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Old 01/19/09, 10:49 PM   #76
Custardcream
Glass Joe
 
Night Elf Rogue
 
Kazzak (EU)
There are addons that track the deadly poison debuff itself, however, I think the problem with monitering ticks is that after your initial DP application, further procs will refresh the timer, meaning the actual damage tick of the poison would depend on the time of the last DP proc.

EDIT: Slight mis-information. See post below. Should read: "the actual damage tick of the poison would depend on the time of the original DP proc and not the last one, which is what the timer is based on."

Last edited by Custardcream : 01/20/09 at 12:14 AM.

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Old 01/19/09, 10:56 PM   #77
Freyalis
Von Kaiser
 
Undead Rogue
 
Tichondrius
Your right, but slightly of custard.

DP is a hassle for regular timers because its tick time is not related at all to its duration.

Deadly Poison will begin to do damage 3s after its first application to the target, and every 3s thereafter as long as its on the
target. Subsequent procs refresh the duration but do not reset the tick timer at all. In saying that I do believe there was a mod mentioned in one of the other threads that did handle DP tick times.

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Old 01/21/09, 1:06 AM   #78
FatPigeon
Glass Joe
 
FatPigeon
Night Elf Rogue
 
Caelestrasz
Originally Posted by Freyalis View Post
In saying that I do believe there was a mod mentioned in one of the other threads that did handle DP tick times.

You wouldnt happen to remember the name of this mod would you? Or in which thread I might find this?

(too much trolling through forums takes away WOW time dammit!)

Love Pigeon

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Old 01/21/09, 4:20 PM   #79
Vayyde
Glass Joe
 
Night Elf Rogue
 
Lightninghoof
Pigeon, I asked that question in the UI threads and someone suggested ForteXorcist. While it does have the option to convert one of the counters to a "tick" based timer, I could never get it to work on my rogue. It works perfectly for some of my lower level alts and the notes do mention a lack of a rogue module so that could be the issue right there. Just letting you know incase you want to tinker with it and see if you got further then I did.

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Old 01/22/09, 8:01 AM   #80
Disquette
doop doop de doooo
 
Disquette's Avatar
 
Human Rogue
 
Sargeras
I think one of the reasons a solid Deadly Poison tick tracker isn't available is the way almost all mods are built these days. When I first built my SnD mod, I calculated how long SnD would last, and put the timer bar up based on that. Instead of that method, (almost?) every mod I've seen does de/buff scanning and reports the time left per the value the API provides.

The problem with the de/buff-scanning method is that it has no memory. It just reads values and displays them. If a mod writer were to go back to the antiquated way of doing this, and say "at time 3:40 dp was applied, thus it will last until 3:52 , but extend it when any new stacks are added", then it would be quite trivial for a mod to track ticks through re-applications. This method has it's own drawbacks as well (mobs clearing buffs wouldn't be recognized), but for Deadly Poison, the drawbacks are probably less than the benefits for someone who wanted to max their dps via tick timing.

You can search for discodice to see how I most recently did this at the start of WoTLK, including glyphs and talent support for calculated values, but personally I've changed to NeedToKnow instead of developing my mod further. I am not a decent enough player to try to add yet another choice to contemplate in my rotations while also not standing in {fire/void-zones/choking-clouds/etc}.

http://us.battle.net/wow/en/forum/to...6766?page=3#41
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Old 01/22/09, 9:01 AM   #81
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Why do you need a persistent memory for a DP tick timer? You don't need to remember when the DP was first applied, you already know is that each tick comes 3 seconds after the previous one. Surely all you need to do is trigger a 3 second timer every time you see DP tick?

There's two further edge cases - (1) applying DP for the first time, in which case you start a 3 sec tick timer based on the first application, and (2) stack falling off, in which case you cancel the timer if the mob isn't poisoned any more.

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Old 01/22/09, 3:32 PM   #82
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
All you really need is a mod that scrapes the combat log for Deadly Poison events and a little logic to determine when the bar should show up. And, conveniently enough, I persuaded one of my guildmates to write me such a thing. Note that he has no plans to support this, so while you're welcome to send me bug reports and/or feature requests for it, there should be no expectation that they're going to ever be fixed/added. But if you want to play around with it, here it is:
Attached Files
File Type: zip TickTimer.zip (131.4 KB, 1655 views)

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Old 01/22/09, 9:25 PM   #83
Disquette
doop doop de doooo
 
Disquette's Avatar
 
Human Rogue
 
Sargeras
Originally Posted by songster View Post
Why do you need a persistent memory for a DP tick timer? You don't need to remember when the DP was first applied, you already know is that each tick comes 3 seconds after the previous one. Surely all you need to do is trigger a 3 second timer every time you see DP tick?
Indeed, this is a memory of sorts. As opposed to a buff watcher which makes all of its decisions based on a single number (time left on a buff/debuff), a tick timer has to remember when the three second ticks started (or at the least when the last tick was), regardless of when the debuff was refreshed.

A very simple and effective example of this is found in the bottom of the lua of the mod Aldrianna posted.

This is probably unnecessary semantics, however, so I'll leave it there.

http://us.battle.net/wow/en/forum/to...6766?page=3#41
Let me map a priority list out for you so that you can refer to it in the future:
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Old 01/24/09, 12:31 PM   #84
Squibbins
Glass Joe
 
Gnome Rogue
 
Sen'jin
A question regarding envenom vs eviscerate

I was thinking about this today, and basically came to me from remembering old ways to PvP, but perhaps this might be useful for PvE... For the example, lets say you have 3 daggers that are all around the same quality, you place instant poison on 2, and deadly on the third.

My questions would be, could weapon swapping lead to more dps? If so, would eviscerate out dps envenom in this scenario?

To play it out;
Using 1 deadly and 1 IP initially, stack up to 5 stacks of DP swap back to IP/IP.
when deadly is about to run out, swap it back into offhand and shiv and swap back.

I can't really even imagine how to mathmatically map that out, since shiv uses energy aswell, but anyone with better skills have an idea? I will look for said daggers in the mean time and give it a go and see how it works out.

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Old 01/24/09, 12:38 PM   #85
PessimiStick
Piston Honda
 
Orc Rogue
 
Ner'zhul
Weapon swapping resets swing timers and incurs a GCD. It's basically never worth it in PvE.

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Old 01/24/09, 1:06 PM   #86
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Originally Posted by PessimiStick View Post
Weapon swapping resets swing timers and incurs a GCD. It's basically never worth it in PvE.
Further to that, the one time it is worth it is to swap in a pair of slow weapons for AoE on trash, with IP on both (or IP/WP if you're on Master Poisoner duty).

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Old 01/25/09, 10:53 AM   #87
Jaroen66
Glass Joe
 
Troll Rogue
 
Frostwhisper (EU)
Originally Posted by Aldriana View Post
All you really need is a mod that scrapes the combat log for Deadly Poison events and a little logic to determine when the bar should show up. And, conveniently enough, I persuaded one of my guildmates to write me such a thing. Note that he has no plans to support this, so while you're welcome to send me bug reports and/or feature requests for it, there should be no expectation that they're going to ever be fixed/added. But if you want to play around with it, here it is:
I don't want to sound ungrateful, I like the addon. But I have noticed the bar is scaling out of proportions for a split second after the DP tick occurs (so before the full bar starts again it's way too big). So if there is a possibility of fixing, it would make a perfect addon.

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