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02/26/09, 2:59 PM
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#391
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Von Kaiser
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Originally Posted by sjogren
Not sure I understand your point. With the 30s internal cooldown, 3-4 procs for a 3-4min fight sounds entirely reasonable since we just concluded that it should average 1 proc per minute?
If you're looking at number of procs in relation to number of serpent sting ticks over a fight, of course it won't be one proc per 10 ticks because of the cooldown. Having a 1-to-20 relation between number of LnL procs and number of serpent sting ticks (assuming 100% serpent uptime) is entirely expected since about half of them won't be able to proc LnL due to the cooldown. If the proc rate was 5% (still with 30s cooldown) you'd be more likely to average one proc per 90s instead. With 5% chance per tick and 30s cooldown, four procs in a 3min fight would be pretty rare, but I have several logs showing that.
It is of course an entirely different question how many procs per minute would be *interesting*. Considering you get two per minute with trapping, that seems reasonable to me, but we don't get that on live without trapdancing. Increasing either the proc rate or the BA uptime makes sense, but it would of course have to be balanced against other things. If they do bring in rolling immolation traps, we're in an entirely different situation, but from GC's post about BA, that doesn't sound too likely.
They haven't said anything about removing the LnL cooldown, but Sin86's testing suggested it's gone, and with BA linked to trap cooldowns, there's no real need for it either. That said, I'll stop talking about this until my character finishes copying (/sigh) so I can test stuff myself.
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I never said that SS LnL SHOULD proc once per minute. I said it currently does, and that's the only reason your argument makes sense in your head.
My point was you are comparing a 10% possible proc rate to what appears to be a current 5% proc rate, and saying we won't lose anything, even though the old talent says we should have had a 10% proc rate in the first place. The talent was misleading before. The real issue that is causing people to think this will lead to a lower proc rate is that the implemented proc rate for SS LnL seems to be lower than what is on the talent. Assuming a 10% proc rate per tick, LnL should have procc'd just under twice per minute with SS (because the independence of the events should have led to P(A+B)). This is not the case.
The people you were criticizing were assuming that Blizzard would not fix the proc rate to be what it was supposed to be (leaving it at 5-6% instead) and causing BA to proc only once per two minutes. I was also trying to point out that the cooldown for LnL is less likely of a culprit for the low proc rate for SS LnL. If you look at the probability tables I constructed, you can see that if we had assumed a 10% proc rate (as the old talent indicates), even with a 30 second lockout, there is still an excellent probability of proccing an additional LnL within that minute (assuming 10% proc rate), and theoretically, you should be closer to 2 proc rates per minute if the proc rate was actually 10%, due to independent probability (barring only the cooldown as a tie in).
Finally, in that same message, I noted that if the BA proc rate turns out to only be 5%, inheriting from SS's proc rate, they will fix it. GC even said "if the proc rate is too low, we'll fix it". At this point, I think it's safe to assume that the 10% proc rate will be implemented or some mechanism to keep us at 1 proc per minute. It might not be in the initial incarnation of BA, but I think all of us expect this patch to stay on the PTR for at least a month - which should give some time for testing. In other words, I was telling the people you were arguing with to not panic, but I was disagreeing with the method of your analysis. It's not that it's wrong if 10% BA proc is compared to 5% SS proc, it's that the talent would seem to indicate that you should be comparing 10% BA proc to 10% SS proc, and that's what has people all up in arms about a 50% less proc chances scenario. If BA inherits the 5% proc from SS, you WILL see 50% less procs, which is why people are saying all over the WoW Damage Dealing / Hunter forums (you'll need to adjust the proc rate).
Originally Posted by Fierra
Keep in mind; they've made the only LnL proccing traps not work on bosses now, unless the boss has adds (Gluth, etc.). BA will be the only way to proc LnL now in many fights.
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Not entirely true. As has been mentioned before, if you are a MM trying out a LnL Arcane spec, you would have the option of immolation trapping and getting the same proc rate as BA LnL (since Immolation and BA share the same cooldown right now and have the same duration and refresh - every 3s). Sniper training no longer has a range restriction, so we don't have any real issues with being in the melee group behind the boss anymore (and it's not available to MM anyway - too deep into survival). Consequently, if a MM stays just out of melee range, they may be able to trap with immolation trap and get LnL procs at hopefully once per minute.
Last edited by Effinhunter : 02/26/09 at 3:08 PM.
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02/26/09, 3:08 PM
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#392
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Von Kaiser
Night Elf Hunter
Proudmoore
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Any updates yet on Piercing Shots? Last I read, it was giving either ridiculous values or underwhelming numbers when it seemed to work correctly. I have to say, after the good job of balancing the trees so far, I'll be very disappointed if MM becomes the "do not spec" tree like in BC.
Also, I recall reading a while back GC planned for Silencing Shot to gain an actual Interrupt mechanic, has this been implemented or I just missed them pushing it back? Can't really check PTR, I'm afraid, sorry for begging for data. 
Last edited by Feanoro : 02/26/09 at 3:25 PM.
Reason: added Silencing Shot question
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02/26/09, 3:16 PM
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#393
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Von Kaiser
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Originally Posted by Hanthtron
http://talent.mmo-champion.com/?hunter=&version=9626
The above confirms (sorry if I missed this, but I think I'm up to date) that Immolation Trap will not be renewed by Explosive Shot.
Still waiting on my character copy, but from the current spreadsheet results, it looks like BM is back on top.
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Basing a confirmation on a third party site not including the refresh in their own private calculator system should not lead to the conclusion that it is entirely out of the Blizzard agenda, and GC has noted that the PTR build is not their development build (meaning you don't have the latest copy). However, GC has said it's unlikely for this and trap launcher to be included by 3.1.0 release, but there is still some hope. That's about the closest to confirmation you are going to get.
I think it's safe to say that they are working on a massive patch, and they still have a lot of work to do. Any "confirmation" at this point is closer to conjecture than confirmation. Even what GC says is a best estimate of patch schedule and current intent. It is likely that we will see many reversals of policy, just as has happened in every PTR session since Beta  .
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02/26/09, 6:47 PM
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#394
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Banned
Blood Elf Hunter
Runetotem (EU)
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Originally Posted by Alex234
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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It seems out friend here got entirely washed out during all the LnL and pet talent stuff (overall I like the pet changes a lot, if it works).
Anyway, as far as I understand the talent is currently NYI, so there is no way to specifically test it.
BUT, if you read the talent and apply the mechanic to other talents then this is actually pretty straightforward, though possibly the first of it's kind.
Essentially what the text implies is that it times your time standing still. After 6 seconds you gain a 15 second buff buffing the shots for 6%. During that time you can stand still another 6 seconds and refresh the buff, or you can spend the time running around, dodging Chills and flames on Heigan. If you stand still for 6 seconds, get the buff, then you are 'free' to move about for 9 seconds if you want 100% uptime.
I think that is actually a pretty decent buff to something we assumed would require you to stand still all the time. Now we can get it applied then move. On Sartharion this should improve the uptime considerably over the previous line of thought. There will be quite a few situations where we stand still more than 6 seconds, but then we run around for a while beofre a small break again. Quite helpful on those short-mobile short-standing still events. Less so on longer periods like Heigan, but still better if you get the proc as you leave the platform (having it for a third of the dance is not bad at all).
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02/27/09, 2:03 AM
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#395
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Order 66 Survivor
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Has anyone done any testing of the Silverback pet talent on PTR yet? I'd really like to see some data to compare.
I just did a test vs a training dummy running 2/2 Spirit Bond (for the heals), 2/2 Blood of the Rhino (for the heals), 2/2 Wild Hunt (extra stam) and 2/2 Silverback (Growl heals for 2% total health). Pet has 19334 unbuffed hp and the combat log is showing Silverback heals for 3573 every 3.5 seconds from growl. This is with a Gorilla as the pet.
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02/27/09, 4:36 AM
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#396
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Piston Honda
Dwarf Hunter
Turalyon (EU)
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Originally Posted by Effinhunter
My point was you are comparing a 10% possible proc rate to what appears to be a current 5% proc rate, and saying we won't lose anything, even though the old talent says we should have had a 10% proc rate in the first place. The talent was misleading before. The real issue that is causing people to think this will lead to a lower proc rate is that the implemented proc rate for SS LnL seems to be lower than what is on the talent. Assuming a 10% proc rate per tick, LnL should have procc'd just under twice per minute with SS (because the independence of the events should have led to P(A+B)). This is not the case.
The people you were criticizing were assuming that Blizzard would not fix the proc rate to be what it was supposed to be (leaving it at 5-6% instead) and causing BA to proc only once per two minutes. I was also trying to point out that the cooldown for LnL is less likely of a culprit for the low proc rate for SS LnL. If you look at the probability tables I constructed, you can see that if we had assumed a 10% proc rate (as the old talent indicates), even with a 30 second lockout, there is still an excellent probability of proccing an additional LnL within that minute (assuming 10% proc rate), and theoretically, you should be closer to 2 proc rates per minute if the proc rate was actually 10%, due to independent probability (barring only the cooldown as a tie in).
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10% proc chance with 30s internal cooldown results in around 1 ppm.
10% proc chance on BA with its 50% uptime without internal cooldown results in around 1 ppm but with the danger of losing a proc because of 2 procs too close to each other (before you can use it).
So no, there is no current 5% proc chance and it was never intended for LnL to have a proc rate of 2 ppm.
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02/27/09, 6:11 AM
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#397
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Glass Joe
Orc Hunter
Kult der Verdammten (EU)
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Originally Posted by Ketari
Except warriors running over your frost trap with spell reflect on. Oops, nothing happens. It was bad enough when that only worked on freezing traps...
I think it was a change Blizz made for PvE purposes without thinking about the PvP consequences.
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I'm baffled that I didn't come across one (1!) warrior with this potential in PvP or knowing about this so he could just ignore my trap... Well, I believe your word of course. But then again I have to say that if this is intended to happen (I don't hope so. But on the other hand, let's be fair, most Warriors don't really stand a chance against a well played hunter, no matter how good THEY play. Since the new Disengage that is.) it is just one more way to avoid the LnL burst to come. If a Shaman/Paladin/Druid dispelled your SerpentSting, he would also just be using an ability of his arsenal to counter yours. Or in other words: A warrior with spellreflect ready for a Frost Trap is just a far sighted player doing fine in PvPing a Hunter.
It doesn't mean at all that non-SV Hunters would be excluded from using LnL.
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02/27/09, 6:50 AM
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#398
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Glass Joe
Draenei Hunter
Anub'arak (EU)
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Not sure if it was mentioned before, but resourcefulness is reducing BA cooldown aswell (by up to 6 seconds for that matter).
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02/27/09, 8:44 AM
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#399
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Piston Honda
Night Elf Hunter
Kel'Thuzad
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Originally Posted by Vanadizzle
Not sure if it was mentioned before, but resourcefulness is reducing BA cooldown aswell (by up to 6 seconds for that matter).
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Is that intended? Since the resourcefulness tooltip doesn't mention anything about reducing CD of BA.
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02/27/09, 9:35 AM
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#400
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Piston Honda
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Well Black Arrow does share a cooldown with traps so it could be intended.
Although I am for now assuming that that will get fixed to avoid a possible disappointment.
On that note though, any idea how much dps you'd gain from speccing 3/3 resourcefulness?
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02/27/09, 9:38 AM
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#401
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Piston Honda
Blood Elf Priest
Alonsus (EU)
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Okay... updated Blizz patch notes:
Main points I see...
*15% haste on autoshot only, to replace quivers. Steady shot nerf there.
*Explosive shot nerf. Either to 12.5% or 14.2% depending on precisely what they mean.
*Viper Sting drains 25% of previous amount. Hunter gets three times that in mana.
*LnL periodic procs down to 6%.
Ouch SV?
Especially with the haste nerf, BM is looking better and better again.
Last edited by Ketari : 02/27/09 at 9:44 AM.
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02/27/09, 9:39 AM
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#402
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Glass Joe
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Updated Patch notes on test include the following:
- Survival
• Explosive Shot: Base damage lowered by 10%. Attack power scaling reduced by 12.5%.
World of Warcraft (en) Forums -> [Updated] 3.1.0 PTR Patch Notes
Given how large a portion of overall survival DPS consists of ES, how big of a hit is this?
Edit: Beaten to it by seconds.
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02/27/09, 9:55 AM
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#403
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Piston Honda
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Originally Posted by Ketari
*15% haste on autoshot only, to replace quivers. Steady shot nerf there.
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• Ammunition: All types of gun and bow ammunition now stack to 1000. All quivers and ammo pouches no longer provide haste. 15% ranged haste is now built in to Hunter Autoshot.
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I'd say autoshot now includes 15% quicker shooting, not just 15% haste to autoshots.
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02/27/09, 10:15 AM
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#404
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Bald Bull
Worgen Hunter
Whisperwind
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Originally Posted by Æthien
On that note though, any idea how much dps you'd gain from speccing 3/3 resourcefulness?
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6% for 15/24 seconds would be averaged out as 3.75% instead of 3%. So a .75% gain in personal (non-pet) DPS from three talent point, which seems way too weak. I realize I'm not including the damage from black arrow here, but that damage appears to be almost moot?
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02/27/09, 10:23 AM
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#405
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Piston Honda
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• Cunning, Ferocity and Tenacity pets now all have +5% damage, +5% armor and +5% health bonuses. This should make more pet families feel viable, while additional talents have been added to distinguish a pet’s abilities based on its specializations.
• Pets now inherit more spell hit from the hunter. Pets with magic attacks should not require a player to stack additional hit compared to pets with physical attacks.
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I found these to be new. Pets are now standerdized. Depending on one's opinion that is either a good thing or a bad thing. Personally I think its good as it opens up more pet options.
The spell hit transfer/pet hit cap sounds like a pure buff for hunters that use pets with "spell" type abilities over physical attacks. For sure a very nice change for all those BM hunters with Loq.
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