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Seegos

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Posts posted by Seegos

  1. How Spellsteal should work against Lifebloom:

    - The druid is bloom healed from dispel-mechanic BUT he doesn't obtain mana (1 charge always is stolen per Spellsteal, so the skill blooms from 1 charge dispelled).

    - The mage gets the remaining time of Lifebloom and when the spell blooms, the mage is healed and he's the one who obtains the mana.

    (PS: I reported the user above but it was a mistake, I pressed the wrong button. Sorry)

  2. Yes, they are 2 attacks. They should be bound to each other, there are votes that if 1 attack hits, the other one _must_ also hit (can't miss, be dodged etc.), and vice versa, when 1 attack is parried, missed etc. the other one is as well. Spell result should be shared by those 2 attacks? So that combo points will also be distributed for 2 attacks together, not separately?

    That seems to be correct. For what I've been reading, Miss/Dodge/Parry is calculated only once and therefore you cannot have only one hand hit and the other one miss. And if both hands crit only ONE extra combo point is added from Seal Fate, not two.

  3. There's something I still don't understand:

    In your code:

    + // update matchmaker rating

    + chance = GetChanceAgainst(itr->matchmaker_rating, againstRating);

    + K = (itr->matchmaker_rating < 1000) ? 48.0f : 32.0f;

    + // calculate the rating modification (ELO system with k=32 or k=48 if rating<1000)

    + mod = (int32)ceil(K * (0.0f - chance));

    + itr->ModifyMatchmakerRating(plr,mod,GetType());

    + // update matchmaker rating

    + chance = GetChanceAgainst(itr->matchmaker_rating, againstRating);

    + K = (itr->matchmaker_rating < 1000) ? 48.0f : 32.0f;

    + mod = (int32)ceil(K * (0.0f - chance));

    + if (int32(itr->matchmaker_rating) + mod < 0)

    + itr->matchmaker_rating = 0;

    + else

    + itr->matchmaker_rating + mod;

    In Trinity code:

    - float K = (m_stats.rating < 1000) ? 48.0f : 32.0f;

    - // calculate the rating modification (ELO system with k=32 or k=48 if rating<1000)

    - int32 mod = (int32)floor(K* (1.0f - chance));

    + // calculate the rating modification

    + // simulation on how it works. Not much info on how it really works

    + int32 mod;

    + if (m_stats.rating < 1500)

    + mod = (int32)ceil(48.0f * (1.0f - chance) * (1.0f - chance));

    + else

    + mod = (int32)ceil(24.0f * (1.0f - chance));

    - float K = 32.0f;

    - int32 mod = (int32)ceil(K * (0.0f - chance));

    + // calculate the rating lost

    + // there is not much info on the formula, but this is a very good simulation

    + int32 mod;

    + if (winnerlowrating)

    + mod = (int32)floor(48.0f * chance * chance) * -1;

    + else

    + mod = (int32)floor(24.0f * (0.0f - chance));

    - float chance = GetChanceAgainst(itr->personal_rating, againstRating);

    - float K = (itr->personal_rating < 1000) ? 48.0f : 32.0f;

    - // calculate the rating modification (ELO system with k=32 or k=48 if rating<1000)

    - int32 mod = (int32)ceil(K * (0.0f - chance));

    - if (int32(itr->personal_rating) + mod < 0)

    - itr->personal_rating = 0;

    - else

    - itr->personal_rating += mod;

    + float chance = GetChanceAgainst(itr->personal_rating, m_stats.rating);

    + // calculate the rating modification

    + int32 mod = (int32)ceil(24.0f * (0.0f - chance));

    + itr->ModifyPersonalRating(NULL, mod, GetSlot());

    + // update matchmaker rating

    + chance = GetChanceAgainst(itr->matchmaker_rating, againstMatchmakerRating);

    + // calculate the rating modification

    + mod = (int32)ceil(24.0f * (0.0f - chance));

    + itr->ModifyMatchmakerRating(mod, GetSlot());

    As you can see, you're still working with 48 and 32 but in trinity that was deprecated and it's working with 48 and 24 and changes from 1000 to 1500.

    Why are you still working with those numbers and where do you get the info of that? Because when I'm looking for it in wowwiki, for example, there's just 32 (or maybe someone else can explain me).

  4. FoF overwrites its previous proc when 2 of them proc in a row without being used the 2 charges completely.

    If you read the following very careful you'll see what I'm talking about (specially point 4):

    Blizzard and Cone of Cold have two interesting properties due to the behavior of FoF:

    First, the more targets they strike, the higher chance you have of a FoF proc. This chance per wave is, in theory, (1 - (0.85)^n), where n is the number of mobs you have targeted.

    Secondly, because of the behavior of multi-target spells, when FoF is active, FoF is triggered for every single target in range. In addition, when each of the projectiles (Blizzard shards, or the hitscan CoC projectiles) strikes its target, they each deplete a charge independently. Watch what happens when you are channeling Blizzard on two or more mobs (here I assume the shards travel faster than the waves tick, but it works similarly either way):

    1.- You begin channeling Blizzard. First wave of shards is launched, en route to their targets.

    2.- First wave strikes, and FoF activates. None of these shards trigger the FoF bonus, because they were launched while FoF was inactive. You now have 2 charges left on FoF.

    3.- Second wave of shards is launched. Every single shard triggers the FoF bonus, but as usual, each shard rolls for Shatter crits independently (at the boosted rate).

    4.- Each shard in the second wave then strikes its respective target. Because all of these shards triggered the FoF bonus, when they strike they each independently reduce the charges by 1, ultimately reducing our charges to 0 and deactivating FoF before the third wave. This means that, so long as we are striking two or more targets, FoF is depleted and deactivated by the time the entire second wave strikes. However, the entire second wave benefits from FoF because every individual shard triggered the FoF bonus.

    5.- You were unlucky, FoF didn't activate, and you launch your third wave of shards without triggering a FoF bonus.

    Cone of Cold behaves similarly. If you have Fingers of Frost active, and you cast Cone of Cold striking more than 2 mobs, every mob suffers a FoF-triggered Cone of Cold hit, but your Fingers of Frost buff is completely depleted and deactivated.

    http://www.wowhead.com/spell=44545#comments:40

    So FoF shouldn't proc again until the full 2 charges are used.

    Example of what it does (if 2 FoF proc in a row):

    - 1st Frostblot hits on target.

    - FoF procs with 2 charges.

    - 2nd Frostbolt hits on target. Remove 1 charge of FoF and 1 charge remains.

    - FoF procs again with 2 charges and the previous 1 charge left is totally wasted.

    Example of what it should do (if 2 FoF proc in a row):

    - 1st Frostblot hits on target.

    - FoF procs with 2 charges.

    - 2nd Frostbolt hits on target. Remove 1 charge of FoF and 1 charge remains.

    - 3rd Frostbolt hits on target. Remove the 1 charge left and no charges remain.

    - FoF procs with 2 charges.

    Not always happens, but in overall the effective proc is reduced to only 8%-11% fom 15% of FoF 2/2.

    There is another bug derivated from this one, but if it is fixed (the reported here) the other bug fixes too (in theory at least).

  5. I've been testing this talent to see how resilience works with it so....

    Opponent:

    armor: 50.38%

    resilience all dmg reduction: 18.8%

    resilience crits dmg reduction: 20.68%

    Has no talents at all (so no extra reduction dmg of any talent)

    Has no buffs or debuffs of any kind

    I:

    Damage 896-1078 (Average: 986)

    Put enough points of talents just to reach Sanctified Wrath (no extra crits dmg bonus at all)

    Have no buffs or debuffs of any kind

    How it SHOULD work:

    986*1.2 = 1183
    dmg (no crit): (1183/2)*(1-0.5038)*(1-0.188) + (1183/2)*(1-0.188) = 719
    dmg (crit): 1183*(1-0.5038)*(1-0.188)*(1-0.2068) + 1183*(1-0.188)*[b](1-0.2068[/b]) = 1140

    Testing... dmg is (average):

    dmg (no crit): 740

    dmg (crit): 1366

    As you can see, no-crit-dmg is near of theoretical dmg (719), but crit dmg is further than theoretical one (1140).

    So,

    How it DOES work (I guess):

    dmg (no crit): (1183/2)*(1-0.5038)*(1-0.188) + (1183/2)*(1-0.188) = 719
    dmg (crit): 1183*(1-0.5038)*(1-0.188)*(1-0.2068) + 1183*(1-0.188) = 1339   //coefficient [b](1-0.2068)[/b] is missing

    Greetings!!

    P.S.1: Tell me if I'm wrong somewhere.

    P.S.2: I wanted to post ingame screenshots to show the dmg, talents and armor but I think the rules don't allow it :P

  6. resilience not supposed to be ignored in any way afaik (there was a blizz post about it somewhere)

    Maybe you're talking about this:

    I edited my previous post to correct my mistake. Resilience is not treated as a damage reduction effect. Nevertheless, the team still felt like the 3.1.3 change to Chaos Bolt was appropriate. You can find more details above or in the related Chaos Bolt thread.

    http://forums.worldofwarcraft.com/thread.html?topicId=17367979734&pageNo=14#272

    http://blue.mmo-champion.com/t/17367979734/chaos-bolt-change-depressing

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