I just re-examined Ieatpaperbag's post. In comparison, it would appear during his tests, a new hemo strike would cause a dissipate effect, followed by a refresh effect. In my tests tonight there was no dissipate effect. Perhaps it was a bug that has been fixed?
EDIT: I'll add a log screenie before I hit the sack tonight.
I know this thread is in regards to Cataclysm and the beta, but this bug and fix definitely occurred on live. It was a point of duress for all of us who were enjoying trying out PvE in sub immediately after patch 4.0.1 hit live. The bug was that any time a target under the effect of Hemo had another debuff of the same category applied (ie Mangle, Trauma, or even another Hemo) the debuff would dissipate and reapply itself. A side effect of this was that the Glyph of Hemo bleed effect would also dissappear, much to the chagrin of the rogue :-P. Anyways, this was hotfixed on live servers in the week following 4.0.1's release. It happened in the set of hotfixes in which fury warriors and ret paladins had their coefficients increased to stop the flow of tears. The rogue fix was not documented by any Blizzard employees (publicly at least) but it was definitely confirmed. Perhaps the same bug existed on beta servers around the time of Ieatpaperbag's post?
I went ahead and retested everything pertaining to the hemo glyph that I originally tested to make sure nothing else was changed. I did not post combat logs for anything unchanged (let me know if you need them).
As mentioned above, the refreshed hemo DoT now ticks every 3 seconds relative to the original hemo strike and refreshing it does not "dissipate" and then reapply the DoT anymore.
Below is a combat log from the current build on beta of a 1748 hemo strike refreshed with a 3481 critical hemo strike.
29 Initial 1749 Hemo Strike
29 Hemo Bleed Debuff Applied
30 Hemo DoT Applied (seems to still apply 1 second after the initial strike every time)
33 Hemo Tick
36 Hemo Tick
37 Hemo Critical Strike for 3481
37 Hemo Bleed Debuff Refreshed
37 Hemo DoT Refreshed (not "dissipates" and then "afflicted" and seems to always be in the same second as the strike for refreshes)
39 Hemo Tick (3 seconds after last tick of the first hemo and 2 after the second hemo strike)
42-03 Hemo Ticks another 7 times all 3 seconds apart ending 26 seconds (not 24) after the last Hemo strike
Below is everything else that I tested that seems to be unchanged (let me know if I missed anything).
- The DoT ticks according to most recent hemo strike and does not update based on AP gains or losses
- The DoT ticks do not gain anything from lost ticks of a previous hemo
- Crit Hemos can generate Crit Hemo DoTs
- Haste does not affect the tick intervals
- The DoT immediately gains from the bleed debuff regardless if it's present or not before the hemo strike
- The DoT still double dips from Sanguinary Veins multiplicativly
I've been looking for the stat conversion @85, but i didn't managed to find them, so I got a Epic premade, and decided to calculate the various convesion and caps.
Due to the in-game rouding percent, the numbers should be taking with a ±0.5 precision.
And for Expertise, because of the integer rounding, I'va taken as much rating values as I could, and extracted the formula from those.
Haste, Crit and Mastery
So, first, non-capped stats:
And the caps relative to the Precision rank:
The caps are actually non-integer numbers, so I rounded them up.
The expertise conversion is actually 30+x, x tending to 0 (the smallest value i've found is 0.05), so the formula to calculate the rating needed for a given amout of Expertise is 30*(Expertise wanted)+1.
With this formula, the Expertise cap is 30*26+1, or 781.
If anyone want to check my calculations, here is the excel sheet I've created : Rating & Conversion
Also some of your numbers are wrong, even if you base them on the conversion ratings you've posted (which are not 100% exact). I.e. you need 1332/1127 hit rating to be spell hit capped with 2/3 precision, and 2763 for white hit with 2 precision.
The rest of the numbers seems to be correct
It can be ticked off, I guess - looks like I just forgot to do it. I wouldn't mind further testing at some point to try to lower the uncertainty in the value, but it's probably not the most urgent priority in terms of things to be tested right now. Really, the biggest thing we need right in terms of getting models ready for level 85 raiding is proc rate info on all the new trinket/weapon procs.
Edit: Upon investigation it looks like I also missed some posts about Mutilate damage formula and Hurricane proc rate. I'll update at some point today.
I have some data to share about Landslide and Avalanche enchants. I am testing as a ret paladin for my own purposes so I have no idea about how it would work for dualwielding.
Landslide procs off all melee strikes and uses the normal 1 ppm mechanics. It does not proc off spells, dots or other effects. On live Berserking procs off Rebuke (new ret paladin interrupt) but this does not exist on beta.
Avalanche procs off of all melee strikes as a normal 5 ppm enchant. It does appear to be boosted by personal +% effects and buffs but I have not been able to confirm it is boosted by the +8% magic damage taken debuff. Avalanche also procs off of spells and the proc rate is something like 15%. However, unlike Hurricane, it does not have an ICD, or at the very least the ICD is at most 10 seconds. The wowhead data mining suggests that Avalanche is a 15% proc rate off of spells and the data fit that quite well but I have not done thousands of hits to be certain.
One note is that Avalanche seems extremely random in terms of what attacks proc it.
Does proc - 5ppm
Does proc - 15% chance
Censure (Seal of Truth dot effect) (Yes, I am really sure)
Glyph of Exorcism dot
Does not proc
Hammer of Justice
I have no idea which rogue attacks would proc it but hopefully this will give you a baseline for testing.
Details and stuff can be found in the Ret thread Here
If you want to communicate to me about any of this please do it in PMs, I don't check this thread regularly.
EDIT: It would appear it was always possible to glance on equal level mobs...please delete if this is true. However, I'm fairly certain it was not possible.
Originally Posted by Aldriana
35. There is no known evidence that glancing behavior has changed. Confirmed by ieatpaperbag
While this really doesn't have a bearing on boss mechanics themselves, you can glance on equal level mobs now, which is a change to the glance mechanic.
I did only 4 hits and already got a glance on the level 80 training dummy, and it's happening out in the world too.
Here is my test:
I could of course run a longer test to confirm the approximate glancing rate, but it shouldn't be happening at all so I didn't see a reason to. Just in case though, I've got one going right now for an updated screenshot later on.
Here is a thread with a Druid testing it out at level 85 and getting the same results on the Beta:
Updated Pic, it looks to be around a 6-7% glance rate (my average was 6.4% with 3700 attacks). I'm not hit capped, but hit shouldn't have a bearing on glances anyway. I suppose it is important to note that a glanced blow does close to the same amount of damage as a non glanced blow.
I retested mastery and its effect on SnD, and it appears to now increase the speed benefit of Slice and Dice - for instance, with no mastery on gear (and thus 8 total mastery) your SnD increases attack speed by 40% * 1.16 = 46.4%.
Since the release of Cata, for me FoK is now usable while using Killing Spree. I don't know if it benefits from the KSp buff, or if it's even intended for the matter, but I figured it might be worth mentioning.
So, having reviewed the information posted here regarding Avalanche, the general themes seem to be:
Only attacks that deal damage can proc Avalanche
Only melee range attacks can proc Avalanche.
However, all attacks meeting these criteria do proc Avalanche.
So, based on this, we'd expect "things that proc avalanche" to include:
Deadly Poison ticks
All weapon strikes
Now, I'm not that worried about the last two entries on that list - I have no reason to believe that they don't work exactly as stated. However, the first 4 may require additional examination. In particular, the question is: can all of these effects proc from an Avalanche enchant on either hand, and in particular, if you have two Avalanche enchants, can they both proc off the same attack?
To investigate this, I equipped an Avalanche weapon MH, put IP on an unenchanted OH, turned sidewise to disable autoattacks, and Shivved IP onto the target dummy. 50 Shivs (and thus 50 IP procs) generated no Avalanche procs; from this we conclude that OH IP procs do not trigger MH Avalanche procs.
I then switched the OH to DP and shivved DP onto the target dummy, and let it tick. And within a fairly small number of applications, a DP tick *did* trigger an Avalanche proc. From this we conclude that DP ticks from a stack applied with the OH do trigger MH Avalanche procs.
Hence: there's a legitimate question here on which attacks proc avalanche from which hand(s). As such, the following things need to be tested/verified:
For a MH IP proc, which hand(s) can proc Avalanche? MH, OH, Both, or Neither?
For a OH IP proc, which hand(s) can proc Avalanche? MH, OH, Both, or Neither?
For a DP ticks, which hand(s) can proc Avalanche? MH, OH, Both, or Neither?
If an OH DP application forces a MH IP procs, which hand(s) can proc Avalanche, MH, OH, Both, or Neither?
Which hand(s) can proc off a rupture tick? MH, OH, Both, or Neither?
Which hand(s) can proc off a Venomous Wounds proc? MH, OH, Both, or Neither?
For any proc above that procs only off one hand, does it use the base 15% proc rate for spells, or the PPM rate for the weapon in question?
For any proc above that procs off both hands, do the proc rates add or overlap? That is, if a given attack can proc off either hand, does it check separately for each weapon (yielding an effective 30% proc rate) or does it simply check whether at least one Avalanche enchant is present, resulting in a 15% proc rate?
I've crossed out the possibilities that have been eliminated by my testing above; if further testing could be performed to narrow things down, that would be very helpful.
I'm not sure of all the testing that has been done on Hurricane, but i did manage to enchant my OH dagger with Hurricane last night and did some proc testing with it. It seem to proc enough to where it would refresh its own proc timer. Aswell as a few rare proc's it would double proc.