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Old 02/25/09, 3:02 PM   #346
Lactose
Don Lactose
 
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Tauren Hunter
 
Talnivarr (EU)
One suggestion which could alleviate most of the dual spec/call pet from stable/exotic pet problems would be for dual spec, in addition to saving glyphs and keybinds, to save the currently active pet.

I.e you could have your Beastmaster raid spec with an exotic pet as Spec A, and your Survival raid spec with a normal pet as Spec B. If needed, you could use the call stabled pet skill to swap your current spec's active pet from one of the others in the stable.

BM specced Hunters with an exotic pet are at a slight disadvantage compared to other classes/specs, but I don't think the answer will be to just reduce the cooldown a bit.
There would still be the potential issue of someone possibly wanting to change their pet within the same spec more than each 30 minutes, but really, unless the call stabled pet skill was without a cooldown, this will always be the case, and it's also unrelated to the whole dual spec system.

Having dual spec also save your active pet seems like a reasonable request to me.

EDIT: Too slow at typing.

Look, Lactose, we'd rather you didn't eradicate the whole human race.
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Old 02/25/09, 3:07 PM   #347
alienangel
Bald Bull
 
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Draenei Hunter
 
Eredar
Originally Posted by Lactose View Post
Having dual spec also save your active pet seems like a reasonable request to me.

EDIT: Too slow at typing.
I would rather it just reset the cooldown on summon-pet-from-magical-stable when you toggled specs actually - one less thing to remember to save correctly when doing a new spec, or have to work around (having your non-BM spec tied to a raptor for instance would be annoying if switching to non-BM on a fight where you want a pet with Roar of Sacrifice for instance).

2nd thought: ack, never mind, I suppose with the new lexicon-free talent swaps, that would effectively remove the cooldown from summon-stable anyway :S If they go back to the reagent-requiring version of talent swaps, it would work better than saving the pet I think.

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Old 02/25/09, 4:03 PM   #348
Dranak
Von Kaiser
 
Dwarf Hunter
 
Bonechewer
Originally Posted by sjogren View Post
Are you seriously claiming that the 30s cooldown on LnL doesn't affect the average number of procs per minute?

The expected number of ticks to get a proc is 10 in both cases, but in the 3.1 BA case (assuming there is no cooldown on LnL in 3.1 as I've been saying all along) we start "counting" again right away while in the 3.0.9 SrS case we have to wait 30s to start "counting".
The CD on LnL does affect the number of procs, but not in the way you seem to expect. Currently the DoT that triggers it has 100% uptime (or close to it) with a CD only when it actually procs. With BA you effectively have that 30 second CD every minute regardless of if it procs or not. Your argument is only valid in some perfect scenario where both will proc exactly once per minute and the CD is for some reason removed despite the fact Blizzard is making it harder for us get extra LnL procs in PvE.

Having said that, there's really no point in theorycrafting the idea of LnL having it's CD removed until there's some data that even suggests it.

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Old 02/25/09, 4:08 PM   #349
Catalept
Piston Honda
 
Night Elf Hunter
 
Aman'Thul
Originally Posted by Iru View Post
Am I the only one who sees blizzard's increasing the attractiveness of Hunting Party as a way to ensure they can ninja-nerf replenishment later? When people only had 1 or 2 pts in HP, any change to the duration or rate of replenishment would have produced howls of protest. With people maxing out HP in 3.1, you can change either/both of those items as people will not notices as much because the overall proc rate is higher.
Unless Blizzard nudges HP's agi buff to 2% per point, I'll be avoiding HP completely this time around. With mages, warlocks, priests and hunters getting it, HP will just be a background constant in 25-man raids, and there are (at the moment, at least) better places to put those 3 points.

As for ditching Serpent completely, I'm finding it difficult to make a good SV build that doesn't include Noxious Stings or (assuming those 3 points go into HP), use Noxious Stings to use up the last few points after a baseline 0/14/51 distribution.

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Old 02/25/09, 4:42 PM   #350
Esoth
Bald Bull
 
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Pandaren Hunter
 
Whisperwind
Originally Posted by Lactose View Post
One suggestion which could alleviate most of the dual spec/call pet from stable/exotic pet problems would be for dual spec, in addition to saving glyphs and keybinds, to save the currently active pet.

I.e you could have your Beastmaster raid spec with an exotic pet as Spec A, and your Survival raid spec with a normal pet as Spec B. If needed, you could use the call stabled pet skill to swap your current spec's active pet from one of the others in the stable.

BM specced Hunters with an exotic pet are at a slight disadvantage compared to other classes/specs, but I don't think the answer will be to just reduce the cooldown a bit.
There would still be the potential issue of someone possibly wanting to change their pet within the same spec more than each 30 minutes, but really, unless the call stabled pet skill was without a cooldown, this will always be the case, and it's also unrelated to the whole dual spec system.

Having dual spec also save your active pet seems like a reasonable request to me.

EDIT: Too slow at typing.
I actually like the way it is now over this possibility, because I may wish to replace my pet due to changes in the raid that involve others respeccing. An example I have used before is one in which we have one feral druid, who uses his resto dual spec to add extra healing to an encounter. I can compensate for the loss of feral faerie fire by calling my stabled wasp, without having to change my spec at all. If pets were tied to dual specs, I would either have to go back to a city or I would have to make my dual spec exactly the same as my regular spec, but with a different pet.

The current incarnation of this jumble of pets and talents still seems to me to be the most elegant solution possible, as long as stables still exist. What would be the best solution in my opinion, would be to do away with stables and make hunter pet "stabling" similar to how warlocks summon their pets. Give the ability a long (10 second or so) cast time with a high mana cost but no cooldown. The mana cost and cast time are still a deterrent from changing pets excessively.

Alts: http://www.esoth.com/wow/my-characters
Ion: Along with asking why we fight, and learning that our true enemy is war itself, a major theme of the Mists of Pandaria has been killing turtles
Hunter spreadsheet: http://www.esoth.com/files/mop/at_download/file

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Old 02/25/09, 5:53 PM   #351
sjogren
Piston Honda
 
Blood Elf Paladin
 
The Sha'tar (EU)
Originally Posted by Dranak View Post
The CD on LnL does affect the number of procs, but not in the way you seem to expect. Currently the DoT that triggers it has 100% uptime (or close to it) with a CD only when it actually procs. With BA you effectively have that 30 second CD every minute regardless of if it procs or not. Your argument is only valid in some perfect scenario where both will proc exactly once per minute and the CD is for some reason removed despite the fact Blizzard is making it harder for us get extra LnL procs in PvE.

Having said that, there's really no point in theorycrafting the idea of LnL having it's CD removed until there's some data that even suggests it.
You mean like this?
Originally Posted by Sin86 View Post
First, I though there was still the internal cooldown on Lock and Load preventing it to proc during the next Black Arrow dot, if it first proc at the end of the first Black Arrow dot. So I run more test, waiting for Lock and Load to proc of Black Arrow, then trapping the dummy as soon as my cooldown went up while monitoring a possible internal cooldown. But it proced immediatly, so I came to the conclusion Lock and Load is no longer affected by an internal cooldown.
I think there's a lack of understanding of the probability theory concept "expected value" here, let me see if I can explain what I mean in another way.

With 10% proc chance per tick, it takes on average 10 ticks to get a proc. Most of the time it'll take more than 10 ticks or less than 10 ticks, but on average it takes 10 ticks. This means 30s until a proc, on average. This is true both for Serpent Sting and Black Arrow.

With the 3.0.9 behaviour, serpent sting and cooldown, after you get a proc you have a 30s window where you can't get any procs, whether you have serpent sting up or not. On average, this means 50% of the time.

With black arrow and no cooldown, you would be able to get procs on any tick, even if you just got a proc, but since the duration is 15s and with a 30s cooldown, you only have 50% uptime.

This gives the same average number of procs over time.

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Old 02/25/09, 6:20 PM   #352
Setsero
Glass Joe
 
Night Elf Hunter
 
Velen
Originally Posted by sjogren View Post
With 10% proc chance per tick, it takes on average 10 ticks to get a proc. Most of the time it'll take more than 10 ticks or less than 10 ticks, but on average it takes 10 ticks.
That's actually not entirely correct. 10% proc means that there's on average 10 ticks between each proc, but 1st proc will likely occur before 10 ticks.

Last edited by Setsero : 02/25/09 at 7:02 PM.

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Old 02/25/09, 7:44 PM   #353
Effinhunter
Von Kaiser
 
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Troll Hunter
 
Area 52
Originally Posted by sjogren View Post
You mean like this?


I think there's a lack of understanding of the probability theory concept "expected value" here, let me see if I can explain what I mean in another way.

With 10% proc chance per tick, it takes on average 10 ticks to get a proc. Most of the time it'll take more than 10 ticks or less than 10 ticks, but on average it takes 10 ticks. This means 30s until a proc, on average. This is true both for Serpent Sting and Black Arrow.

With the 3.0.9 behaviour, serpent sting and cooldown, after you get a proc you have a 30s window where you can't get any procs, whether you have serpent sting up or not. On average, this means 50% of the time.

With black arrow and no cooldown, you would be able to get procs on any tick, even if you just got a proc, but since the duration is 15s and with a 30s cooldown, you only have 50% uptime.

This gives the same average number of procs over time.
Originally Posted by sjogren View Post
Are you seriously claiming that the 30s cooldown on LnL doesn't affect the average number of procs per minute?

The expected number of ticks to get a proc is 10 in both cases, but in the 3.1 BA case (assuming there is no cooldown on LnL in 3.1 as I've been saying all along) we start "counting" again right away while in the 3.0.9 SrS case we have to wait 30s to start "counting".
Before we go into this, I will agree that this probability would appear to be an additive probability of the form P(A U B) = P(A) + P(B) and not P( A n B ) = P(A) * P(B). In other words, each tick should be allowed to be treated independently, and the only link between any two probabilities in this chain will be if a LnL cooldown occurs, and subsequent probabilities are 0 until the cooldown exhausts itself.

You are "supposed" to have a 10% chance to proc this every tick, and a tick occurs every 3s. Over 1 minute, you will have the following chances to proc with the 3.0.9 and 3.1 systems (serpent sting vs black arrow, respectively).

3.0.9 possible procs per minute (SS) = 60 total seconds of 3 second refresh = 20
3.1 possible procs per minute = 30 total seconds of 3 second refresh = 10

Let's assume for a moment that things really do come out to an average of one every 10 cooldown free proc chances will proc, that the LnL cooldown stays at 30 seconds, and that BA remains the only reliable proc mechanism on most bosses. Out of a minute of combat, these proc chances would look like this:

3.1.0 BA probability table for 1 minute
.1 .1 .1 .1 .1 0 0 0 0 0 .1 .1 .1 .1 .1 0 0 0 0 0

3.0.9 SS probability table for 1 minute
.1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1

Now, add the 30 second cooldown into the picture. Let's say that the proc happens on the 3rd possible in both scenarios.

3.1.0 BA probability table for 1 minute

3.1.0 BA probability table for 1 minute
.1 .1 .1 0 0 0 0 0 0 0 0 0 0 0 .1 0 0 0 0 0

3.0.9 SS probability table for 1 minute
.1 .1 .1 0 0 0 0 0 0 0 0 0 0 0 .1 .1 .1 .1 .1 .1

So, out of this time slice for one minute, the 3.0.9 SS method has more than twice the proc chances possible, and it's extremely improbable of getting more than 1 proc per minute with BA.

That being said, I'm positive the proc rate for the previous LnL mechanism was less than the 10% promised per tick. Without trap dancing, I had never seen more than 1 proc per minute (using a ceiling (time), so that a 3.5 minute fight would still possibly proc 4) without trap dancing.

Take this Patchwerk pug I did the other day (eventually leaving the raid because the healing and dps was terrible).
Wow Web Stats

I only proc'd LnL 3 times in a 3:59 fight. Unfortunately, this is the norm and not an outlier. It appears the proc rate is closer to 5% instead of the 10% indicated in the talent. Assuming this percentage actually stays implemented in the 3.1, and BA only procs 5% of the time (not 10% as displayed in the current talent), expect the LnL procs to go from on average once per minute, to once per two minutes, simply because it will take 2 minutes for BA to reach the 20 procs that are required for the average.

Another example:
Wow Web Stats

A VoA with a kill time of nearly 4 minutes. This time I proc LnL 4 times (satisfying the ceiling(time) I mentioned earlier). This is just something we've come to expect out of LnL. The proc rate each tick is closer to 5%, not 10%.

Another example:
Wow Web Stats

A Patchwerk of 3:35. Again, 4 procs.

Before I get jumped on, a probability table for BA over 2 minutes, showing the required 3s time slices to get 20 proc possibles.

3.1.0 BA probability table for 2 minute
.1 .1 .1 .1 .1 0 0 0 0 0 .1 .1 .1 .1 .1 0 0 0 0 0
.1 .1 .1 .1 .1 0 0 0 0 0 .1 .1 .1 .1 .1 0 0 0 0 0

So, in conclusion, if the 10% proc chance were actually implemented correctly, you may be right about the current BA with 10% chance would match the proc rate per minute of the current SS LnL proc mechanism, but I disagree that the current % chance is correctly implemented as 10%, and you are currently comparing 10% chance with 5-6% chance that seems to actually be implemented. What I think people are worried about is that the system seems to currently exhibit a 5-6% chance per proc, and this same legacy system will be inherited by the BA system, resulting in an average proc every 2 minutes.

P.S. I understand your point about if LnL's cooldown is taken out, it should mimic the current implementation. However, assuming the LnL cooldown will be removed in the Live version may be expecting much. Have we seen anyone mention this? I must have missed it.

If the BA proc rate is actually 10%, then we may see something close to a 1 proc per minute rate from BA, but with the cooldown, it will be a little bit under 1 per minute (probably once every 1:15, due to the cooldown overlapping most of the proc chances of BA at the tail end of the 1st minute, resulting in less proc chances and more variability due to RNG.

P.P.S. If the proc rate is too low, they'll fix it.

Last edited by Effinhunter : 02/25/09 at 8:34 PM.

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Old 02/25/09, 8:36 PM   #354
Arkad
Glass Joe
 
Orc Hunter
 
Kult der Verdammten (EU)
I see a lot of people ranting about the trap-launcher (most likely) not making it to 3.1-live and thus declaring Immolation Trap as a LnL tool to be dead, or at least less favourable.

I play a Survival Hunter, since BC I've been doing so. MM before. So don't blame me for stupid filler-points on this one but how about a BM trying to use the Arcane Shot part of LnL with a spec something like this:

Creepy 41/12/18 incoming
(I invite any experienced BM-Hunter to optimize this sketch)

I wouldn't suggest a spec like this to anyone (yet?). But if Blizzard tunes the BM Hunter a little bit up (especially the pets, as it seems) and the hunter himself doesn't want to fall behind his pet, damagewise, he could use this spec. Of course (as I said, trap launcher not implemented and so on) this would imply that he uses trapdancing. Since he doesn't lose the Sniper Training Buff (he can't ofcourse) he would not lose more than several GCDs while dancing over the whole fight. Those would be easily compensated by his pet, LnL procs and the Immolation Trap damage itself. Wouldn't it?

That one just came over me. Odd thinking that Blizzard would encourage trap dancing, I know. But was I wanted to bring up was, that LnL still has 2 Shots (ES and ArcS) it takes of their shared cooldown.

[Edit]: I don't know why exactly I thought just about BM-Hunters... a MM Hunter could use this trap-dancing method to proc his Arcane Shots, too. Naturally.

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Old 02/25/09, 8:49 PM   #355
Effinhunter
Von Kaiser
 
Effinhunter's Avatar
 
Troll Hunter
 
Area 52
Originally Posted by Arkad View Post
I see a lot of people ranting about the trap-launcher (most likely) not making it to 3.1-live and thus declaring Immolation Trap as a LnL tool to be dead, or at least less favourable.

I play a Survival Hunter, since BC I've been doing so. MM before. So don't blame me for stupid filler-points on this one but how about a BM trying to use the Arcane Shot part of LnL with a spec something like this:

Creepy 41/12/18 incoming
(I invite any experienced BM-Hunter to optimize this sketch)

I wouldn't suggest a spec like this to anyone (yet?). But if Blizzard tunes the BM Hunter a little bit up (especially the pets, as it seems) and the hunter himself doesn't want to fall behind his pet, damagewise, he could use this spec. Of course (as I said, trap launcher not implemented and so on) this would imply that he uses trapdancing. Since he doesn't lose the Sniper Training Buff (he can't ofcourse) he would not lose more than several GCDs while dancing over the whole fight. Those would be easily compensated by his pet, LnL procs and the Immolation Trap damage itself. Wouldn't it?

That one just came over me. Odd thinking that Blizzard would encourage trap dancing, I know. But was I wanted to bring up was, that LnL still has 2 Shots (ES and ArcS) it takes of their shared cooldown.

[Edit]: I don't know why exactly I thought just about BM-Hunters... a MM Hunter could use this trap-dancing method to proc his Arcane Shots, too. Naturally.
As it currently stands, a BM hunter would be crazy to go for LnL in the survival tree before going for kindred spirits and the excellently buffed 51 point talent (with appropriate pet points). If LnL was placed one tier further up the tree, I could see a couple of BM specs being possible.

I think MMs are going to be more likely to try to squeeze into LnL Arcanes than BMs are. It would be interesting to see what this:

0/51/18/

does to the MM rotation (assuming close to haste cap so IAotH isn't really as important), and whether or not this could ever be justified.

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Old 02/25/09, 8:56 PM   #356
Arkad
Glass Joe
 
Orc Hunter
 
Kult der Verdammten (EU)
Originally Posted by Effinhunter View Post
As it currently stands, a BM hunter would be crazy to go for LnL in the survival tree before going for kindred spirits and the excellently buffed 51 point talent (with appropriate pet points). If LnL was placed one tier further up the tree, I could see a couple of BM specs being possible.
Oh right. I forgot that the pet buff (at the moment) originated from the additional talents, which need the 51-BM talent to max out, not just having the majority of points spent as left as possible

Still. MM-trapdancing. Hmm...
(btw. why did you not spend the last 2 talentpoints? Your hunter would be Lvl78. Something more like this maybe: 0/53/18 to max out Barrage and at least 4% more crit for Aimed/Multi?)

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Old 02/25/09, 9:01 PM   #357
Effinhunter
Von Kaiser
 
Effinhunter's Avatar
 
Troll Hunter
 
Area 52
Originally Posted by Arkad View Post
Oh right. I forgot that the pet buff (at the moment) originated from the additional talents, which need the 51-BM talent to max out, not just having the majority of points spent as left as possible

Still. MM-trapdancing. Hmm...
(btw. why did you not spend the last 2 talentpoints? Your hunter would be Lvl78. Something more like this maybe: 0/53/18 to max out Barrage and at least 4% more crit for Aimed/Multi?)
Oops. Meant to say something about the 2 floater points. I figured they could be used in FA, IAotH, Barrage (as you did), or Efficiency, depending on what you might need most in 25 mans or whatever raiding environment the individual has to deal with. FA if you are not hit capped. IAotH if you need the haste. Barrage if you have enough mana replenishment or Efficiency if you don't.

I meant to mention it as a base with 2 floaters. My bad . It's just something I came up with off the cuff. There's likely a better solution out there somewhere.

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Old 02/26/09, 12:01 AM   #358
Rinsenrepeat
Glass Joe
 
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Draenei Hunter
 
Emerald Dream (EU)
New undoucmented info popped up

Thunderstomp (Gorilla) has been removed from the game and replaced by Pummel - Pummel the target, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec. (20 Focus, 5 yd range, Instant, 10 sec cooldown)

Not overly impressed with this nerf, hardly needed in my opinion.(assuming it is true)
Still trying to keep positive though, maybe it will have uses. but for now is back to smokey.

Last edited by Rinsenrepeat : 02/26/09 at 12:06 AM. Reason: sp

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Old 02/26/09, 12:08 AM   #359
alienangel
Bald Bull
 
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Draenei Hunter
 
Eredar
...

Is there anyone in the game that'd want that change :S ? I can hear my warlock raid leading hopping mad about it already, and I'm certainly not happy to be losing pretty much the best pet-threat in the game to a spelllock. Isn't there already a pet that noone uses with an interrupt?

edit: I see the following listed as well now:

# Savage Rend (Raptor) now temporarily boost the raptor's damage by 10% for 30 seconds.
# Furious Howl (Wolf) now only affects the wolf and its master, duration increased from 10 to 20 seconds.
Anyone know if Savage Rend still does its DoT/direct damage? Having the 10% buff without the crit dependence will I think still work out to a buff even if the damage is gone.

And can we assume that if Furious Howl is changed like that, it'll stack with BS/BoM?

I'd check myself if I could stay connected to the PTR for more than a few seconds at a time.

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Old 02/26/09, 12:49 AM   #360
Alex234
Von Kaiser
 
Night Elf Hunter
 
Гордунни (EU)
Can someone explain tooltip from "new" sniper training "After standing still for 6 sec, steady (and other shots) damage increases by 6%.Last 15 sec"
Is it mean that after 15 seconds i must stand still another 6 seconds to get buff again?

Thx !

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