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01/12/11, 2:47 PM
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#76
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Glass Joe
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Keeping LB up on multiple targets
Any suggestions for addons/techniques for keeping up LB on three targets over the course of a boss encounter with a lot of other things going on? I'm thinking specifically of fights like Halfus. I can use focus and Clique to monitor and easily reapply to one additional target, but I don't see an obvious efficient way to do this not involving retargeting for a total of three targets.
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01/12/11, 3:05 PM
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#77
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Von Kaiser
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The easiest way to keep LB up on multiple targets that I have found is a mouseover macro. I'm not at home so I can't check but I think this would work: /cast [target=mouseover,harm,nodead,exists] Living bomb; Living Bomb
Replace your LB with that macro and it will cast LB on any enemy that your mouse is on, or if your mouse is not on an enemy it will cast LB on your current target.
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01/12/11, 3:05 PM
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#78
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old and slow
Human Mage
Nordrassil (EU)
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Originally Posted by emesis
Any suggestions for addons/techniques for keeping up LB on three targets over the course of a boss encounter with a lot of other things going on? I'm thinking specifically of fights like Halfus. I can use focus and Clique to monitor and easily reapply to one additional target, but I don't see an obvious efficient way to do this not involving retargeting for a total of three targets.
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You might want to consider using a mouseover macro to apply LB, and a tooltip addon that displays debuffs over mobs' heads. There was a discussion about this when WLK was released or maybe even around early Ulduar, where Manly pointed out that mouseover is cancelled by holding in your right mouse button (mouselook). So his playstyle was to hold right mouse to be sure to apply LB to his main target, then let go and mouseover to apply to other targets.
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01/12/11, 3:28 PM
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#79
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Glass Joe
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As for keeping track of the three LBs, a simple counter (like the one included with Mage Nuggets) should do the trick. If you can remember the order you cast them, it's all you need. Otherwise, you could use your target, focus, and matter of elimination to determine which enemy lost his bomb. If the targets are all in your field of view but spread out, the explosion makes a pretty recognizable visual also, which may be the easiest way to recognize which bomb needs to be refreshed.
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01/12/11, 10:41 PM
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#80
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Glass Joe
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I discovered Fortexorcist while browsing the warlock forum, I can easily see on which target my Lbs are on. You should try it.
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01/13/11, 8:24 AM
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#81
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Don Flamenco
Undead Mage
Frostmane (EU)
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Originally Posted by Wizeowel
You might want to consider using a mouseover macro to apply LB, and a tooltip addon that displays debuffs over mobs' heads. There was a discussion about this when WLK was released or maybe even around early Ulduar, where Manly pointed out that mouseover is cancelled by holding in your right mouse button (mouselook). So his playstyle was to hold right mouse to be sure to apply LB to his main target, then let go and mouseover to apply to other targets.
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The biggest problem with a mouseover macro right now is that living bomb can be overwritten while it couldn't back in wotlk which made a mouseover macro a whole lot safer. For targets away from eachother it doesn't really matter but for clumped up targets it does since nameplate targetting isn't that reliable.
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01/13/11, 3:52 PM
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#82
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Von Kaiser
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There are really a lot of solutions for this--Tidyplates, DocsNameplates and other addons will show debuffs on nameplates whereas I find it easier to track LBs with Scorchio2. Fortexorcist is useful too, but Scorchio has separate bars for your main and secondary targets. On a 2-target fight like Ascendant Council focus frames are nice too.
When I need to keep LBs up on 3 targets I click targets and use a regular bind, and I don't usually lose any DPS time picking targets between GCDs. I don't like mouseover macros because nameplates move around and if you hit the wrong target with your LB bind, you've basically lost a whole GCD, whereas with left-clicking you can just take a quarter second and pick the correct guy.
Last edited by Aestis : 01/13/11 at 4:20 PM.
Reason: fixed wall o' text
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01/14/11, 7:50 AM
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#83
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Glass Joe
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"Hit Cap" Math questions
I think that I know the answer to this, but I am not 100% sure.
When calculating all the variables that go into "hit" with the RNG serverside, does the calculation ignore the decimal remainder after the solid number, or is it factored in.
Example:
If a Mage has 16.85% hit, does the server see the .85%, or is it rounded down to 16% giving a 2% natural chance to miss?
Thanks.
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01/14/11, 9:25 AM
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#84
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Von Kaiser
Blood Elf Paladin
Sunstrider (EU)
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Originally Posted by Mekaila
I think that I know the answer to this, but I am not 100% sure.
When calculating all the variables that go into "hit" with the RNG serverside, does the calculation ignore the decimal remainder after the solid number, or is it factored in.
Example:
If a Mage has 16.85% hit, does the server see the .85%, or is it rounded down to 16% giving a 2% natural chance to miss?
Thanks.
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It's not being rounded.
The only stat rounding which affects mages I'm aware of at moment is that you need 517 haste rating rather than 516 to reach the dot soft cap.
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01/14/11, 4:32 PM
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#85
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Glass Joe
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Hit
I'm new to ranged DPS and have a question that I'm hoping someone will know the answer to. Right now in my PvE gear I'm at 1112 hit. I went into a heroic dungeon with a shammy, rogue, pally and priest and my miss rate on 88's dropped from 6.15% to 0%. I checked my buffs quickly and didn't see any pertaining to hit. I didn't get a chance to investigate further seeing as how we were moving pretty quickly. Does anyone know what could have happened? Can I count on this for future dungeons?
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01/14/11, 6:36 PM
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#86
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Don Flamenco
Undead Mage
Frostmane (EU)
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Originally Posted by Pnev
I'm new to ranged DPS and have a question that I'm hoping someone will know the answer to. Right now in my PvE gear I'm at 1112 hit. I went into a heroic dungeon with a shammy, rogue, pally and priest and my miss rate on 88's dropped from 6.15% to 0%. I checked my buffs quickly and didn't see any pertaining to hit. I didn't get a chance to investigate further seeing as how we were moving pretty quickly. Does anyone know what could have happened? Can I count on this for future dungeons?
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The only thing I can imagine is you looking at your melee tab instead of your spell tab.
However, you only need 6% hit for heroic bosses since they are level 87.
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01/16/11, 12:51 AM
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#87
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Glass Joe
Human Paladin
Boulderfist
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In regards to shared HP-pool fights, specifically Omnitron Council and Veralion & Theralion, is it a dps increase to maintain LB's on both targets (with obvious recognition of mechanics, particularly with the shield mechanic on Omnitron)? Or a complete mana sink in the sense that you're wasting a GCD on another LB cast in addition to the mana cost of LB?
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01/16/11, 1:59 AM
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#88
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Piston Honda
Goblin Mage
Bleeding Hollow
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Originally Posted by codeviper
In regards to shared HP-pool fights, specifically Omnitron Council and Veralion & Theralion, is it a dps increase to maintain LB's on both targets (with obvious recognition of mechanics, particularly with the shield mechanic on Omnitron)? Or a complete mana sink in the sense that you're wasting a GCD on another LB cast in addition to the mana cost of LB?
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Yes, it is a DPS increase. Living bomb provides the 2nd highest damage per cast time of all your spells, right behind flame orb (source: Simulationcraft Results). It would be optimal to maintain LB on both for the entire fight.
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01/21/11, 3:43 AM
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#89
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Von Kaiser
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In regards to our mastery, does it continue to scale between full points of mastery? For example, my mage has 13.12 mastery at the moment, and the tooltip is reading as a 32% increase (which would just be 13 mastery). Is the tooltip just wrong and it's actually slightly higher than 32%, or do we only see an increase at full points of mastery (in effect, forcing us to get as close to an even amount as possible)?
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01/21/11, 4:23 AM
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#90
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old and slow
Human Mage
Nordrassil (EU)
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The game doesn't round off your fractional points in mastery. The only stat it does that with is haste where we believe it rounds off to the nearest with regards ticks, durations, and cast times (possibly also to the nearest millisecond).
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