapon with 0 min-max damage variance, here are my results:
Test Hit Crit
1 821 2039
2 903 2243
3 907 2252
4 998 2477
Test 1 = No Hunter's Mark, no Serpent Sting
Test 2 = No Hunter's Mark, Serpent Sting
Test 3 = Hunter's Mark, no Serpent Sting
Test 4 = Hunter's Mark, Serpent Sting
As you can see, both Test 2 and Test 4 show a 10% increase in damage compared to the no-Sting tests.
All tests were done on a training dummy (Grandmaster's Training Dummy), proc trinkets were removed. Pet was active, but Furious Howl was set to not auto-cast.
Target had no external debuffs, my buffs were Trueshot Aura and Aspect of the Dragonhawk (as well as the occasional Quick Shots and Improved Steady Shot procs).
Test was done with the same set bonuses you have. The only thing I can think of that I didn't test was with talent points in Improved Hunter's Mark (you have 2, I have 0).
Edit: Redid test without pet active, same result:
Test Hit Crit
1 805 1999
2 885 2199
3 888 2207
4 977 2428
Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
No pet, no procs, 3/3 Imp IHM, Serpent and Steady Shot glyphs, TSA talented but not up, [Screeching Bow], firing from behind the dummy:
Test Hit Crit
1 762-763 1893-1894
2 838 2082-2083
3 851 2115
4 937 2327
Same tests as Lactose,
Test 1 = No Hunter's Mark, no Serpent Sting
Test 2 = No Hunter's Mark, Serpent Sting
Test 3 = Hunter's Mark, no Serpent Sting
Test 4 = Hunter's Mark, Serpent Sting
For the tests with serpent sting, I tested before refresh via Chimera and after, both were the same.
So it seems to be working for me with with Imp. Hunter's Mark too (Test 2 is 10% more than test 1, and test 4 is 10% more than test 3).
Did you perhaps glyph yourself with a glyph that was crafted before the fix? Seems a long shot that it would retain the old behaviour, but I can't think of anything else.
First off let me say thank you for testing out my theory it really is much appreciated. I have not posted on elitist jerks before but I am an avid reader so I truly don't want to start off posting with faulty information/theories. As far as I can tell from your results you each tested whether or not steady shot did more damage with/without serpent sting on the target. I think it is fairly clear from your results that steady shot does in fact do 10% more damage when serpent sting is active on the target, of this I have no doubt (though I honestly have not tested this personally). My concern at this point is whether or not the glyph is necessary to duplicate these results. Rather than testing the difference in steady shot damage with/without hunter's mark or serpent sting on the target, I applied both hunter's mark and serpent sting to the target and tested the damage of steady shot both with the glyph and without the glyph. I found no significant difference in steady shot damage when both serpent sting and hunter's mark were applied to the target whether I used the glyph or not. With the test results you have produced it would appear that steady shot does indeed gain a 10% increase in damage with serpent sting on the target, now I just wonder if this increase requires the glyph or for some reason the glyph is not necessary to entail a 10% increase in damage. Hopefully this makes sense and I am not just grasping at straws but I feel the test I am describing is slightly different than the test that the previous two posters actually administered. If not feel free to ignore this post, I know I probably would Either way thank you for your time.
It appears you are correct. Glyph of Steady Shot is not required for the 10% increased damage. Whether or not this is due to set bonuses, talents or other glyphs I am not sure.
Here are my test results:
With pet
Test Hit Crit
1 903 2243
2 903 2243
3 997 2477
4 997 2477
Without pet
Test Hit Crit
1 885 2199
2 885 2199
3 978 2429
4 978 2429
Test 1 = No Hunter's Mark, Serpent Sting, no Steady Shot glyph
Test 2 = No Hunter's Mark, Serpent Sting, Steady Shot glyph
Test 3 = Hunter's Mark, Serpent Sting, no Steady Shot glyph
Test 4 = Hunter's Mark, Serpent Sting, Steady Shot glyph
[Screeching Bow] used. Trueshot Aura & Aspect of Dragonhawk active. Quick Shots and Improved Steady Shot active when procced. Furious Howl disabled on pet active tests.
Damage recorded on both normal and Chimera Shot application of Serpent Sting. Blocks not recorded.
Look, Lactose, we'd rather you didn't eradicate the whole human race.
- Sam & Max
I was curious to see if the "passive [Glyph of Steady Shot]" bug was for all hunters or something specific to the MM tree.
I used a 1/15/52 SV spec and spam clicked off proc buffs like Expose Weakness to make sure it wasn't changing the results and only recorded relevant data. Tested with a [Fine Light Crossbow] without proc trinkets like Mjolnir or Greatness as well.
I tested with and without 2piece T8.5 to see if that had any effect on the results. It didn't.
Steady Shot Damage
Hit
Crit
Steady Glyph, no Sting
679
1561
Steady Glyph, with Sting
769
1769
No Steady Glyph, no Sting
679
1561
No Steady Glyph, with Sting
679
1608
The Hit => Crit variable was the expected 130% bonus over normal damage.
The No Sting => Sting variable was the expected 3% bonus after calculating the normal hit or crit damage.
The No Glyph => with Glyph variable was the expected 10% bonus over normal damage.
So all in all, I'm guessing it has something to do with the fix to Marked for Death but I didn't have the time to test a MM spec that uses like 5/5 Efficiency vs 5/5 Marked for Death to narrow down the exact cause of the bug.