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Kroyfel

Member Since 29 Sep 2009
Offline Last Active Yesterday, 03:47 PM
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#4443113 6.2 script help: Dispellable Debuff Border Glow

Posted Stako on 26 June 2015 - 01:17 AM

Any buff with 'Magic' dispel type is given yellow spellsteal border:

/run hooksecurefunc("TargetFrame_UpdateAuras", function(s) for i=1,MAX_TARGET_BUFFS do if select(5,UnitAura(s.unit,i)) == 'Magic' then _G[s:GetName().."Buff"..(i).."Stealable"]:Show() end end end)

Only on enemies:
/run hooksecurefunc("TargetFrame_UpdateAuras", function(s) for i=1,MAX_TARGET_BUFFS do if select(5,UnitAura(s.unit,i)) == 'Magic' and UnitIsEnemy('player',s.unit) then _G[s:GetName().."Buff"..(i).."Stealable"]:Show() end end end)

Tested on my druid today.


#4403234 Warriors broken? this game is dogshit

Posted HeyimJack on 21 March 2015 - 03:29 PM

View PostZzx, on 21 March 2015 - 02:59 PM, said:

It's not bugged it just never got nerfed when arms SD got nerfed. They reverted it. Now the warrior has Erage, both trinket procs, avatar, recklessness. shaman extra mastery, AT power from hunter, double mastery proc and then subsequently hit the sudden death jackpot.

The mage doesn't block, and you're surprised that he's dead?

Do I have to post a video every time a combat rogue gets redbuff all cd's all procs and kills someone? Oh and can't be peeled?

maybe it's better if the rogue doesn't literally sit watching the game in stealth whilst the warrrior pops every single one of his cc's on the mage, just maybe, if you cheapshot him, he might, just maybe, not kill your mage

game 2: mage stands in open as a BM hunter and fury warrior get 10+ seconds of uptime, doesn't have bock, and is surprised when he dies to a warrior with every single cd up and a bm hunter

:c:c combat rogue mage not stronk enough! maybe oh i don't know, blinding the warrior before your mage dies might have been worth even though he has trinket, or i mean even just blinding the hunter

like how does a fury warrior get that much uptime, he isn't on stun dr why aren't you running over to kidney him on all his burst? instead you're doing dps to hunter, effective meaningful damage, could crippling poison him?? nope too busy getting that 8k single target dps on hunter

warrior is full bis fury gear: http://eu.battle.net...reanni/advanced
The fact that you're even trying to defend that damage is absurd at least I can admit to combat rogue being stupidly broken as fuck


#4402422 Why the 10% damage changes make such a huge difference in gameplay.

Posted Lolflay on 19 March 2015 - 05:44 PM

I like the point you've made regarding self healing affecting actual DPS, it's not exactly rocket science or unknown around here, but the amount of people who still don't understand ( WoW devs including ) which instant heals are bad are astounding.

The only healing abilities on DPS classes that can ( and must ) remain in the game are :
- Spriest flash heal
- Elemental Shaman healing surge ( enhancement shamans should just lose the ability to heal and gain a different niche )
- Boomkins should prolly have Regrowth and Rejuvenation, remove Healing Touch and any other passive/fire and forget healing they have
- Ferals keep Healing Touch, but remove everything else.
- Windwalkers can keep Surging Mist, remove healing on expel harm, chi wave and other crap ( it's not that they heal much at all or that windwalkers are a problem, but stuff like that really has no place in the game ) - a really easy fix that they can do is for example make chi wave friendly hits give a small temporary boost to speed, like move 10% faster when hit by friendly chi wave, there's numerous creative fixes to such spells
- Ret Paladins should keep the offhealing via Flash of Light tbh, they're such potent targets to train and kill that it doesn't matter if they can offheal, for now.

Everything else needs to be gone. Any Warrior self healing ? Gone. Hunters ? Gone. DKs ? Pet sac can stay, conversion = gone.

The only self healing as a DPS class ( outside of the list above ) I'd allow in arena would be arena food and bandages. Remaining 1v1 as Rogue vs Disc Priest used to be a game of bandaging and cannibalizing discs dead partner and constantly reopening and running on very low HP, for example. Both parties could win. Now ? Lolrecuperate, lolhealers doing shit damage.

Instant cast heals are fine ( Prayer of Mending, Renewing/Enveloping Mist, Renew, etc ) as long as they don't heal more than 1/3 of casted heals, also instant cast heals only became a problem once DPS classes got their ridiculous self healing, in MoP it took you 30+ seconds to kill a DPS class while the DPS class was keeping itself with numerous oh shit cooldowns and buttons, and then when healer would exit CC, he'd instantly bomb the target to full HP within 2 seconds, rofl.


#4402392 Why the 10% damage changes make such a huge difference in gameplay.

Posted Vadren on 19 March 2015 - 04:25 PM

So after damage being nerfed by 10%, and then with it reverted, I feel like a lot of people are confused about why it makes such a huge difference in match duration and overall feel of arena... Maybe even Blizzard. Some people may expect that 10% less damage means it takes 10% longer to kill an opponent in arena, but this isn't the case.

TLDR: Blizzard doesn't always think enough about what they're doing and sometimes it shows. The 10% damage nerf can increase match duration by a lot, while still not fixing the burst issue of some classes.

Disclaimer: This is napkin math without any real data. It does nothing more than illustrate the kinds of problems umbrella changes in %damage can cause and doesn't prove that the hotfix did cause these sorts of issues (although anecdotal evidence would suggest that it did).

The following is a time to live (TTL) graph and it shows how long it takes a player to die given a specific amount of health, dps and healing. The basic formula is:

TTL = health/(damage per second - healing per second)

The following is a graph with Dps along the x axis and TTL on the y axis in seconds. I've chosen some arbitrary values for health (300k) and hps (10k).

Posted Image

It's clear from the graph that below 10kdps TTL is infinity, which should be obvious because if you do less damage than healing then you aren't killing anything. The major take away from this is when dps is very close to hps, then very small changes in the dps cause a very large change in TTL.

The following graph shows the same TTL curve with the 10% damage nerf (in green):

Posted Image

Lets compare some values from the two curves.

@15kdps

TTL(prenerf) = 60s
TTL(nerf) = 85.7s

% increase in TTL = 42.8%

That's a huge difference in the time it takes to kill someone in arena. Of course the values I've chosen are arbitrary and arena is more dynamic, so lets look at some more examples.

If we consider a simplified situation using the most popular ideal match duration (from a poll in another post) of 4min and calculate how the 10% damage nerf affected this ideal.

Here I'm calculating how much more dps than hps to get a 4minute match.

(dps - hps) = 300000/240
(dps - hps) = 1250

Since we don't arena in a vacuum where healers are afk and people die to auto attacks over 4min we need a value for hps before applying the nerf. I'm going to choose the same an arbitrary hps value as before of 10khps. The amount of healing does affect the result.

dps = 10k + 1250
dps = 11.25kdps

TTL(nerf) = 300k/(11.25k*0.9 - 10k)
TTL(nerf) = 2400s, or 40minutes(!)

% increase in TTL = 1000%

Again, this is a very simplified situation using values I've invented instead of real data, but I think it illustrates the point. When dps is close to the hps then very small increases, or decreases, in dps cause huge changes in the feel of the game. However dampening would also prevent this from happening, but dampening shouldn't be relied upon to make the game playable.

In real arena matches dps isn't constant; it fluctuates. The above shows how much the nerf affected a low constant dps (i.e. without cooldowns or procs). We know some comps are scoring kills in 6s or less (god comp, jungle, combat rogues, etc...) Lets see how much the nerf affected these situations.

TTL(prenerf) = 6s
(dps - hps) = 300000/6
(dps - hps) = 50k

And choosing an arbitrary hps value of 10khps...

TTL(nerf) = 300000/(60k*0.9 - 10k)
TTL(nerf) = 6.82s
% increase in TTL = 13.6%

In this specific invented situation the 10% damage nerf only gave a fraction of a second of extra time to try and survive, which is less than a global.

The takeaway from this is that the nerf greatly affected situations that were already fine (constant damage pressure), and barely affected the situations that were out of control (burst during cooldowns for specific classes).

The safest way to blanket nerf burst is to increase health. Lets look at a 15% health increase (tldr it's going to increase the time for both situations by 15%)

TTL(burst) = 6s
TTL(burst, with extra hp) = (300k * 1.15) / (50k)
TTL(burst, with extra hp) = 6.9s

% increase in TTL = 15%

TTL(constant dps) = 240s
TTL(constant, with extra hp) = (300k * 1.15) / (1250)
TTL(constant, with extra hp) = 276s

% increase in TTL = 15%

However this causes an issue where % based heals are improved.

So what's the solution? Now that the 10% nerf has been reverted the game isn't really better, but a different kind of bad.

I have some suggestions:

1) Reduce the amount of guaranteed healing (instant heals, dps self healing, and abhorrent talents like ysera's gift and spirit bond)

2) Remove or change % health healing (warlock heals, conversion, and aforementioend ysera's gift and spirit bond)

These changes lower the amount of guaranteed healing making adjustments to overall dps less chaotic; giving more room for error when making balance changes. In cases where a class needs self healing as a survival tool then it should be counterable (casts), dispellable, or have a major dps tradeoff.

3) Adjust the burst of problem classes individually by nerfing burst cooldowns instead of making umbrella changes that affect every class and spec. Increase damage elsewhere to make the adjusted classes stay viable in PvE (this actually assures that a class still puts out decent pressure in pvp)

4) Finally some consideration should be given to changing dampening to some other mechanic that prevents matches from lasting too long. Much in the way that %dmg nerfs affect classes and comps different, so do %healing reduction during dampening. Also long drawn out matches that go into deep dampening aren't exciting.

Ok then. I actually find thinking about this stuff fun...


#4402112 10% dmg nerf reverted

Posted Nahj on 18 March 2015 - 11:09 PM

sub dream's back


#4399236 Tranq Shot Nerf

Posted Dills on 12 March 2015 - 02:13 AM

View PostPlath, on 12 March 2015 - 01:52 AM, said:

How so, Dilly?

Other specs cant use tranq at all now, and because BM has the most free focus it will still be able to utilize purge better than the other specs. The thing is tranq right now will sacrifice a lot of your damage as Marksman, and a good bit as survival. It's a choice for those specs because you'll lose a lot of damage and pressure. However that's not the case for BM, it has tons of excess focus because outside of crows and barrage, arcane and kill command aren't going to actually cause real damage, which lets you just spam purges without actually losing your pressure. And on top of that, bw cutting focus costs by 50% lets you spam even more during that time, which is why druids can get slaughtered by crows and just spam tranq since they cant even heal through 20k ticks of crows.The nerf will still lett you tranq a decent amount during bestial wrath anyways, since the focus cost will be 25. Imo the right change should have been maybe 30 focus tranq shot for BM only and making BW not effect tranq shots focus cost, along with nerfing crows scaling off of BMs mastery in PvP and focus fires attack power increase in pvp, as well as a barrage pvp only nerf.

Those changes would have fixed BM, plus made it so that you can play the other specs (survival and Marks are technically in okay spots, but because BM hunters outshine them so much, and BM hunters are fotm, you can't actually beat BM hunters if you don't play BM as well. This change just makes it even worse for the other specs, because currently BM has the best and easiest damage to set up over all the other specs. I like that they are making changes, just think that more intelligent changes could have been made.


#4399240 Feral and Hunter Nerfs Inc

Posted Odrareg on 12 March 2015 - 02:19 AM

@ Kroyfel: I'm no hunter overlord either but Bestial Wrath decreases the cost of spells by -50% focus, alongside with dmg buff on pet etc etc.

BM rotation in a nut shell: agi trinket proc -> bestial wrath -> crows -> barrage.  if you have 5 pet stacks of Frenzy that's gonna give you an extra 40% attack power and 30% haste as well!

barrage to rank 1


#4396692 Hunters

Posted Naraga on 05 March 2015 - 09:50 AM

View PostImtaz, on 05 March 2015 - 01:10 AM, said:

Survival is fine, BM is absolutely disgusting and the skillfloor couldnt be any lower either.
No it really isn't

At this point hunters need a complete overhaul to make a respectable class again. No matter what spec they play if I can't find myself to respect hunters in any way right now. Never when I lose vs a hunter team I'm like "Damn that hunter really outplayed me" cause even a 5 year old could play one of them to glad rating. There genuinely is no difference between a 2k hunter and a 2,8k hunter. The only thing I could think of is that the 2k hunter might actually manages to miss some of his traps, but that is because a 2k hunter would be +-1400 on any other class (except maybe combat Rogues).

Also interesting how Priests get hotfixed twice in 3 days yet BM hunters and ferals are still in the exact same state they were when 6.1 was released.


#4394460 Hotfix: Saving Grace now heals for 25% less in PvP

Posted HoryMory on 28 February 2015 - 04:18 PM

The number 34 gets me. They were probably sitting there a 33.3333 and were like 'better round up to 34', you know, when in doubt, better to fuck over priests a little bit more whenever we can.

And why stop there, bliz? Why mot 60%? 80%?


#4394242 Power Infusion - Spirit Shell

Posted Shiqra on 28 February 2015 - 05:28 AM

#showtooltip
/cast [talent:5/2] power infusion; [talent:5/3] spirit shell;

5 for T5 und 123 for Talents


#4393030 6.1 state of arena?

Posted Thaya on 26 February 2015 - 01:08 AM

new account permabanned for ban evasion

old account gets extra infraction for trolling

new rbg hero already one step away from permaban

amazing


#4393006 6.1 state of arena?

Posted Vadren on 26 February 2015 - 12:31 AM

View PostAvengelyne, on 25 February 2015 - 05:46 PM, said:

We fought that team. We went like 5-1 or something. The 1 loss was we got gibbed in the opener not expecting Lone Wolf Marksman and a Hpally taking the Holy Shock glyph and popping literally every single poppable CD in the opener including bubbling a binding shot and trinketing a DR hoj. I died in 1.19 seconds from 50%.

Point is once we figured out they were more mongo than even hunterssds we just had to instantly pop defensives and they died 30 seconds later. I'm sure it was the same for Tymilla and his godcomp and anyone else that ran into them. What you linked isn't anywhere close to being an accurate reflection of 6.1.


Also a lot of the people that look at recount and see giant chimera's aren't realising that the cleave it does gets factored in so if 40k hits two people it will look like the highest damage it hit is 80k on recount

Top players frequently forget that the 2k and below bracket is already littered with cleave teams who run in, press every button and train one target. It's an easy play style that is very rewarding if the other team makes a few mistakes early on. It's also really frustrating and discouraging for inexperienced healers to deal with -- especially when their teammates are also inexperienced.

I fully expect that with no changes, and after a few weeks, some mage or warlock comp would be #1 at the highest level of play. Maybe WLS or whatever. However for the sake of not discouraging new players something like what is happening with jungle should be looked at.


#4390752 How exactly do I play as Spriest with Clarity of Power?

Posted Seu on 21 February 2015 - 05:53 AM

View PostKroyfel, on 21 February 2015 - 02:37 AM, said:

Would it be any different when playing with a sub or combat rogue? What about insanity or does it still suck?

exactly the same. i havent played much rpd but nahj and hozito played a ton early on and wound up running spikes against almost everything.

with spikes you can often do enough damage to force small cooldowns like hunter sac and ironbark without popping orbs or using silence

basically any comp that you have to run for your life, can never cast, and turtle the entire game you can maybe run insanity which is really only a good sub rmd for me.

as godcomp ill run insanity against a good sub rmd where i just get trained relentlessly and cant get vt's off. the playstyle vs that is completely different though and you just turtle like a total idiot with short silence and using fear as an interrupt. with insanity you can guarantee a block from the enemy mage if you just purge and insanity flay with orbs/novas during deep poly.


#4390216 how come

Posted Breadstick on 20 February 2015 - 02:48 AM

bailamos and rbgs are just both irrelevant i guess


#4389994 Why Haste is the best start for Combat

Posted Arancor on 19 February 2015 - 03:32 PM

Actually the math is pretty simple as far as Killing Spree damage is concerned (calculations are already for 3sec KS as of 6.1):

Mastery:
- In general, a main hand hit is about 2 times as hard as an offhand hit
- That means a main gauche hit is 65% of a main hand hit, which means 1% main gauche = 0.65% main hand damage increase
- 67% of Killing Spree damage is main hand damage (KS itself and auto attacks during KS), thus 1% main gauche = 0.65 * 0.67 = 0.44% damage increase for KS
- for susained damage main gauche is hard to calculate because of special attacks. 1% main gauche is a 0.33% increase in auto attack damage, roughly a 0.44% increase in Sinister Strike damage, and a 0.15% increase in Eviscerate damage
- using PvE simulations this is roughly equal to a 0.3% increase in sustained damage for 1% main gauche

Haste:
- As you are very often using KS when you were already attacking before there is no "ideal" value for your weapon speed, it is rather random where your current swing timer is at when you begin the KS, so on average, Haste can be directly transferred to auto attack damage during KS
- 1% haste increases your auto attack damage during KS by 1%
- The share of your auto attacks regarding total damage obviously changes with haste, so you have a double scaling here
- BUT even at the proposed 1s attack speed, auto attacks only make for 30% of your overall KS damage, so even at high haste 1% haste is only 0.3% damage increase during KS, for more average attack speeds of around 1.5 - 1.7 seconds it is only 0.2% damage
- for sustained damage, 1% haste is a flat out 1% damage increase

Versatility:
- this is easy: 1% versatility is 1% increase in KS damage and 1% increase in sustained damage

Crit:
- easy: 1% crit is 0.5% increase in KS damage and 0.5% increase in sustained damage

Multistrike:
- easy: 1% ms is 0.3% increase in KS damage and 0.3% increase in sustained damage

Summary:
- 1% Main Gauche = 0.44% burst damage / 0.3% sustained damage
- 1% Haste = 0.2% burst damage / 1% sustained damage
- 1% Versatility = 1% burst damage / 1% sustained damage
- 1% Crit = 0.5% burst damage / 0.5% sustained damage
- 1% Multistrike = 0.3% burst damage / 0.3% sustained damage

Item Budget:
To conclude something from that we obviously have to consider item budget and also consider that for 100 points of haste, combat gets actually 105 points, what we get is this:
- 100 Mastery = 1.82% Main Gauche = 0.8% burst damage / 0.55% sustained damage
- 105 Haste = 1.17% Haste = 0.23% burst damage / 1.17% sustained damage
- 100 Versatility = 0.77% Damage = 0.77% burst damage / 0.77% sustained damage
- 100 Crit = 0.91% Crit Chance = 0.46% burst damage / 0.46% sustained damage
- 100 MS = 1.52% MS Chance = 0.45% burst damage / 0.45% sustained damage

Conclusion:
For burst damage we have (roughly): Mastery = Versatility > Crit = Multistrike > Haste
For sustained we have: Haste > Versatility > Mastery > Crit = Multistrike

Personally my favorite stat is Versatility because it is only very slightly worse than Mastery for burst, but quite a bit better for sustain AND it has the added defensive benefit.




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