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04/23/09, 9:58 PM
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#4726
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Glass Joe
Human Mage
Shattrath (EU)
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Originally Posted by Light4
It's even worse. I ran Ulduar 10 yesterday as rfost for some support (refreshment & crit) and our warlock had 3/5 ISB specced and with his 3% +crit was constantly overwriting my winterchill-stacks, resulting in a presumed 2% critloss for the casters. So if the same holds for scorch, then yes, 1 Scorch will remove a fully stacked winterchill. This can be seen as a bug, because it causes a talent to actually cause negative rdps. Maybe someone can report this on the US forums.
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Just tested this with a lock, 5/5 isb. He would always overwrite my Improved Scorch stacks with Shadow Mastery, but I could not overwrite his debuff, not even with Glpyh of Scorch. It seems the game sees Shadow Mastery as superior to Improved Scorch, since it is only one application instead of 5 stacks. I guess the same goes for Winter's Chill, but didn't test this today. In the past, I could overwrite Winter's Chill as long as not 5 stacks were applied. Once 5 stacks were on the target, I could not put up Improved Scorch, with our without Glyph.
On a side node, I have no problems at all tracking Shadow Mastery on targets with Power Auras.
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04/24/09, 12:42 AM
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#4727
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Von Kaiser
Blood Elf Mage
Crushridge
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Originally Posted by Zerstorung
Honestly, Improved Scorch should be changed to a one stack debuff that provides 5% crit. The justification for this is that Scorch is not included in our optimal dps rotation, it is a dps loss, and second, the talent is much deeper in the tree. I feel that is the direction Scorch should go.
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Honestly at this point the whole hierarchy between ISB > scorch > winters chill regardless of stacks makes scorch almost pointless to use unless there are no other locks (or frost mages) in the raid.
As long as theyre cloning the caster classes they might as well just go the whole nine yards and make improved scorch into something that adds the debuff after fire spell (and FFB) hits in the same way the lock talent works with shadowbolt and just remove any dependence on the actual scorch spell.
The also need to make it so that all three debuffs can exist on the boss at the same time but only the highest is applied ... or if thats antithetical to the way theyve coded debuffs then they need to forgo immersiveness and just make them apply the same debuff and stack with each other ... call it Elemental Vulnerability or something else vague and all-encompassing.
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04/24/09, 10:30 AM
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#4728
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Glass Joe
Human Mage
Bloodhoof (EU)
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Once again... I'm the author of Scorchio! 2. A couple of points:
Scorchio! 2 was erroneously counting Shadow Mastery as stacking the day of the release of 3.1, but that was fixed the next day.
The addon accurately reflects what happens in terms of Shadow Mastery, Imp Scorch and Winter's Chill overwriting. The fact that the, by the way it works, Scorchio! 2 actually noticed this before most players means people thought the addon was broken. It wasn't, and it isn't.
If you're unhappy with the way the addon works, feel free to PM me here, or at Curse and I'll look into issues. But please tell me which version you're using (there have been four beta releases and a major (the first major) version release since the patch...
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04/26/09, 3:28 PM
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#4730
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King Tyrian
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If you're unhappy with the way the addon works,
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I love the scorchio mod (and a long time user), but theres one thing I hate about it with a passion. By default it has warning sounds turned on? Reminds me of the SCT defaults with 'low mana/health' warnings.
I realise everyone is different and some might disagree, but I find it unusually frustrating when mods seek to have audible alerts turned on by default. It might seem innocent enough when reviewing one mod alone, but when you raid with alot of mods - if just a small fraction of them all played warning sounds by default, it's a whole new story. And frustrating to have to sift through various mods to fix (especially when reinstalling mods, game crashes and lose WTF settings, going to netcafe and installing mods etc).
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04/27/09, 9:00 AM
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#4731
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Don Flamenco
Undead Mage
Frostmane (EU)
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Originally Posted by Tyrian
I love the scorchio mod (and a long time user), but theres one thing I hate about it with a passion. By default it has warning sounds turned on? Reminds me of the SCT defaults with 'low mana/health' warnings.
I realise everyone is different and some might disagree, but I find it unusually frustrating when mods seek to have audible alerts turned on by default. It might seem innocent enough when reviewing one mod alone, but when you raid with alot of mods - if just a small fraction of them all played warning sounds by default, it's a whole new story. And frustrating to have to sift through various mods to fix (especially when reinstalling mods, game crashes and lose WTF settings, going to netcafe and installing mods etc).
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I love the sounds in scorchio tbh. They are easy to configure and now I don't even have to look at my timers or filter my msg spam to check if hot streak has procced, living bomb expired or scorch is about the expire.
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04/27/09, 9:11 AM
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#4732
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Don Flamenco
Undead Mage
Doomhammer (EU)
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Originally Posted by BeeLz
I love the sounds in scorchio tbh. They are easy to configure and now I don't even have to look at my timers or filter my msg spam to check if hot streak has procced, living bomb expired or scorch is about the expire.
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If you want to maximize your DPS you should track your LB bar =) !
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04/30/09, 3:42 PM
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#4733
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Glass Joe
Undead Mage
Sylvanas (EU)
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Originally Posted by Roywyn
FFB/FM still working
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We might be doing this wrong but we just can't get it work. Me and the other mage tried 2 scenarios:
1) I stayed Fireball/Arcane and after he buffed me with FM he would switch back to FFB and I would put FM on him. As soon as I critted I lost his FM.
2) He stayed Fireball/Arcane while I went FFB. Just like in the first case my FM disappeared from him as soon as he critted.
Asuming that we aren't doing it wrong, Blizzard seems to have hotfixed it.
Last edited by Delijica : 04/30/09 at 3:54 PM.
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04/30/09, 3:55 PM
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#4734
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Soda Popinski
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I wonder if it works with vigilance. I mean they could have hotfixed FM specifically or made a more generic check that applies to all buffs.
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Log on with different model:
1- Create a character of the desired model. Log on/off.
2- At character selection screen, select your actual character; mouseover the new, desired model character, and hold down left click; hit enter and release left click at the same time.
bug Arcane Potency only applies to the first Arcane Missile bolt.
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04/30/09, 3:58 PM
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#4735
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Glass Joe
Undead Mage
Shattered Hand
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Originally Posted by Delijica
Asuming that we aren't doing it wrong, Blizzard seems to have hotfixed it.
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EDIT - Bornak had posted on April 21 that Focus Magic would fall off if the mage switched specs now. However, it sounds like it was working for you beyond the 21st. Perhaps they've finally fixed it as they'd stated the intention to do so about a week ago.
Last edited by Gormakr : 04/30/09 at 4:06 PM.
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05/01/09, 5:07 AM
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#4736
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Glass Joe
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Originally Posted by Gormakr
EDIT - Bornak had posted on April 21 that Focus Magic would fall off if the mage switched specs now. However, it sounds like it was working for you beyond the 21st. Perhaps they've finally fixed it as they'd stated the intention to do so about a week ago.
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No, they fixed it awhile ago in a hotfix. It won't go away when you switch specs but it will go away once the person you put it on crits because it checks to see if you still have the focus magic talent and if you don't it just goes away.
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05/14/09, 1:26 PM
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#4737
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King Hippo
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How does Storm Power work? The tooltip implies it multiples at end like Ignite, however the spell info on WoWHead says that for melee at least it multiples their crit strike bonus. Looking at our Arcane Mage on Hodir last night, the best data point from Arcane Missiles I can find with Storm Power is a 17616 crit with a 3071 hit. This gives a 5.74 final crit multiplier. Looking at the formula, if Storm Power acted like Spell Power, it should only result in a 2.72 multiplier. If it multiplied at the end like ignite, it would only be 4.66. Anyone have any other ideas on where to fit the extra 135% into the formula that might match up with the observed value of 5.74?
WWS for data is here and Fantazamor is the arcane mage if anyone wants to look in more detail. The 17616/3071 come from Hodir try 3 at around 2.5 minutes in (the 3071 was a partial resist that I converted back into the full value).
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Originally Posted by Crowl
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.
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05/14/09, 2:02 PM
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#4738
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Perverse and often baffling
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Originally Posted by nathanbp
How does Storm Power work? The tooltip implies it multiples at end like Ignite, however the spell info on WoWHead says that for melee at least it multiples their crit strike bonus. Looking at our Arcane Mage on Hodir last night, the best data point from Arcane Missiles I can find with Storm Power is a 17616 crit with a 3071 hit. This gives a 5.74 final crit multiplier. Looking at the formula, if Storm Power acted like Spell Power, it should only result in a 2.72 multiplier. If it multiplied at the end like ignite, it would only be 4.66. Anyone have any other ideas on where to fit the extra 135% into the formula that might match up with the observed value of 5.74?
WWS for data is here and Fantazamor is the arcane mage if anyone wants to look in more detail. The 17616/3071 come from Hodir try 3 at around 2.5 minutes in (the 3071 was a partial resist that I converted back into the full value).
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3071 base arcane missile damage * 1.84475(arcane crit w/4pt7 CSD)*1.25(glyph of arcane missiles)*2.35(Storm power) = 16641 dmg. 541% multiplier.
Sounds about right to me. Crit bonus multipliers scale geometrically.
Seems pretty consistent with what I am seeing in my parses
I have a 10121 fireball hit and a little later a 61078 crit.
10121 base fireball dmg * 2.5445(fire crit w/ CSD)*2.35(Storm Power) = 60519 dmg. 597% multiplier.
Working as intended. On a slightly related note, frostfire specced mages should have hilariously obscene dps on this fight if they follow the storm powers. Might even be worth brushing the dust off 4pt7:
Base * 3.34565 (frostfire crit w/4pt7 CSD)*2.35(Storm Power)= 786% crit dmg multiplier.
Last edited by ash2ash : 05/14/09 at 2:15 PM.
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05/14/09, 2:23 PM
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#4739
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King Hippo
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Originally Posted by ash2ash
3071 base arcane missile damage * 1.84475(arcane crit w/4pt7 CSD)*1.25(glyph of arcane missiles)*2.35(Storm power) = 16641 dmg. Sounds about right to me. Crit bonus multipliers scale geometrically.
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Except they don't scale geometrically (except for CSD) and each missile in Arcane Missiles always deals the same damage so your result should exactly match (+/- a little, but not +/- 1000). I figured it out though, it multiples like CSD:
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crit_multiplier = (1 + ( ((1.5 [* CSD] [* Storm Power]) - 1) * (1 [+ ice_shards] [+ burnout] [+ spell_power] [+ 4pct7] [+ am_glyph]) )) [* ignite]
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This gives a 5.73535 multiplier for CSD + Storm Power + Spell Power + 4T7 + Glyph of Arcane Missiles which gives an expected 3071 hit from a 17616 crit matching the data exactly. Frostfire mages will see their crits increase by 3.2 times with Storm Power to a 7.6 multipler (no 4T7), vs 2.7 times to a 4.9 multiplier for Fire mages. Not sure if that makes Frostfire worth using for Hodir or not.
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Originally Posted by Crowl
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.
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05/14/09, 2:48 PM
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#4740
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Soda Popinski
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Clearly, you guys forgot to take into account the singed debuff.
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Log on with different model:
1- Create a character of the desired model. Log on/off.
2- At character selection screen, select your actual character; mouseover the new, desired model character, and hold down left click; hit enter and release left click at the same time.
bug Arcane Potency only applies to the first Arcane Missile bolt.
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05/14/09, 3:04 PM
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#4741
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King Hippo
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Originally Posted by manly
Clearly, you guys forgot to take into account the singed debuff.
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How would that change crit multipliers since it multiplies crits and non crits by the same amount?
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Originally Posted by Crowl
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.
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05/14/09, 3:12 PM
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#4742
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Soda Popinski
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Originally Posted by nathanbp
How would that change crit multipliers since it multiplies crits and non crits by the same amount?
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3071 base arcane missile damage * 1.84475(arcane crit w/4pt7 CSD)*1.25(glyph of arcane missiles)*2.35(Storm power) = 16641 dmg.
is incomplete and doesnt take into account singed.
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Log on with different model:
1- Create a character of the desired model. Log on/off.
2- At character selection screen, select your actual character; mouseover the new, desired model character, and hold down left click; hit enter and release left click at the same time.
bug Arcane Potency only applies to the first Arcane Missile bolt.
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05/14/09, 3:39 PM
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#4743
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King Hippo
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Originally Posted by manly
3071 base arcane missile damage * 1.84475(arcane crit w/4pt7 CSD)*1.25(glyph of arcane missiles)*2.35(Storm power) = 16641 dmg.
is incomplete and doesnt take into account singed.
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Not that that equation doesn't have other problems, but the 3071 hit I'm using as comparison was right after the crit I'm comparing to, so Hodir had singed for both of them.
Last edited by nathanbp : 05/14/09 at 4:16 PM.
Reason: Spelling
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Originally Posted by Crowl
If you have to control a robot dinosaur that fires lazers and there's a time when you shouldn't be shooting those lazers then the encounter is clearly flawed beyond hope of fixing.
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05/14/09, 4:13 PM
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#4744
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Soda Popinski
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Originally Posted by nathanbp
Not that that equation doesn't have other problems, but the 3071 hit I'm using as comparison was right after the crit I'm comparing to, so Hodir had signed for both of them.
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Ah nevermind I thought the AM base damage was TC-generated rather than taken from an actual hit.
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Log on with different model:
1- Create a character of the desired model. Log on/off.
2- At character selection screen, select your actual character; mouseover the new, desired model character, and hold down left click; hit enter and release left click at the same time.
bug Arcane Potency only applies to the first Arcane Missile bolt.
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05/17/09, 1:09 AM
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#4745
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Perverse and often baffling
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Originally Posted by nathanbp
This gives a 5.73535 multiplier for CSD + Storm Power + Spell Power + 4T7 + Glyph of Arcane Missiles which gives an expected 3071 hit from a 17616 crit matching the data exactly. Frostfire mages will see their crits increase by 3.2 times with Storm Power to a 7.6 multipler (no 4T7), vs 2.7 times to a 4.9 multiplier for Fire mages. Not sure if that makes Frostfire worth using for Hodir or not.
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I had storm power for half the fight as frostfire in 10 man and I did this. I probably could have done more if I had dropped living bomb but I didn't think about it too much. Ensidia had mages go 50fire/21frost for this fight so all other things being equal frostfire is going to come ahead of other specs.
Edit: Me and Salad had comparable uptimes on Storm Power but due to a little rng luck and the crit bonus multiplier of FFB, I was able to do more damage. That's not to say that mages of other specs can't do comparable damage - I've seen ridiculous parses from mages of all raid specs for hodir - but that if >>I<< were to choose a spec to do hodir hard mode, FFB would probably be the way to go since it seems to have a mathematical advantage, much as deep frost does for hard mode Vezax.
Last edited by ash2ash : 05/17/09 at 8:28 PM.
Reason: Clarification
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05/17/09, 3:05 AM
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#4746
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Glass Joe
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Originally Posted by ash2ash
I had storm power for half the fight as frostfire in 10 man and I did this. I probably could have done more if I had dropped living bomb but I didn't think about it too much. Ensidia had mages go 50fire/21frost for this fight so all other things being equal frostfire is going to come ahead of other specs.
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Compare "Lapsed" (Frostfire) in that parse to me, "SaladFork" (Deep Fire). He had a 40% Storm Power uptime, while mine was 39%, almost identical. Throughout the entire fight I followed a marked Lapsed around the room (it was a different strat to help some players who were unfamiliar with the fight). I outgear Lapsed slightly, and have a spec that should perform better, but it's clear as day that he blew me (and the rest of the DPS) out of the water. I believe he hit 1 million damage done within 10 seconds of the fire being up, and he almost carried the entire group through Hodir hard mode.
With the crit buff from Storm Power, Frostfire is almost without a doubt the superior spec for this fight.
Last edited by SaladFork : 05/17/09 at 3:21 AM.
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05/17/09, 5:07 AM
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#4747
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Banned
Blood Elf Death Knight
Anub'arak
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Originally Posted by SaladFork
With the crit buff from Storm Power, Frostfire is almost without a doubt the superior spec for this fight.
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I think it may be a little too early to call this fight totally in favor of frostfire. Xeth (our token arcanist) can push out numbers equal to if not superior to what FFB and FB/ToTW mages are putting out on Hodir. As seen here.
Last edited by Jayne : 05/17/09 at 5:42 AM.
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05/17/09, 8:53 AM
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#4748
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Great Tiger
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Not to discount that feat but for Hodir I imagine people are far more interested in fights shorter than three minutes for the 'hard' mode. With the buffs available I simply cannot imagine a non-FFB build producing the dps that is available given the rather arbitrary nature of the fight and assuming people are playing to a level where the buffs are fully leveraged. Knocking on ten K is nice and all but really, it is nothing impressive considering what the dps budget is or the tools available.
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05/17/09, 9:04 AM
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#4749
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old and slow
Human Mage
Nordrassil (EU)
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Originally Posted by Jayne
I think it may be a little too early to call this fight totally in favor of frostfire. Xeth (our token arcanist) can push out numbers equal to if not superior to what FFB and FB/ToTW mages are putting out on Hodir. As seen here.
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One anecdotal parse with less than impressive numbers doesn't really prove anything. Here's another parse where a fire mage does 50% more dps than your friend WoW Meter Online - Combatlog Replay in Engrish, but it doesn't prove anything either. The point is that if you can get all 3 buffs, move very little and have other players assigned to freeing the freezes, then you can do silly amounts of damage as a mage. We can't tell empirically which spec does more in that fight because much of it is reliant on how much uptime those buffs have. So we have to look at what is the theoretical maximum, and this is what the discussion should be about.
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05/17/09, 9:41 AM
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#4750
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Von Kaiser
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Which class benefit the most from focus magic in 3.1?
I remember that the one is like ffb>fb>sp>arc>others. How about destro lock?
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