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Mondo01

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Posts posted by Mondo01

  1. my guide is something like this

    1900 u gaing access to relentless set plus neck, bracer, belt, etc... everything exept shoulder... and weapons with 621 spell power

    701 sp weapons and shoulder are for 3v3 or 5v5 only with 2.2k + personal and team rating

    this is the new arena system in 3.2

  2. mmm, i'll like to test it, so put the correct values here about your server....

    like spell power, immolate dot dmg per tick and conflagrate dmg crit and not crit...i'll post how works in mine later, but i'll like to know if is a bug on the rev or what....

    dont use curse of elements or any hability that will increase the base dmg of your spell, just use fel armor and hit target with no resilence, like mobs ^^ and post plz

    -----

    This is my test --> FEL ARMOR ONLY

    Rev 8342

    Spell power: 1714

    Hiting this npc: http://www.wowhead.com/?npc=31228

    with this spell: http://www.wowhead.com/?spell=17962

    as full destruction warlock

    did 7472 crit with conflagrate, 3700 no crit... i think is realy wrong cuz that spell power should do 6k crit max

    you can see it here

    so you think is not that easy?

    come on ¬¬

    edit: forget to post: immolate dot is arround 812, i dont remember exactly, with no res

  3. this calculations are wrong...

    this is the correct spell coefficients for lifebloom

    [970 +(spell power*64.5/100)]*number of ticks

    with 1500 spell power and 3 ticks the bloom should be

    1500*64.5/100=969

    (970+969)*3=5817 ---------> NO CRIT

    thats how works likebloom...when it bloom :D

    obs: the hot works fine, the bloom not

    edit: last rev, lifebloom still now working

    Suggestion: if you ppl can, find a parcial solution for lifebloom, like to heal 5k when it finish it duration or dispelled, cuz heal for 970, and cost 1k of mana :/, druids have everything to lose here

    up i'm rolling a druid in a blizzlike server on mangos, and we need this spell

  4. Depends on whether those auras should proc while being disarmed or not.

    "Disarm Druids are affected less by being disarmed than other classes as their attacks are made with claws and teeth. This means that often they may be affected by the Disarmed debuff, but it doesn't change their attack power or prevent them from using their special attacks. This can be rather useful in encounters such as General Rajaxx. On the other hand, sometimes the Disarmed debuff is enough to trigger an effect, as with the Ethereal Thief mobs in Karazhan."

    "Although bears can be disarmed, they only suffer the loss of the stats from the weapon, whereas another tank could temporarily lose their ability to use abilities that require a weapon to perform."

    i belive the enchants cannot be activated during disarming effects... here says "druid loss stats from weapon when disarmed"

    it doesn't say anyware, i just asumming

    does this patch works when you disarmed?, i'll try again

  5. the bloom need to be multiplied per stack like 970x3 with 3 stacks, and that number is used to the get the finla coeficients bases on you spell power...

    for example with 1500 spell power should be something like this...

    970x3=2910

    1500*64.6/100=969

    2910+969=3879

    so in this case shoulder heal 3879 (no crit) when it blooms...based on 1500 spell power, doesn't matter what talents you have, because the bloom can't be affected with talents chance, just the hot...

    this is how lifebloom works, should i post an screen or something to verify what i say?

    this calculations are wrong...

    this is the correct spell coefficients for lifebloom

    [970 +(spell power*64.5/100)]*number of ticks

    with 1500 spell power and 3 ticks the bloom should be

    1500*64.5/100=969

    (970+969)*3=5817 ---------> NO CRIT

    thats how works likebloom...when it bloom :D

    obs: the hot works fine, the bloom not

    edit: last rev, lifebloom still now working

    Suggestion: if you ppl can, find a parcial solution for lifebloom, like to heal 5k when it finish it duration or dispelled, cuz heal for 970, and cost 1k of mana :/, druids have everything to lose here

  6. Ok, try that one:

    diff --git a/src/game/Player.cpp b/src/game/Player.cpp
    index 510976e..0f9ce0f 100644
    --- a/src/game/Player.cpp
    +++ b/src/game/Player.cpp
    @@ -6959,7 +6959,7 @@ void Player::UpdateEquipSpellsAtFormChange()
    
    void Player::CastItemCombatSpell(Unit* Target, WeaponAttackType attType)
    {
    -    Item *item = GetWeaponForAttack(attType, true);
    +    Item *item = GetWeaponForAttack(attType, false);
        if(!item || item->IsBroken())
            return;
    
    diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
    index 83e1a43..4253159 100644
    --- a/src/game/Unit.cpp
    +++ b/src/game/Unit.cpp
    @@ -11714,9 +11714,6 @@ bool Unit::IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura* aura, SpellEntry con
                else
                    item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
    
    -            if (!((Player*)this)->IsUseEquipedWeapon(attType==BASE_ATTACK))
    -                return false;
    -
                if(!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_WEAPON || !((1<<item->GetProto()->SubClass) & spellProto->EquippedItemSubClassMask))
                    return false;
            }
    

    Somebody knows whether those enchants should proc when you are disarmed?

    i just test it....

    the enchants can be activated now in cat form, didn't try in bear form because this patch have a bug somewhere, in pvp you just miss when you attack, with all your offensive habilitys, melee or spell doesn't matter ...

    obs: in pve againts mobs and npc works fine

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