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hershaw121

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Everything posted by hershaw121

  1. On rev 9091 Plague Strike, Blood Strike, Death Strike and Obliterate I am getting mixed results: - when MH hits, I either get OH hit or OH crit, this case OH is doing damage; - when MH crits, I never ever get OH damage, this case OH is not doing any damage. Frost Strike never ever does OH damage (not on hit, not on crit) Can anyone confirm this??
  2. rev 9091, I did not see notes it was fixed, but Kill shots is doing 10K+ crits now so it's fixed
  3. On latest rev this seems to do way too much damage, I've seen shamans doing 3.5K+ crits and when I look up to one WWS report like http://wowwebstats.com/v2jhpf4s1lkdm?s=67399-75299 (and click Vran, mostly T9 geared) his flametongue crits are about 1K+ pretty sure this guy know how to play his char Just asked around on the server and shaman players (without even full T7 gears) told me flametongue are hitting for 1K+ (non crit)
  4. Mangos Version: 8870 (linux x86_64) SD2 Version: 1507 Database Version: UDB 0.11.6 (385) this spell is working on this server but some weird things happened, I was doing some WSG en I ran solo to the enemy base and I encountered some enemies one of them was an ele shaman, he casted his chain lightning and I got hitted 3 times with nothing between the spells. My combat log reads something like this: Me hits Ele shaman for 1020 Ele shaman's Chain lightining hits Me for 3096 nature (critical) Ele shaman's Chain lightining hits Me for 4780 nature (critical) Ele shaman's Chain lightining hits Me for 1704 nature Me hits Ele shaman for 1034 etc. Is that possible or some kind of bug?
  5. Very funny how you bolded the text, but have no clue which abilities adds a combopoint. A Finishing move giving 1 combopoint from ruthlessness talent is not considered as an ability that add a combopoint. Finishing moves itself never awards 1 combopoints, that's the point. The wording from Seal Fate might sounds a bit confusing, but it only covers the spells where it says "Awards 1 combopoint" like Ambush, Backstab, Sinister Strike, Mutilate, Hemorrhage, Shiv, Ghostly Strike or Riposte (maybe I misses some spells)
  6. Eviscerate is a finishing move so it should not give 1 combopoint, in your case an Evis crit giving 1 combopoint should be correct.
  7. Can you provide a link to this change, afaik hit chance used to be 9% in TBC but that changed to 8% in WotLK. For example look up to some Blizzard hunters armory, none have as much hit as 15%. Maybe it wasn't clear in my OP post but the source wowwiki it's actually a link to hit rating page so here it is http://www.wowwiki.com/Hit_rating#Hit_rating_cap I can only think of 1 reason why you would say it's changed to 15%, you're adding 6.5% chance a boss can dodge attacks or 14% parry if you were to attack a boss in front. So if you count 8% and 6.5% that would be around 15%. But the mistake you made here is to make a boss dodge less is to increase you expertise rating (only for melee classes!) http://www.wowwiki.com/Expertise , hit rating have nothing to do with how much a boss can dodges. So you can never count dodge as a miss. From experience on Mangos server I noticed expertise is in place, because when I got very low expertise I see my white and special attacks getting dodged. Nevertheless I did some testing, I fired up my lvl 80 hunter with 288 hit rating (8.78%) on a heroic dummy target autoshot results are: total 725 - 100% hit 401 - 55.3% crit 272 - 37.5% miss 52 - 7.2% Hope someone will get this fixed, it's really annoying when casters have a perfectly working hit rating while physical dpsers haven't
  8. I did some more testing, but now with a different set up(yes even with different arrows). First I switched this bow http://www.wowhead.com/?item=39296 to this crappy white bow http://www.wowhead.com/?item=2504 (to limit the variance of damage dealt) doing this only affected my RAP decrease from 4220 to 4151, lost some hit and crit, but armor penetration was still the same as before. I attacked the very same lvl 80 mobs and to keep things less complex I only recorded some non crit Kill shots. Let's see how Kill shot performs with the worst arrow of 15 DPS ingame http://www.wowhead.com/?item=2512. My results are on average 1362 damage (dr damage gives 3977-3988 damage) Then I switched to best arrow 67.5 DPS ingame http://www.wowhead.com/?item=41165. My results are on average 1681 damage (dr damage gives 4280-4291 damage) Stripped off my gear, with worst bow + arrow ingame with only 512 RAP I got 536 damage (dr damage gives 1074-1085) I think I figured out the formula dr damage is using for the calculation of Kill shot is 200% of autoshot damage (white damage, you can see this in your char screen) + bonus damage (RAP*0.40+650 for rank 3, could be verified on your Kill shot tooltip).
  9. hey Lynx3d, there many factors you might have overlooked dunno how your hunter is specced but if he's SV then there are many damage modifiers in the SV talent tree like did you had black arrow (+6% damage), noxious stings (when you have Serpent sting +3% damage on all attacks) on target? or did you had Expose Weakness proc (+ RAP by 25% of your agility)? did you Hunter Marked all targets?? What is the level range you tested on? for example a level 70 mob has probably twice as much armor as a level 60 mob.
  10. I'm not talking about the dual wielding hit cap, in my setup I use 2 handed weapon/ranged weapon and in the rogue case I wore just 1 weapon.
  11. Mangos Version: 8860 Wow version: 3.2.2 SD2 Version: 1495 Database Name and Version : UDB 0.11.6 (385) How it SHOULD work: If you are a Level 80 character with a Weapon Skill of 400 and no talents increasing your chance to hit, you need a Hit Rating of 263 (8.02%) to never miss a shot against a Level 83 boss (or skull mob) with a special attack or single-wield auto-attack. (source: wowwiki) How it DOES work: tried it with many classes using a slow 2 handed weapon (non dual wielding) that deals physical damage for example DK, warrior, hunter (hunter's weapon is a ranged weapon) and rogue (setup I equipped on purpose just 1 weapon, so I'm not dual wielding at all) with a hit rating of 263 and still getting about 5% misses with white attacks. Even with specials attacks (yellow damage) I see regularly misses. Extra note: Improving your hit rating above 300 does seem to improve your hit to about 3% less misses. Extra note 2: Spell hit (source: wowwiki) works flawlessly when you have 17% spell hit cap, 0 spell resist/misses. Dunno where the real problem lies, but I think it might be something wrong with hit rating itself or lvl 83 boss (or skull mob) has maybe too much avoidance or something like that.
  12. Having similar setup (RAP+ same weapon) + armor penetration rating of 173 (12.63%) + against lvl 80 mob + non raid buffs + non proc on chance buffs + no food. Using drdamage version 1.7.1 (for 3.2.2) shows damage range for Kill Shot average 5049 (4830-5267) and crits average 120006 (11487-12525). Kill Shots crits does ingame 5201 (just tested it), while it should do 12006 average crit (against a target with 0 armor, I know that mobs does have armor). Let's find out how much damage reduction a lvl 80 mobs has. Using Mongoose bite I hit 713 (tooltip says 993 and drdamage gives 993-994, so I'm certain Mongoose bite damage is working correctly) also let's not forget I've got 12.53% armor penetration as well. calculation: (993-713)/993*100%= 28.20% damage reduction before armor penetration 1.2820*1.1253 = 1.4426 so a lvl 80 mobs is having 44.26% damage reduction (how much armor that is idk) Anyway since my armor penetration is 12.53% It's the same as I'm attacking a lvl 80 mob worth of 28.20% damage reduction, therefore all my "physical" abilities should be doing 71.80% instead of 100% the tooltip states. Using drdamage average crit for Kill shot of 12006 then my KS should be doing 12006*0.7180 = 8620 crit on average. My very own test KS crit does a underwhelming 5201. Wowhead comment (clickable) from Jokert (non green post though) he states: Hope someone can figure out where the real problem is
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