Mondo01
-
Posts
46 -
Joined
-
Last visited
Never -
Donations
0.00 GBP
Content Type
Profiles
Bug Tracker
Wiki
Release Notes
Forums
Downloads
Blogs
Events
Posts posted by Mondo01
-
-
up, do something plz..
-
rev 8372, no chances in lifebloom coef T_T
-
title says fixed, i didint check it out, but in what rev should be fixed?¿
current rev 8358-- didn't test it yet, i'll confirm later
-
8342 stil not working
-
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
-
no isn't ok, i just prove it with 1600 spell power es 4k not crit, 8k+ crit
is bugged, can't be that easy...
-
i'm not sure if conflagrate is bugged, but right now is making 5k dmg based on 1700 spell power, thats freaking wrong...
i think is immolate, the dot dmg is arround 800 per tick(3 secs), i'll do some research and post later
rev 8342
-
up, 8315 still not working
-
can you explain what exactly this patch fix?
what are queries and those things
ty
-
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
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
-
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
-
i did some mistakes while compiling, works perfect ^^
should this patch be moved to accepted now?
-
, you sure about that?
ok i'll try again, but i just do misses with everything, even spells...
if this works fine to others,should be moved to accepted patch
-
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
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
-
Hmm I just tested it myself and it worked fine for me o.o"
try it in pvp, you just do miss
-
ok daze not, and what about aftermath?
that should be removed as well
The daze effect is essentially a snare, reducing movement speed by 50%
-
anyone test this?
-
maybe blue post?
i'll test it now ^^
-
tested again...
shapeshifted dont work with confusive shot anda dazed effect like typhoon, and rogues combat hability... dont work with infected wounds and afermath
plzz take a look to that, will be appreciate =D
-
i look like this have some problems
in bear and cat form works fine, but i moonkin form does not give the aditional spell power that it must
didn't tryied in tree of life form
-
MaNGOS/0.14.0 (2009-08-01 15:48:59 Revision 8291
Using script library: ScriptDev2 (for MaNGOS 8190+) Revision [1290]
Using World DB: UDB 0.11.5 (382) for MaNGOS 8280 with SD2 SQL for rev. 1280
i just installed the last rev and shapeshift does not remove movement imparings effects like infected wounds, take a look to that plz
-
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
-
i'll test it now ^^
ty
-
are you sure? someone can confirm this?
i test it, nothing happend... tried in bear and cat form
maybe i did something wrong, but i dont think so....
somebody else can test it and post the results plz?
ty
[8268]Arena system in 3.1.3
in ... acceptedOld
Posted
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