08/17/2012 08:16 PMPosted by AranisFor the past several builds Death Knights have been seeing data mined info for Death Coil showing a 1.2x multiplier for the Unholy spec. We initially thought this was to account for the loss of the Morbidity talent, however we haven't see this actually make it onto the servers. Is this multiplier intended to be there and if so will we be seeing it in a future build?
08/17/2012 08:36 PMPosted by GrundyusGC, since you have access to the internal gear stat budgets, can you tell me whether it should it be viable for Monks to use Strength [Parry + Dodge/Mastery] gear (Cloaks, Necks, Rings) and should Brewmasters be getting Parry from Strength like Plate Tanks do?
Regarding racial expertise and weapons, I would like to know what would happen in the following scenario:
7.50% on-gear hit rating, 6.50% on-gear expertise, Main hand Axe, Off hand Sword, racial expertise (either sword or axe)
Would you be spell hit capped or not?
08/18/2012 10:08 AMPosted by SwizzleqtExecution Sentence is consuming Glyph of Flash of Light, but is seeing no increase in the healing done. Is it supposed to consume the effect and receive the increase or is it not supposed to interact with the glyph at all?
Cobra Strike Behaviour(possible bug)
As stated on the tooltip, it's supposed to make the next 2 pet's basic hits, a critical hit. However I've done much testing on this subject and it appears that it does not behave in the way that it should be.
08/19/2012 01:06 AMPosted by PurgeIt appears that there's a hidden ICD on stormlash that prevents synchronized mh+oh swings from both triggering the effect.
We removed Tiger Strikes from Brewmasters and adjusted the proc rates of Elusive Brew and Gift of the Ox to account for the reduced number of normal attacks that they'll be doing.
Please explain this change
08/19/2012 02:28 PMPosted by Zizith1. Riptide is consuming both the unleashed life and fury buffs, yet only the direct portion is benefiting from the unleashed fury buff. Both the direct and hot portions are benefiting from unleashed life, but the hot is not being affected by unleashed fury.
08/19/2012 02:28 PMPosted by Zizith2. Healing Rain is not consuming unleashed fury (it's working with unleashed life fine).
08/19/2012 02:46 PMPosted by HalanadWhat is the design intent behind the engineer MoP "bomb" G91 Landshark? Currently on the beta it can be used by anyone, engineer or not, and has a 1 min cooldown but can only be used once per fight. Are these intended to be sellable to all players?
Let me restate the point that Lissanna (and GC) were making. Your question, as posed, is based on the 37K difference you see in the sims. The sims are not data. They are tools to help point at where we should look for data. If the number 37K makes you itch, then look for or generate real data (i.e., logs) from the game that support your concern. A large spread in the sim might mean there's a large spread in the game. But it's more likely that the high and low classes have small sim bugs that push them up or down. It's also more likely that the sim action profiles of the low classes could be improved. Your question may be a good question, but again, as posed, it's unsupported.
For hunters, for example, MM has been consistently low in the sims. Based on that, I would try to confirm that in game, not whine at Blizzard that MM sucks. It led Zeherah and I to find a bug in how the T14 4-piece bonus was implemented (in sims) that disproportionately affected MM. Whitefyst identified priority bogosities (e.g., glaive toss may be a dps loss during careful aim). It pointed to a missing ICD for lock and load (because SV was simmed as too many LnL procs). On the flip side, the sims have also led to improvements in the game: e.g., they point to places where MM could potentially haste cap (and Blizzard fixed it), noted that it now could now crit cap (which may be deliberate), where focus fire would not be worth using (Blizzard tweaked it), etc.
So again, if you don't like the number from a sim, dig in and understand it better. Then find a real issue with real data.
Wrathguard vs Felguard Head to Head Comparison [and other warlock testing]
08/20/2012 04:01 AMPosted by EvatarPeople from EJ ran test on Demo (special thanks to whi for his time) to find your hidden nerfs (you did say they were coming, but not updating tooltips is mean).
08/20/2012 10:20 AMPosted by ReethThe melee attack speed buff does not change the cooldown tooltips on abilities affected by Sanctity of Battle, for Retribution at least - and it doesn't seem like it's just tooltips not updating, but that they're not being affected at all. Is this intentional? Not that it would necessarily be a bad thing as long as we're balanced around Sanctity of Battle not benefiting from it.
Hey, just workin on some spreadsheets and was wondering if anyone had the formulas for the following:
1. Healing Tide Totem
2. Healing Stream Totem
3. Earth Shield
I'm using the formulas given on wowhead/wowdb, but it would be nice to have the actual formulas (the numbers tend to be consistently off). Also, for Healing Tide, what's the min/max for it's heal (the tooltip only gives one number, but it's not acting like HST where you're getting the same heal 7 times in a row). Any help would be greatly appreciated!
I've got a question about Berserker Stance.
A recent post linked to a video of a Fire mage demonstrating burst. The target was a warrior, and over the course of a few seconds of high damage, its rage level jumped to full.
Unless I've missed a data dump, there's been a big knowledge gap about how the stance generates rage per damage (I, and I think a lot of other players didn't realize it was so dynamic). Any information you can give?
There have been reports of absolutely ridiculous amounts of DPS being done with HotW.
As a Guardian, Wrath is hitting for ~140k with a SP weapon when active. Similar values are being reported for Healing Touch.
I know I've been saying that HotW needed a buff, but even I think that's a little on the overboard side of things.
08/21/2012 07:39 PMPosted by CybrexI am a bit confused with Glyph: Dark Soul (Destruction).
For the purposes of keeping this thread as valuable to the developers as possible -- they will be actively reading and likely replying to posts here -- these are some things to know before posting:
First and foremost, as a ground rule let’s keep this one thread free of pleas about ability feedback, DPS being too low or other subjective declarations. This thread should be about information sharing. If you aren’t a theorycrafter, this thread may not be for you. We feel the numbers are in a pretty good place right now. If you’re a theorycrafter who has been waiting for things to stabilize before submitting your class balance analysis, this is your cue to have at it. Make no mistake, we’re confident in our ability to balance the game. On the other hand, we greatly value player feedback. And reconciling our numbers with yours is part of that. Don’t consider this thread to be evidence that we feel class design for Mists of Pandaria is pretty much done. It also shouldn’t be a sign that X issue you may have been posting about for the last month is going to be ignored, or that we just don’t agree with you. The primary goal is to maintain a relatively stable class system for a healthy period of time in the beta, so the number crunchers among you can really start to get into the nitty-gritty details without worrying that everything will change in the next beta build. If there are any mechanics that are proving particularly hard to understand, feel free to ask in this thread. We understand there is a narrow line between squelching and fostering the theorycrafting community, and we’re not trying to solve everything for you. On the other hand, we don’t want you to burn too much of your time trying to figure out how potentially confusing mechanics work under the hood (e.g. monk weapon normalization). That said, we won’t just dump the coefficient for every spell -- you should be able to figure that out. However, if you just can’t figure out how a spell is designed, don’t hesitate to ask. We appreciate honest questions.
08/22/2012 03:38 PMPosted by DannykinIs it intended for there to be such a disparity between Starfire and Wrath?
In testing Inquisition, I am not seeing the new clipping mechanic that was mentioned a while back. No matter when I refresh it, I always receive exactly 10 seconds per Holy Power used, no extra duration despite pressing the button with some duration remaining.
Is it working as intended? Did the design change? Am I missing something?
08/22/2012 07:51 PMPosted by RomanticideeHow close are the lvl 45 Priest talents on DPS? My testings show SW:I the lowest (~49k), Mindbender ok (~51k) and FDCL procs seems to be bugged (~54k). I've seen 300k+ crits come out very easily with just one spellpower proc.
08/22/2012 08:04 PMPosted by ZarantaiIs resurgence intended to proc off each jump of chain heal? Because it's currently only proccing on the initial hit (not the jumps).
Soulburning a pet seems to be triggering a cooldown to manually summon a pet. This is also happening to Soulswap while glyphed after soulburning.
Is this intended?
Is it intended that Glyph of Word of Glory does not trigger when Word of Glory is used as an attack with Glyph of Harsh Words? It used to work and was changed with no change to tooltips recently.
How does the game cope with non-integer results from the above formulae? For example, say I'm using a 3.0 speed 2h. According to the above formula for 2h, 2.4 and 3.6 speed correspond to 2 and 3 stacks respectively, so 3.0 speed should generate 2.5 stacks every crit. Since only integer numbers of stacks are ever applied in game, though, this means that my crits should be split 50/50 between providing 2 and 3 stacks. Is there a mechanism in place to ensure that this is the case (that I'll get exactly 50% 2-stack procs and 50% 3-stack procs with a 3.0-speed 2h)?
Also, in the provided formulae, what exactly is the WeaponSpeed variable? Is this simply the paper doll value for weapon speed, or are procs taken into account?
08/23/2012 02:01 AMPosted by StrawberryI'm consistently getting 2 charges of Elusive Brew per crit with a 3.6 speed weapon (buffed attack speed is listed on the paperdoll as 2.26).
08/23/2012 03:21 AMPosted by TsukiAbout brewmasters and Gift of the Ox
08/23/2012 01:16 AMPosted by RobosaurusSoul of the Forest does not give energy when used on Ferocious Bite, it correctly works with SR/Rip/Maim.
08/23/2012 10:02 AMPosted by GistwikiJust wanted to check on one thing that I've seen since the recent Lightning Bolt nerfs - Is it intended that Lightning Bolt be below Chain Lightning for single target situations in entry level gear?
08/23/2012 01:08 PMPosted by TsukiyuriWhat exactly are the proc rates, ICD (if any), and hidden rules of the MoP weapon enchants?
Is it intended to have Grimoire of Sacrifice only work with one talent in the level 45 tier?
08/23/2012 10:53 PMPosted by KihraSo my co-tank and I verified tonight that not putting up Weakened Blows will give you more Vengeance.
When I use the Unleashed Elements attack with Frostbrand Weapon and the Unleashed Fury talent, I go up to 150% speed (according to my character sheet). However, when I switch to Ghost Wolf while in this form, there is no additional speed increase; it stays at 150%, and then after 4 seconds it goes down to 130%. They don't stack. Is this intended?
Is Ghost Wolf's speed increase intended to stack with anything?
cleave is its not worth using cleave at all as SMF as the damage of heroic strike is 17645 and cleave on two targets is 17643 which is 11 damage difference, although it isn't much at all it still isn't worth using cleave at all, maybe add the do more damage when using one handers like heroic strike has.
Echo of the Elements appears to duplicate Unleash Flame casts, but not Unleash Frost. Intended?
Has anyone figured out (or could a blue just tell us) how the mistweaver mastery proc rate works with AE heals? Does the chance apply evenly to every effective heal from soothing mist to SCK in the middle of 25 people, or do AE heals have the proc chance reduced? If so, by how much?
Excellent, thanks a lot for that. Since they're not on the list can we assume surging mist, chi wave, chi burst, ZS:D, and Uplift are all at 1.0 multipliers per target?
We said MULTIPLE times that if you limit how much chi we can have, what we are going to do? trim the fat and focus 100% of our chi on shuffle and purefying brew. Christ we been there at least half a dozen times on beta.
Every. Single. Time you guys mess with our energy regen, we left our other skills out of the rotation and focus 100% of our effort on shuffle/PB.
- 100% uptime on shuffle for 5 mins require 50 BoK uses or 100 chi.
- that leaves us with 55 chi to spend on other things.
If we use PB every 8 seconds that would cost about 38 chi, leaving 17 to spend on other things.
Long story short we can produce 155 chi and need 138 to keep shuffle up 100% and use PB very often.
Now that [Crimson Tempest’s DoT] actually does some dmg could we get the rolling dot mechanic put in this? It currently works like hemo (could we get that on this too) if you use it again with a smaller one it overwrites the bigger dot. Both dots already can't crit just like ignite I would hope they could at least get the rolling mechanic it has.
Are these accurate? I only ask because since the hotfix sub is proccing as slow as combat now and you didn't say anything about it in your hotfix updates post.
Does heroic throw reset the swing timer anymore?
If not, please make it do that again, or attach a very minimal rage cost to it. Due to the ability costing 0 rage and not resetting the swing timer (So we think.), it has snuck its way into our single target rotation to fill up empty-gcds.
The problem with that comparison is that other tanks generally don't have a whole lot of abilities they want to use on the same resource as their active mitigation.
Think about it.
Things that use Holy Power other than SotR/WoG: (nothing)
Things that use Rage(Bear) other than SD/FR: Maul
Things that use Rage(War) other than Shield Block/Barrier: Cleave/HS (with no proc)
Things that use Frost/Unholy runes other than Death Strike: Death & Decay (with no proc), Plague Strike/Icy Touch (only used if you let diseases fall off between Outbreak).
Things that use Chi other than Purifying Brew/Blackout Kick: Guard, Level 30 Talents, Rushing Jade Wind, Breath of Fire, and indirectly (via energy) Dizzying Haze, Path of Blossoms, Transcendence: Transfer, Healing Sphere.
Having no wiggle room on Chi generation makes expertise HARD CAP our number one secondary stat. This is a problem. No serious tank I know is concerned with having hit/exp being valuable, but having a exp HARD CAP be number one is a little ridiculous. Before the energy change a minor tweak could have changed it.. now that a missed/dodged/parried Keg Smash is even more detrimental to survivability this quirky the hard cap will have to be met.
One of the healers for that run, a shaman, was really frustrated last night because she had constant low-on-mana issues that she simply wasn't having before.
Posted by Rothulean
Is it intended for DK CDs like, Army of the dead and Empower runic weapon not to reset after wiping to an encounter b/c other lengthy CDs from other classes are being reseted after a wipe.
It would be great to know if that behavior is intended or just an oversight.
Is this happening to you on live? My doomguard wasn't resetting last night on live after a few wipes so it might be something we get at 90.
Does AotD reset work for you on the beta? (I'm assuming AotD would reset because it's 10 minutes, but not Empower Rune Wep since it's 5)
I agree. Guilds may just end up waiting the 10 minutes anyway. But at least now we know.
Never mind theorycrafting this and that heres hard fact.
The mechanic changed, but it's no longer affected by Master of Beasts.
Mostly I'm focused on the numbers, but I do want to comment on the AoE pet nerf. The particular thing I want Blizzard to focus on is that BM hunter AoE should be balanced around normal pets, beast cleave, etc. and not around the assumption that a BM hunter would bring an AoE pet (no hunter I know of does).
Quick point of interest.
Succubus and Grimoire of Supmremacy talent: shivarra, for Warlocks. Tooltip says that Seduction/Mesmerize will be applied to target who stun/silence/fears the master. noticed that as a rogue stealthed, sapping a warlock causes the seduction/mesmerize to occur and pull the rogue out of stealth.
Bug, or Working as Intended?
Fix the pet aggro issues!
Let me at least raid as Demonology using Grimoire of Supremacy!
So we've been discussing your changes.. you mentioned dropping stagger by 5%, but the new beta build is at 10%.
The new rotation keeps about the same optimal usage of Purify - 85%. The difference is instead of 80% uptime of Shuffle with that, you have 75% uptime and simply never use anything but PB and BoK. Level 30 talents are never worth using for self-healing purposes, since you would be better off pushing back to 85% shuffle uptime given additional chi.
Searing totem is still a 35yd range for Elemental. Could we please see it bumped up to 40 yds? Thanks!
Healing Stream and Healing Tide totem pulse speed is based off of only spell haste right? or does it vary by spec?
Also is Fire Elemental's attack speed based off of spell haste or melee haste?
I'd really like to know exactly how Stormlash functions.
Just to check: It sounds like the intent is that every class generates roughly the equivalent of one proc-capable event per GCD (plus or minus half a second or so)?
To testers: My very-rough mental estimate based on the above description is putting spriests and afflocks (afflocks in particular) at a slight disadvantage compared to casters, and casters at a significant disadvantage compared to melee - how is this working out in reality?
It is just completely and utterly false. Mana might feel tigher at 85 (post-patch 5.0.4) than it does at 90? Mana is much, much, much tighter at 90 than it is at 85 (post-patch 5.0.4). It's not even close.
Can you clarify how Healing Stream Totem scales with haste, because it's starting to do my head in.
Could we get some news if the devs are doing anything to fix the range issue with Inferno Blast's mechanic?
I'm confused. Auto attacks currently generate 6.2 Rage. Does this mean they will now generate 10.85 Rage (~75% increase)?
Hand of Light has a weird interaction with the spell dmg taken debuff presently.
Halo and Diminishing Returns beyond 6 targets: ... wut?
I was wondering if you could comment on the design intent for pets?
Currently, it seems all pets are missing avoidance and their armor value isn't enough to withstand incoming damage. Even with Mend Pet glyphed, you still have a lot of trouble healing through damage without using another ability (such as Spirit Mend) on your pet as well.
When are you implementing the warrior changes ?
Can rogues, ferals, and hunters get some info on the change to stealth?
At both level 85 and level 90, in high-mastery conditions, Rake will outscale Shred for DPE and become the primary filler move for CPs. Shred is still weaved in to extend rip duration and letting tf/proc buffed Rakes roll, but overall the rotations is largely simplified by just spamming rake.
Also, Vanish no longer(apparently) has it's +1000 Stealth level anymore.
It used to have an Effect # that said something exactly like #2 for Stealth but, 1000.
Since that's kind of unrelated, any reason for that if it was intentional?
Is there any info on Feline Swiftness and Cat Form? Currently, Ferals have no use for Feline Swiftness because it is not stacking with Cat Form at all (except in Org, for some strange reason). Is this a bug?
Can the dot ticks from the spriest mastery in turn have their own mastery procs?
This one change though makes it feel wrong, and deprives us of one of the SS ticks. in order to not have to reapply it and miss that initial tick again i feel as if though the way to play is to overwrite this and keep it up, constantly hitting this button. Which i believe is the opposite of your intent. I still want the absorb effect but this change just makes it feel bad =/
Surely this wasn't the sole reason for deciding to nerf Serpent Sting? Personally, I was quite enjoying hunters having something that actually resembled a dot, rather than what serpent sting was and now continues to be: something you only use once per fight (except when target switching). I'm just curious if that's your design intent, and whether having some form of multidotting utility was seen as overpowered.
Was it also intended that this change bring down SV's AoE damage? I'm not sure how we were doing at 90 AoEwise, but this definitely has a significant impact.
These changes also have the side effect of making Death Siphon hit harder than Death Strike at 55k AP and Heart Strike at 65k AP with a Tier 14 normal weapon which has an ilvl of 489 (it's the same for heroic weapons as well except the break point goes up but never higher than we will realistically have with Vengeance).
Was this intended?
Also, did you dislike Blood being able to sacrifice survival for more damage by replacing Death Strike with Heart Strike?
I'm just curious if there's a reason to impliment the buff as a hidden passive. WOuld'nt a passive icon in the spellbook for improved deathstrike help new players understand that a Blood DK's Death strike is not the same as a Unholy or Frost DK's Deathstrike? I'm not sure I see the point in 'hiding' this information from players.
Currently by taking "Glyph of Shred", when Tiger's Fury or Berserk is active, "Shred" is replaced by "Shred!" There are a few errors (exists on both Live and Beta).
Just wondering GC, have you found out why stealth level was reduced yet?
How is this not counter your often-stated goal of increasing the clarity of game mechanics to new players? I know I'd be confused if my DS magically hit harder when I switched specs, just like I was when CS magically changed its cooldown when I first specced my paladin Prot last expansion.
It's hitting for 280% in blood. The tooltip is just wrong, they forgot to reduce it to 200% in the tooltip before adding the 1.4x modifier for blood. They just added the 1.4x modifier, and left it the same according to the tooltip. It still doing 280% + whatever.
One of the posters on the Paladin forums theorized it had something to do with Divine Storm and Light of Dawn, but many took it to mean chain procs were basically cut from Divine Purpose. We did a few tests and chain procs were definitely not cut, but just in case, could you clarify the change for us?
We have currently estimated that Blood Boil was nerfed by about 40% for Unholy. Does that sound accurate?
An earlier blue post indicated that Soul Burn: Soul Swap should NOT put soul swap on cool down if you have glyph of soul swap equipped.
On live SB:SS is still triggering a cool down. Have you changed your mind on this or is a fix incoming?
It's a bit difficult for us as it appears the Blood Boil tooltips have not been updated yet. I'm at work so I can't check in-game, but all the datamining sites still show it as 711-869 + 19.2% AP. I assume that the new BB numbers are 3065 base damage plus 13.45% AP.
I tested the Soul Swap glyph earlier this evening and just now at 1:50 am Medivh time on a couple of target dummies and can verify that the glyph is still triggering the SS cd preventing SB/SS from being cast. The game says, "the spell isn't ready".
One stack of Dream of Cenarius (damage) is being consumed on an ability miss. Is this working as intended?
Is Wild Charge (Caster Form) intended to trigger GCD?
Classes get energy costs associated with attacks at least partially refunded and sometimes fully refunded. For monks, energy is partially refunded and chi is fully refunded.
Blackout Kick will simply eat the chi cost without dealing damage.
However, this change affects Mistweavers and Windwalkers.
Is Capacitor totem supposed to not be effected by hit rating? It doesn't look like my hit is helping Capacitor totem's effect land on my targets.
Went to test some things on how exactly Ferocious Bite's additional energy consumption works on live servers, and discovered some very odd results when using a Ferocious Bite with Omen of Clarity while energy capped.
The 12% damage reduction added to Thick Hide is not appearing on the tooltip in game, is this simply a tooltip error or did that change get lost somewhere in the miasma of patches?
Are there any plans to change Wild Mushrooms :Bloom?
Seeing strange behavior in channeled spells with ticks (Drain Soul, Drain LIfe, Malefic Grasp, etc).
There is roughly a 2 second delay after the GCD when Soul Swap is off cooldown but not castable.