Radejjj, on 05 March 2013  11:58 PM, said:
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#3857559 Remove friends from real ID
Posted Bogdan on 06 March 2013  12:04 AM
#3756267 Gladius 5.3 (working)
Posted firebunny on 01 September 2012  05:35 AM
http://www.curse.com.../wow/gladiusmop
Thanks to oppo for halp :>
Fixed all the 5.0 API changes, some UI messups.
Added code so targetbar updates on target change.
The todo list is now as follows:
Add more spells/auras for detecting player specs (Any help in the form of specspecific spell names would be greatly appreciated)
Post any issues here if you find them.
Updated with diminishing returns in Gladius from http://www.arenajunk...atingthelist/
I will keep up to date with the thread and contribute
Added horizontal growth direction.
.
#3754719 Starcookie/Shear wintrade(screenshots)
Posted Withaone on 29 August 2012  06:45 PM
#3664767 r1 rps
Posted Cakesz on 17 March 2012  04:42 AM
This was embarrassing for everyone participating.
That's the video and this entire thread.
#3664716 r1 rps
Posted Kurum on 17 March 2012  03:04 AM
snutzywow, on 17 March 2012  02:41 AM, said:
[3/6/2012 2:31:38 AM] max: LOL
[3/6/2012 2:31:47 AM] max: christ they're shitting all over you
[3/6/2012 2:32:29 AM] max: LOL
[3/6/2012 2:32:30 AM] max: YES
[3/6/2012 2:32:31 AM] max: THEY LOST
[3/6/2012 2:33:02 AM] max: 2100
[3/6/2012 2:33:25 AM] Kelvin Nguyen: N OWAY
[3/6/2012 2:33:39 AM] Michael Edwards: http://i.imgur.com/Q6fcl.jpg
[3/6/2012 2:33:52 AM] Kelvin Nguyen: HAHAHAHHAHAHAHHAHAHAHA
[3/6/2012 2:33:55 AM] Kelvin Nguyen: AHAHAHAHHAAHAHAHAHHAHAHAHAHAHA
[3/6/2012 2:33:56 AM] max: Jahmills is raging now
[3/6/2012 2:33:57 AM] max: LOL
[3/6/2012 2:34:04 AM] Michael Edwards: im not listening to this at all
[3/6/2012 2:34:10 AM] Michael Edwards: im so spaced
[3/6/2012 2:34:41 AM] max: LOL
[3/6/2012 2:34:49 AM] max: so funny
[3/6/2012 2:34:53 AM] Kelvin Nguyen: HAHAHAHAHAHHAHAHA
[3/6/2012 2:34:58 AM] max: listen to these retards act like they know how to play wow
[3/6/2012 2:35:09 AM] max: Toez u ran into the worst place u could be
[3/6/2012 2:35:10 AM] max: LOL
[3/6/2012 2:35:15 AM] Michael Edwards: ROFL
[3/6/2012 2:35:18 AM] Michael Edwards: i dont remember the game at all
[3/6/2012 2:35:19 AM] Michael Edwards: tbh
[3/6/2012 2:35:20 AM] max: listen to these pathetic humans try to analyze the game afterward
[3/6/2012 2:35:28 AM] Kelvin Nguyen: AHHAHAHAHAH
[3/6/2012 2:35:30 AM] Kelvin Nguyen: im so happy
[3/6/2012 2:35:40 AM] max: make sure u DC next game toes
and no, max is not my teammate. you can take my rank 1, and like i said to jahmillz in game and to everyone who wanted me to farm you.. i don't need to even log on because you guys would eventually just disband yourself ^ proven here. i have yet to critize you or your team's play because i haven't played you, so i cannot say anything about how much you suck, your synergy is phenomenal tho; must have coordinated that /teamdisband
if this is real you are actually pathetic
#3649839 Athene charity tourney
Posted Zeiyo on 24 February 2012  07:49 PM
The commentators aren't listen able, just annoying chav voices whining in my ear. But yeah it's cool what you are trying to do the whole charity thing so im not trying to hate, but this is just embarrassing for EU
#3632903 The hangover is bad??
Posted Kansastexas on 03 February 2012  02:27 PM
[02/02/2012 22:31:15] Tom/Gimpo ♥: lol
[02/02/2012 22:31:23] Tom/Gimpo ♥: BANG ASS
[02/02/2012 22:31:30] Tom/Gimpo ♥: band da ass
[02/02/2012 22:31:31] TAIS! (dabeef): shit on their face
[02/02/2012 22:31:58] TAIS! (dabeef): pls
[02/02/2012 23:33:16] Tom/Gimpo ♥: like we say in Liverpool "u need to snipe before u get sniped"
[02/02/2012 23:38:25] TAIS! (dabeef): we smash people like i smash my beyblade tournaments
[02/02/2012 23:38:26] TAIS! (dabeef): and magic the gathering tournaments.
[02/02/2012 22:39:24] Kanoxx: i've just watched the hangover, didn't like it.
How can you not like the hangover????
#3633235 Wadup Arena
Posted Kanoxx on 03 February 2012  11:11 PM
#3630948 Nerfed Vial
Posted Dakkrothy on 01 February 2012  02:41 PM
#3587014 LFR Heart of Unliving vs DMC: Tsunami
Posted Lollipopz on 15 December 2011  01:05 AM
I have played in the highest 5s in europe in s9 and played very high in s10 and believe me, every immune target (that just bubled/blocked) are getting topped in a half of second.
And when u will meet some Boomkin cleave u will understand how much this glyph is FREAKING huge. I have met Flubbah's Boomkin team (and a lot of boomkin triple legendary weapon cleave)and we went actually something like 32 as dk mage warlock priest Rsham and believe me, without this glyph we would have never won. 8k2 per dispell is just huge and free.
Same shit for dakkroth legendary wizzard, the only loose they got was against our team, ofc it is not the glyph dispell that gives the win, but it helps.
As i said, in the SAME gcd,u dispell debuff and you heals 8k2 hp for no mana. u do two things at the same time. and don't forget that it scales with the Hp pool, so at the end of this season it will probably heal around 5k per debff (10k then).
This glyph is so much underestimated. MD glyph is a cool glyph indeed, and playing without is kinda strange especially about dispelling Out of LOS ccs but well. In 5s there is no way to don't take it.
in 3s it is another story.
Try it, u won't be disapointed.
#3576640 Ruthless Gladiator mount sucks
Posted Kelarm on 07 December 2011  12:32 AM
Probably one of the dumbest things I've ever seen in this game, and I've seen a lot of dumb shit. I hope the heroic raid achievement for dragon soul is like a light brown rusty protodrake from ulduar.
#3564319 Ruthless gladiator inc?
Posted HeheBiggielol on 27 November 2011  10:55 PM
EDIT  http://eu.battle.net...o my heartbeat/ 7 wins this week, im blowing this whole thing out of the water guys
#3560365 Ruthless gladiator inc?
Posted nozzamorph on 24 November 2011  12:33 PM
Ok i have a guess who feeded them ....
>> http://eu.battle.net...net.../B E S T/ 016 this week as team, they didnt enter arena with all team only probably with the highest mmr member from that team so they will get a decent amount of rating as u can see from score of each, so they where feeding someone from drak'thul ... prolly the guys from above.
Also yday was reset , so they have wintraded during the night of 2324th , as always, the other team got 2x extra looses probably cuz they queued into someone else from mistake and since they dont enter with more then 1 / 2 people to access more mmr they just lost it to probably a legit team + none of any drak'thul teams are having 016 and not quiting after like 45 looses, cuz people usually nerdrage or just stop playing if they still keep loosing so 016 seems 100% wintrade without no doubt. Also they where so trash cuz i remember meeting them like 4 months ago when i rape them in face and they where having 60% win loose .... and they didnt play at all for over 2 months.. .and now magicly they play in last week and get 140 after that long break from 3s? ^^
#3552635 New Title Calculator
Posted Psyko411 on 17 November 2011  11:55 AM
I saw on many forums that lot of players were looking for a functionnal calculator title.
I did the same like AJ, but mine works fine :>
Don't Hesitate to add your informations, lower teams, etc...!
Thanks!
EDIT:
I forgot the link .
My title Calculator
#3497020 How Resilience Scales  4.3.0
Posted Eldacar on 25 September 2011  05:53 AM
Eldacar's guide to resilience scaling
Hi everyone, I have written this guide to explain how resilience currently scales to those who are interested. I wrote it because I have seen and met a LOT of people over the last few months who are under the mistaken impression that resilience operates with diminishing returns and it is only half true. This guide is fairly long and indepth, it is broken down into sections for easy reading, those interested in the really mathy details will find them at the very bottom.
TLDR: Resilience rating has diminishing returns, but the net effect of resilience has increasing returns. See pretty graphs below.
Table of Contents:
Section 1  Facts About how Resilience Scales
Section 2  Understanding Effective Health and Interpreting the Graphs
Section 3  Graphs
Section 4  Closing Thoughts and Remarks
Section 5  The Data and Math
Update: The graphs and formulas have been updated based on a more exact resilience rating to damage reduction conversion formula. The formula was derived by Whitetooth of Elitist Jerks.
Section 1  Facts About how Resilience Scales
Everyone reading this should already have at least a general understanding of how resilience works, it provides a percentage based damage reduction against all damage done by players, the more you have the less damage you take. That's all well and good, but what many people don't seem to understand is how it scales. There are two main factors that go into how resilience scales, one is the exponential returns of percentage based damage reduction, the other is the diminishing returns of resilience rating.The effects of percentage based damage reduction scale exponentially*, the more you have the more valuable additional damage reduction becomes. For example, lets say someone is hitting you for 100 damage, if you have 0% damage reduction and you add 1% that 100 damage is reduced to 99 damage, a 1% effective reduction. However if you already have 90% damage reduction and you add another 1% that 100 base damage which was already reduced to 10 is now further reduced to 9. That change in incoming damage from 10 to 9 is a 10% reduction in actual damage taken by adding just 1% of damage reduction. Here is a graph that shows how the value of damage reduction increases as you gain more: http://i109.photobuc...cValueGraph.jpg (im not displaying it directly so when people view the guide its easier to find the graph most of them are looking for).
As you can see at 50% damage reduction additional reduction is worth twice as much as normal, at 90% its worth ten times as much as normal. This kind of scaling isn't unique to resilience, armor and any other percentage based damage reduction (even in other games) function the same way, games control the overall scaling of these mechanics by manipulating how fast you are awarded the damage reduction.
(*I am using exponential as a general easy to understand descriptor for quickly increasing returns, not its technical mathematical definition.)
For resilience the controlling factor to those exponential returns on damage reduction is the diminishing returns on resilience rating. The more resilience rating you have, the less damage reduction is awarded by each additional point of rating. This is how Blizzard controls the overall scaling of resilience as a whole, and its what they change when they want to alter the way resilience scales. Currently in 4.3 the rate at which the returns from resilience rating diminish is slower than the rate at which the relative value of damage reduction increases, as a result the net effect of resilience has increasing returns. Simply put the DR on resil rating is not currently intense enough to cancel out the exponential returns of damage reduction.
One final note on this, in World of Warcraft different damage reduction mechanics have multiplicative relationships NOT additive, what this means is that the value scaling for any one of these mechanics is only accurate within that one mechanic. At 50% dmg reduction from resilience an extra 1% from resilience is effectively worth 2%, however none of this has any bearing on the value of additional damage reduction from say armor, that scales separately but similarly. Calculating your total damage reduction from all effects is a rather complicated matter that is beyond the scope of this guide, but I may tackle in it another guide in the future.
Section 2  Understanding Effective Health and Interpreting the Graphs
Before you can understand the graphs you need to understand what effective health is. Effective health is essentially how much premitigated damage it takes to kill you. If you have 100k health and 0% damage reduction your effective health is just that same 100k. However if you have 100k health and 50% damage reduction your effective health is 200k, because someone would need to do the equivalent of 200k premitigaged damage to kill you. It is also important to note that more than just increasing the size of your effective health pool, that damage reduction also increases the relative effectiveness of heals on you. With 50% damage reduction a 1k heal actually restores 2k of effective health, this is why having a larger effective health through damage reduction is better than having a larger displayed health through stamina.Because effective health is such a great indicator of survivability it is also a great metric to use for evaluating the overall effectiveness of resilience, which is why I used it in these graphs. It is really the stat that best displays the value you are getting from resilience and the stat you need to be paying attention to in the graphs. Effective health is displayed on the graphs as a percentage relative to displayed health, an EH value of 150% for a player with a 100k displayed health pool would mean that player has an effective health from just resilience of 150k. (When you factor in other effects like armor and dmg reduc from talents your EH is higher but we are just looking at resil by itself here)
Now that you understand all the critical facts its time to get into the graphs. The graphs display the scaling of damage reduction and effective health based on resilience rating in the current version of WoW Patch 4.3 Build 15050. The first graph shows the full resilience rating range from 0 to 6000 with markers in 500 rating increments. The second graph focuses on the range most fully geared PVP'ers play in from 4000 to 5700 with markers in 100 rating increments. These two graphs are based on two formulas; the formula used to convert resilience rating into damage reduction percentage is % = 100  100 * 0.99^(resilience rating / 79.12785) and the formula used for determining effective health as a percentage of total displayed health is 100/(1[dmg reduc %/100]). So without further ado here are the graphs.
Section 3  Graphs
As you can see in this graph, although you get less and less damage reduction per resilience rating as you gain more, your effective health continues to increase faster and faster anyways.
This graph is just a closer look at the range most fully geared PVP'ers play in.
Section 4  Closing Thoughts and Remarks
I hope this guide has helped to inform those of you that took the time to read it, and I really hope it will help to dispel the common misconception that resilience as a whole operates with diminishing returns. The net total effect of resilience has increasing returns, the more you get the better it is plain and simple. I cant tell you what the right amount of resil for you or your class/spec is, that's a question to be debated and theorycrafted by the players of your class. However if you are looking to gain more survivability you can stack resil forever and its only going to get better. If you have any suggestions for how I can improve this guide, please feel free to post them. Likewise if you see any errors please let me know so I can correct them, I did my best to be as accurate and factual as possible but im not perfect, not yet anyways....maybe with a bit more resil! =DSection 5  The Data and Math
This final section is just for those interested in the hard math and where all of this data and these numbers came from.My original graphs for this guide were based on a resil rating to damage reduction conversion formula approximated by matching a trend line equation to 33 data points in excel. Since then I have updated the guide using a more accurate equation derived by Whitetooth from Elitist Jerks. The formula is as follows: % = 100  100 * 0.99^(resilience rating / 79.12785). I have tested this formula in game and found it to be extremely accurate. You can see his post on the subject and how he derived the formula here: http://elitistjerks....24/#post1916319 (I would also like to say thank you to Ptarr for bringing Whitetooth's work to my attention).
I calculated effective health percentages using this formula: 100/(1[dmg reduc %/100]). For example for the resilience of 5000 the damage reduction is 47.01% so the equation looks like this: 100/(10.4701) = 188.72%. You can also calculate your total effective health by plugging in your current displayed health instead of 100, (Displayed Health)/(1[dmg reduc %/100]) = Effective Health. Keep in mind that resilience is not the only damage mitigation your character has (armor, talents, etc all factor in), so your actual total effective health will be higher than what you calculate with just resilience factored in.
If anyone has any questions about the data or the math feel free to ask me.
Thanks for reading!
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