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hershaw121

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Posts posted by hershaw121

  1. How it SHOULD work: Applies bonus armor from all currently equipped items EXCLUDING trinkets, weapons, neck, rings, cloak or any armor increasing enchantment like armor kit, Enchant Cloak - Mighty Armor and engineering Reticulated Armor Webbing

    How it DOES work: Applies bonus from all currently equipped items, INCLUDING trinkets, weapons, neck, rings, cloak or any armor increasing enchantment like armor kit, Enchant Cloak - Mighty Armor and engineering Reticulated Armor Webbing

    Some clarification:

    After patch 3.0.8 druids in bear and dire bear forms should not receive any multiplied (180/370%) bonus armor from weapons, trinkets, rings and neck, but they still do receive. These items should give 100% armor instead of (180/370%)

    I added a few extra notes for completeness :)

    further proof:

    http://old.wowhead.com/item=40257#comments:id=431026

    http://www.wowwiki.com/Dire_Bear_Form

    Shapeshift into dire bear form, increasing melee attack power by (your level*3), armor contribution from cloth and leather items by 370%, and Stamina by 25%. Also protects the caster from Polymorph effects and allows the use of various bear abilities.

    This is not working as intended, giving Dire Bear Form way too much armor. Hope this will be fixed one day ;)

  2. I manage to reproduce the problem !!!

    If you go to zul'haman again the problem occured (kill one boss) and again calendar problem with client freeze

    I dumped my character, so if someone has an idea :

    http://dl.free.fr/koLXjNKXD

    Can you check 1 thing for me? Is the raid timer lockout of ZA working properly i.e. every 3 days it will reset itself. To check this type this into your chat box /raidinfo. So if it works fine you see the ZA reset timer at less than 3 days.

    Why do I ask this is because I've been getting calendar + client freezes as well on chars who has at least 1 bugged raid timer. A bugged timer looks like this: 15K days until server will reset raid instead of 3 days for ZA. Tried this with a char without any raid lockout and I can open calendar without freezing the client.

    I think the occurence of this problem should be looked elsewhere.

  3. "Raise your shield, reflecting the next spell cast on you. Lasts 5 sec."

    It gives you a buff which last 5 second, reflecting the NEXT spell. Just one spell.

    In BC was this spell reflecting all spells for 5 secs, in WoTLK changed.

    The bug of this spell is that currently reflecting delayed spells don't work properly. In case of these spells, after spell reflect they didn't do dmg.

    That's the point, Spell Reflect acts like it's still in BC and does not fade when the next spell (yes just one) got reflected. So a warrior can reflect all spells for 5 seconds long.

  4. How should it work: Reflects the next spell cast on you.

    I've been told this spell also does NOT fade away like it should when someone hit you with a Vampiric Touch or other similar spells. So this gives the warrior 5 sec to reflect all these kind of spells. Can some else confirm this as well?

    When reflected spells does no damage to caster Spellreflect does NOT fade away, this could be understandable since no damage is recoiled back at caster, it's like nothing hitted the warrior.

  5. I think since 3.2.0 all traps have separated into spell class cooldown, so frost trap, freezing trap and freezing share same (frost spell) cooldown, immolation and explosive trap share same (fire spell) cooldown and snake trap is on its own (nature spell) cooldown. In other words it's possible to have 3 different traps spawned.

  6. mangos: 10158

    database: UDB 391

    ACID: 3.0.4

    Thunderstorm http://www.wowhead.com/spell=59159 and all ranks, spell is working but some condition is wrong.

    How it should work: You call down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 8% mana to you and deals 1450 to 1656 Nature damage to all nearby enemies, knocking them back 20 yards. This spell is usable while stunned.

    from 3.2.2 patchnotes Thunderstorm and Shamanistic Rage can no longer be used while Frozen, Cycloned, Sapped, or Incapacitated.

    How it works: this spell can be used when being sapped or incapacitated.

  7. Did some tests and this is looking very bad, did 7K+ DPS by just standing.

    Recount looks something like this.

    -Flametongue attack (count, damage, %) 111, 160846, 77.2%

    -Melee (count, damage, %) 37, 19941, 9.6%

    -Other skills 13.2%

    As you can see every melee swing is making 2-3 Flametongue procs this can't be right.

  8. A second powerful use for this ability is in PvP, particularly arenas as the ability removes all snare affects and will move the warlock through walls or obstructions to the demonic circle.

    I think we didn't earlier specify what kind of walls people are abusing. Lets say there a 2 kind of walls, first being walls in a room and second the outer walls of a room. This spell can move you through walls in a room just like it's stated on wowwiki, but this spell can also makes your char teleport through the outer walls of the room. That was the problem being adressed here. When you make your char out of the room no one can attack you because of LoS.

    Let's say in an arena BG like the one in Nagrand, you can use this spell to move back to you portal and yes that can also makes your char moves through pillars/walls but when you put this spell into the outer walls voila now he's in a zone no one can attack him. Now tell me how is this not abusive?

  9. I think you try it with this talent Marked for Death that caused the +dmg.

    http://www.wowhead.com/?spell=53246.

    I tried it with arcane shot (on beast mastery talent) and the dmg was the same without HM and with HM too. And you are right the attack power bonus is not visible in the char, just the dmg will increase.

    sorry for my english

    Just wanted to say Autoshot damage is increasing according to having a HM on target (so most likely it will increase damage with every hunter shots) BUT Arcane Shot is some weird case, somehow it's scaling with some SP dunno why.

  10. Actually this +500RAP buff is not visible on your char, so if your hunter has like 3000 RAP, in your char window it won't show as if you have 3500 RAP, but you do (I think at least).

    Try this, add/buy the worst bow/gun the game has to offer so that it has a very small damage range, doing so you'll getting less damage fluctuation. First shoot a dummy target without a Hunter's Mark, write the damage down and now put a Hunter's Mark on target and see if the damage is better. I've done this a while back and I noticed some increase in damage, don't know if it's adding +500RAP of not but it is adding at least something.

  11. Mangos Version: 9221

    Wow version: 3.3.0

    Database Name and Version : YTB

    How it SHOULD work: http://www.wowhead.com/?spell=48066 (rank 14)

    http://www.wowwiki.com/Power_Word:_Shield

    Current formula for working out Power Word: Shield (Patch 3.2)

    (base_absorb+(0.8068+0.08*BT)*sp)*(1+0.05*IMP)*(1+ 0.02*FP)*(1+0.01*TD)

    * base_absorb is the base absorb given the PW:S which is 2230 at the moment

    * BT is your Borrowed Time level

    * SP is your Spell Power

    * IMP is your Improved Power Word: Shield level

    * FP is your Focused Power level

    * TD is your Twin Disciplines level

    e.g. Tried this on my priest with those above talents with 1945 SP (2230+(0.8068+0.08*5)*1945)*(1+0.05*3)*(1+ 0.02*2)*(1+0.01*5) = 5752

    How it DOES work: Power Word : Shield is absorbing 4670 damage here.

  12. you mean teleporting to arena before strart?

    Elsewhere, warlock and circle didnt need to be "in line of sight" of each other, demonic circle teleportation should work even through textures, only restriction to teleport is that player must be closer than 40 yards to circle. So this is not bug/exploit.

    No they are using demonic circle to bypass the doors in Arena or any battleground doors before it has even started, so they can headjump to the enemy or base and they find a wall and get behind a wall to hide.

  13. Mangos Version: 9112

    Database Name and Version : UDB 385

    How it SHOULD work: Ritual of Summoning and Demonic Circle: Summon should not be used to bypass doors/walls.

    How it DOES work: people are using both spells to bypass any BG/Arena/dungeon/raid instance closed doors, therefore gaining an advantage over others so they can skip bosses or getting to enemy bases/flags in BG. I've been told they let a warlock put a summoning portal "in" a door and the summoned players end up in the door so they can walk through it. This also works to get behind a wall so you can not even attack them.

  14. Some tests with Mutilate on a NPC without armor (2626 AP, no poisons, no "Find Weakness" and no "Opportunity")

    Without lethality :

    31 Crits => 726 (Min) / 1126 (Med) / 1668 (Max)

    In theory we should have with lethality(5/5) => (you give this talent a 60% crit bonus here)

    944 / 1464 / 2168

    In game With lethality :

    32 Crits => 809 (Min) / 1345 (Med) / 1889 (Max)

    So results vary but there is an increase between 10% and 20%, but we can think there is a little problem with this talent :).

    Sorry for my english.

    Lethality is adding 30% crit bonus.

    a normal hit is doing 100% damage,

    a critical hit is doing 200% damage,

    a critical hit with Lethality is doing 230% damage.

    Since your crits without Lethality is doing 200%, the increase of 230% over 200% is in reality a 15% increase :)

    calculation: (230/200)-1*100% = 15%

  15. Player versus Mob = works flawlessly

    Mob versus player(especially a tank player) = broken

    Player versus player = did not test

    Try a well geared tank (who has at least 540 defense) against mobs, mobs can not even touch this tank.

    Maybe you could use some of the info from http://www.wowwiki.com/Miss

    Player/Mob vs Player

    When a player or mob attacks a player, the base miss rate is 5%.

    For each point of the defender's defense skill over the attacker's attack rating, the base miss rate increases by 0.04%.

    For each point of the attacker's attack rating over the defender's defense skill, the base miss rate decreases by 0.02%.

  16. I think miss chance against players is actually a lot more complicated than that. Since 3.0, there are diminishing returns for dodge, parry and chance to be missed that are gained from items stats (defense rating in this case). Hence you cannot calculate miss chance solely based on skill difference anymore.

    For more information see: http://elitistjerks.com/f31/t29453-combat_ratings_level_80_a/

    Also for some strange reason wowwiki gives two different formulas for the case where skill difference is below 10.

    http://www.wowwiki.com/Miss says:

    5% + (Defense Skill - Weapon Skill)*.1%

    and http://www.wowwiki.com/Hit says:

    5% + (Defense Skill - Weapon Skill)*.04%

    Very interesting indeed, going by those 2 different formulas.

    Lets say your player level is 80 and target mob is level 81:

    5% + (Defense Skill - Weapon Skill)*.1% = 5% + (405-400)*.1% = 5.5%

    5% + (Defense Skill - Weapon Skill)*.04% = 5% + (405-400)*0.04% = 5.2%

    level 80 player against a level 82 target mob yields:

    5% + (Defense Skill - Weapon Skill)*.1% = 5% + (410-400)*.1% = 6%

    5% + (Defense Skill - Weapon Skill)*.04% = 5% + (410-400)*0.04% = 5.4%

    level 80 player against a level 83 mob (raid boss) gives:

    6% + (Defense Skill - Weapon Skill - 10)*.4% = 6% + (415-400-10)*.4% = 8%

    Going by these facts from Wowwiki:

    Applying these formulas gives the following base miss rate for a Level 80 character with a 400 Weapon Skill:

    * v. Level 80 mob: 5.0% / dual-wield: 24%

    * v. Level 81 mob: 5.5% / dual-wield: 24.5%

    * v. Level 82 mob: 6.0% / dual-wield: 25% (level of most heroic bosses)

    * v. Level 83 mob: 8.0% / dual-wield: 27% (level of raid bosses)

    I would say 5% + (Defense Skill - Weapon Skill)*.1% should be the correct formula :)

  17. My last try.

    Hunter with 0 Hit rating + gun skill on 400 according to drdamage all ranged shots hit% is at 92% (how it should be) am getting 17%+ misses with autoshot on heroic test dummy.

    Hunter with 263 Hit rating (8,02% hit, according to drdamage hit is now 100%) getting 9% misses with autoshot.

    Hunter with 393 Hit rating (almost 11.99% hit, way over the hit cap) getting 5% misses with autoshot.

    I have a strong feeling all classes is using this 17% spell hit rating, which is so wrong.

    I will reiterate some facts straight from wowwiki site (all can be looked upon):

    - 2 handed weapon/ranged weapon requires 8% hit rating

    - Dual Wielding 2 1-handed weapon requires 28% hit rating

    - Spell hit rating requires 17% hit rating

    End of Story.

  18. Hmm it seems to me that the priest spell Penance has exactly the same problem, you can sometimes cast it and it does nothing even if you cast it on yourself...the channeling goes off and you also got cooldown on it but the healing/damage does not happen.

    Maybe it cause problem when you try to heal someone whose not on your target frame? I have seen this happen when I'm using hotkeys voor heals en using Grid to select my targets (so I have no target frame)

    In my case I hotkeyed flash heal on button 1 and penance on button 2. I press button 1 to select flash heal (no target) then I move mouse cursor to whomever need heals, it never fails. I press button 2 to select penance move my cursor to someone on Grid window, penance fails. Hope this helps.

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