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#1 - 2014/06/10 01:12:00 AM
Hey all. For Mists of Pandaria, we had a thread in the beta forums that ended up primarily devoted to theorycraft. It was a rousing success, and we’d like to start that back up again, now that some of you are able to test Warlords of Draenor, and can start building your tools, spreadsheets, websites, etc.

This thread is going to get quite techy and detailed. It’s very important that it remains focused on theorycraft. We’ll still read all of your other feedback that’s not theorycraft discussion, don’t worry, it just doesn’t belong in this thread.

This thread is for:
  • Asking for details about how a gameplay mechanic works, so that you can simulate/model it better.
  • Discussing how to best model/simulate a rotation/spell/whatever.
  • Numbers! Math! Logic! Spreadsheets! Code! Statistics!
  • Posting results of theorycraft.


READ THIS! This thread is NOT for:
  • Giving feedback on how a rotation feels.
  • Asking if we’re concerned that this spec/rotation/spell/whatever is too weak.
  • Discussing design philosophy.
  • Wishlisting.


All of those are great topics for discussion in other threads, and we absolutely will read them there. But please keep this thread purely about the theorycraft. Unlike other threads, this thread will be heavily moderated to maintain this level of focus. Theorycrafters are a huge asset to the community, and these discussions can become quite complex, so please respect them and each other by not cluttering up this thread.

I’ll get this thread started by describing details of a mechanic whose details are not very transparent in-game: Resolve.

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#2 - 2014/06/10 01:13:00 AM
One of the new mechanics in Warlords of Draenor for tanks is Resolve. It is similar in design to Vengeance, except without the offensive component. Incoming damage increases the effectiveness of your self-healing, so that things like Shield Block and Shield Barrier stay competitive with each other, both in solo questing, and mythic raiding.

Resolve: Increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 sec.

Resolve from Stamina
  • You always get a baseline amount of Resolve, based on Stamina
  • This uses the formula: Stamina / (250 * ItemScaling[PlayerLevel])
  • ItemScaling is a table with a value for each player level, that you can find in the DBC files. Ex: ItemScaling[100]=261 (EDIT: Correction, looks like it's not in the DBCs. I'll dump the relevant values at the bottom of this post.)
  • This updates dynamically with temporary stamina buffs.


Resolve from Damage Taken
  • You also get some based on damage taken, as a % of Max Health , and decaying over time
  • The server remembers your damage taken events for the last 10 sec.
  • This portion is recalculated every 1.0 seconds and on every damage taken event.
  • Each damaging event grants 0.25 * [ Damage * 2 * ( 10 - ( Now - DamageTimestamp ) ) / 10 ] / MaxHealth
  • This averages to ~Damage/MaxHealth
  • This calculation uses the damage before damage reduction (% damage reduction effects, and armor).
  • Damage that is not mitigated by armor (Spell and Bleed damage) grants 2.5x as much Resolve.
  • Auto-attack damage that is avoided counts as the average amount of damage that that auto-attack would have done.
  • MaxHealth does not include increased max health from temporary multipliers like Last Stand, or Ursa Major.


Additional Notes:
  • Resolve is multiplicative: A heal of size X becomes size X*(1+Resolve).
  • EDIT: Resolve does affect percent-based heals (i.e. "heals you for 20% of your life" would be unaffected).
  • There is no quick-ramp-up mechanism or taunt-transfer mechanism
  • Resolve will persist through shapeshifts.
  • Resolve only affects self-heals and self-absorbs
  • It will still have diminishing returns when attacked by multiple mobs (same formula/logic as Vengeance had)


Dump of ItemScaling referenced above
Player Level, ItemScaling value
1 3
2 3
3 4
4 4
5 5
6 6
7 6
8 7
9 7
10 8
11 8
12 9
13 9
14 10
15 10
16 11
17 11
18 12
19 12
20 13
21 13
22 14
23 14
24 15
25 15
26 16
27 16
28 17
29 17
30 18
31 18
32 19
33 19
34 20
35 20
36 21
37 21
38 22
39 22
40 23
41 23
42 24
43 24
44 25
45 25
46 26
47 26
48 27
49 27
50 28
51 28
52 29
53 29
54 30
55 30
56 31
57 31
58 32
59 32
60 32
61 35
62 37
63 39
64 39
65 40
66 40
67 41
68 44
69 44
70 44
71 44
72 44
73 45
74 46
75 49
76 49
77 50
78 50
79 51
80 51
81 52
82 52
83 54
84 56
85 57
86 60
87 61
88 62
89 64
90 67
91 101
92 118
93 139
94 162
95 190
96 225
97 234
98 242
99 252
100 261

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#3 - 2014/06/10 01:39:00 AM
Another opaque mechanic that someone just asked me about on Twitter:
Gift of the Serpent Proc Chance

Gift of the Serpent has a proc chance based on Mastery, and then some spells have a reduced chance per heal. Here is the multiplier on that proc chance for each heal.

  • Renewing Mists = 0.25
  • Chi Wave = 0.25
  • Zen Sphere (Periodic) = 0.25
  • Zen Sphere (Detonate) = 0.15
  • Chi Burst = 0.15
  • Soothing Mists = 0.30
  • Soothing Mists (Statue) = 0.15
  • Enveloping Mist = 0.20
  • Uplift = 0.25
  • Eminence (Self & Xuen) = 0.20
  • Eminence (Statue) = 0.10
  • Chi Torpedo = 0.15
  • Spinning Crane Kick Heal = 0.10
  • All Others = 1.0

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#6 - 2014/06/10 02:39:00 AM
06/09/2014 07:13 PMPosted by Collision
Thanks for answering our questions! :)

Clarification on leveling perks, are they consistently worded to show additive/multiplicative?

Ex:
Improved Raging Blow: Increases damage by 20% --- Multiplicative

Improved Unwavering Sentinel: Now increases your armor by an additional 15% -- Additive

Bonus question: Anger management, here to stay/gone? If sticking around, will it reduce the same abilities that eye of galakras reduces?


Yes, we've been consistent with the wording on the perks; those guesses are both correct. If you find any counterexamples, they'd be considered bugs, but I don't know of any offhand.

Anger Management will include a list of affected abilities on its tooltip, instead of the reference to Readiness. Undecided which abilities exactly that'll be, yet.

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#7 - 2014/06/10 02:42:00 AM
06/09/2014 07:35 PMPosted by Cyous
Balance Druids: Mastery procs interacting with Eclipse (+ CA).

Currently, Balance druids have a small issue with Mastery procs. Due to the Eclipse Bonus buff being tied to Mastery, trinket procs may greatly increase the strength of our DOTs (with DOTs making up ~30% of our damage, in the sims I've run, using T17N profile.) My concern comes with Balance of Power, where you get maximum Eclipse Bonus on your first set of DOTs. It's very easy to maintain your original DOTs too. Given a trinket procs Mastery, this will definitely inflate Balance of Power's strength.

But BOP isn't my concern, it's our DOTs snapshotting Mastery procs. I know I've brought it up in the past via twitter, but have you given it more thought on possible solutions? Or are you okay with Mastery procs existing as they currently are (allow the snapshot)?

(Given a Mastery proc trinket exists, I will need to include it in the action list for simcraft, as it does change a few things -- given it does snapshot)


Currently, Eclipse (including Mastery) is effectively snapshotted for Balance. We're considering making it snapshot your Balance Energy, and then dynamically translating that to an Eclipse multiplier on the fly, so that Mastery isn't snapshotted. However, we don't think that that has a particularly large impact in the general case. It very well may with Balance of Power, however. Let me know if you have any calculations on how much that will matter.

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#13 - 2014/06/10 04:10:00 AM
(Jumping around in order here, since there are some questions I need to consult with others on, who have gone home for the day)

Enhanced Frostbolt does not reduce its GCD, no.

Sounds like we'll most likely do what I said we were considering with snapshotting just the Balance Energy level on Moonfire/Sunfire. Had hoped not to, due to it complicating the situation (it's hard enough being clear about what few things snapshot, and what doesn't; this means we need to make Eclipse *partially* snapshot, which is weird), but it's looking like that's the right way to go.

Base stats are notably high to offset removing base damage on spells/abilities, and base AP.

Doubdan, can you give me some examples of those items you're referring to?

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#15 - 2014/06/10 04:21:00 AM
06/09/2014 09:16 PMPosted by Lhivera
06/09/2014 09:10 PMPosted by Celestalon
Enhanced Frostbolt does not reduce its GCD, no.


I asked that incorrectly, although asking it correctly may not change your answer. The Early Frost talent didn't reduce the Frostbolt GCD, it reduced the minimum GCD, allowing the effect to maintain full benefit even if more than 50% haste was active. That's what I meant to ask about: whether the minimum GCD reduction was in place for the perk. Sorry for the confusion.


Nope.

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#16 - 2014/06/10 04:32:00 AM
I've received questions about the combat table, so here are some sets of data, dumped in no particular order.

Combat Table Details

Player attacking Level 90 Creature, Melee Attack
Player Level, Miss Chance, Dodge Chance, Parry Chance, Glance Chance, Block Chance
80, M10.5 D10.5 P13.5 G110.0 B18.0
81, M9.0 D9.0 P12.0 G100.0 B16.5
82, M7.5 D7.5 P10.5 G90.0 B15.0
83, M6.0 D6.0 P9.0 G80.0 B13.5
84, M4.5 D4.5 P7.5 G70.0 B12.0
85, M3.0 D3.0 P6.0 G60.0 B10.5
86, M1.5 D1.5 P4.5 G50.0 B9.0
87, M0.0 D0.0 P3.0 G0.0 B7.5
88, M0.0 D0.0 P0.0 G0.0 B6.0
89, M0.0 D0.0 P0.0 G0.0 B4.5
90, M0.0 D0.0 P0.0 G0.0 B3.0
91, M0.0 D0.0 P0.0 G0.0 B1.5
92+, M0.0 D0.0 P0.0 G0.0 B0.0

Player attacking Level 90 Creature, Spell Attack
Player Level, Miss Chance
80, 77
81, 66
82, 55
83, 44
84, 33
85, 22
86, 11
87+, 0

Player attacking Level 90 Creature, Ranged Attack
(Same as Melee Attack, but with 0 Parry/Glance/Block)

Player attacking Level 90 Creature, Crit Chance
Player Level, Crit Chance against Level 90 Creature (relative to character sheet crit)
80, -10
81, -9
82, -8
83, -7
84, -6
85, -5
86, -4
87, -3
88, -2
89, -1
90, +0
91, +0
92, +0
93, +0
94, +0
95, +0

Level 90 Creature attacking Player (Prot Pally in this example)
Player Level, Miss Chance, Dodge Chance, Parry Chance, Glance Chance, Block Chance, Crush Chance
80, M0.0 D0.0(5.0) P8.5(23.5) G0.0 B12.7(27.7) C85.0
81, M0.0 D0.0(5.0) P9.2(22.7) G0.0 B14.0(27.5) C75.0
82, M0.0 D0.0(5.0) P10.0(22.0) G0.0 B15.2(27.2) C65.0
83, M0.0 D0.0(5.0) P11.1(21.6) G0.0 B16.6(27.1) C55.0
84, M0.0 D0.0(5.0) P12.5(21.5) G0.0 B18.1(27.1) C45.0
85, M0.0 D0.0(5.0) P13.8(21.3) G0.0 B19.6(27.1) C35.0
86, M0.0 D0.0(5.0) P14.6(20.6) G0.0 B20.9(26.9) C25.0
87, M0.0 D0.5(5.0) P15.5(20.0) G0.0 B22.2(26.7) C0.0
88, M0.0 D2.0(5.0) P16.4(19.4) G0.0 B23.5(26.5) C0.0
89, M1.5 D3.5(5.0) P17.4(18.9) G0.0 B24.9(26.4) C0.0
90, M3.0 D5.0(5.0) P18.5(18.5) G0.0 B26.3(26.3) C0.0
91, M4.5 D6.5(5.0) P16.5(15.0) G0.0 B27.1(25.6) C0.0
92, M6.0 D8.0(5.0) P16.0(13.0) G0.0 B28.0(25.0) C0.0
93, M7.5 D9.5(5.0) P15.8(11.3) G0.0 B29.0(24.5) C0.0
94, M10.5 D11.0(5.0) P15.9(9.9) G0.0 B30.1(24.1) C0.0
95, M13.5 D12.5(5.0) P16.2(8.7) G0.0 B31.2(23.7) C0.0
(number in paren is character sheet value. Varies because rating conversion changes between player level and I'm using constant gear)

The pattern should be pretty obvious in there. This character has such low dodge that it hits the floor of 0% at level 86 and below, but Dodge does follow the same function as Parry. So if I was lvl 80, with a character sheet dodge of 23.5%, I'd actually dodge 8.5% of the time.

Level 80 Creature attacking Player, Spell Miss Chance
Player Level, Miss Chance
78, 0
79, 3
80, 6
81, 9
82, 12
83, 15
84, 26
85, 37
86, 48
87, 59
88, 70
89, 81
90, 90
91, 90
92, 90

Armor Values for Warlords Creatures
Level, Armor for Paladin/Warrior/Rogue Creatures, Armor for Mage Creatures
90 445 356
91 504 403
92 571 457
93 646 517
94 731 585
95 827 662
96 936 749
97 1059 847
98 1199 959
99 1357 1086
100 1536 1229
101 1670 1336
102 1804 1443
103 1938 1550

Armor mitigation is now much simpler to calculate: It's simply Armor/(Armor+K). K is found by looking up the source's level in the ArmorMitigationByLvl game table.

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#22 - 2014/06/10 08:01:00 AM
06/09/2014 11:01 PMPosted by Kaydeethree
Re the attack tables, what's the ceiling for values? Say, a level 35 creature attacking a level 100 player should have +97.5% chance to get dodged/parried/blocked from what's listed on the character sheet. Actual values don't get that high, do they?

-edit: Also, spell resist?


No cap. Spell Resist is in that block of tables, either "Player attacking Level 90 Creature, Spell Attack", or "Level 80 Creature attacking Player, Spell Miss Chance" depending upon which direction you're talking.

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#24 - 2014/06/10 08:18:00 AM
06/10/2014 12:45 AMPosted by Magdalena
-Does "proportional to costs" mean that each spec's Runic Power dump's baseline cost is used as a baseline? For Blood/Unholy, for instance: 30 RP = 45% chance to proc RE/RC or 2 charges of Blood Tap.

-Will Frost's baseline cost differ from Blood and Unholy's? Frost Strike costs 35 RP baseline on Live and is then reduced in actual cost with Improved Frost Presence- will this change?


It's out of 30 for all specs. Frost Strike still has 100% of normal rate due to its base cost.

06/10/2014 12:45 AMPosted by Magdalena
-Runic Corruption and Runic Empowerment are easy to understand since they work on % based chances, which will (I assume) scale with the amount of RP spent. What about Blood Tap? If we're going to see a "partial charge" system for BT, could you elaborate on how visible this will be in logs and the UI?


BT will keep track of partial charges under the hood, invisibly. (Just like how a Windwalker's Tigereye Brew charges are)

06/10/2014 12:45 AMPosted by Magdalena
-How will Shadow Infusion (Unholy DKs) and stacking health buff (Blood DKs) work with this system? Will some abilities proc them? Will they follow similar logic to what we've seen with RP?

They'll only be triggered by Death Coil and Sindragosa's Breath, and will follow similar logic.

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#25 - 2014/06/10 08:19:00 AM
06/10/2014 01:07 AMPosted by Kraineth
1. Are personal buffs like Savage Roar/Slice and Dice meant to benefit from the pandemic mechanic as well? HoTs are working that way too.

2. Are SR and Tiger's Fury going to snapshot? Currently they do not. Completely reverses the old idea of always having SR up before Rip, now Rip up before SR.


1. Yes.
2. TF should already snapshot (bug if not). We're still considering SR.

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#27 - 2014/06/10 08:50:00 AM
Edited the Resolve post: We're going to try Resolve working on % Heals, though may backtrack on that if it proves problematic.

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#28 - 2014/06/10 08:53:00 AM
06/10/2014 01:47 AMPosted by Magdalena
Thanks for the confirmation. Here's some preliminary math I've done on the subject- could you tell me if it all looks OK, or if anything is off?


Yep, all looks correct, except Sindragosa+Enhanced Death Coil, which I'm not sure about; will check tomorrow.

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#30 - 2014/06/10 09:05:00 AM
No, just ones that you would otherwise attempt to recast as close to its end as possible. Rune of the Fallen Crusader isn't controllable like that.

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#35 - 2014/06/10 05:34:00 PM
Looks like the ItemScaling table I referenced in the description of Resolve isn't actually in the DBCs, after all. So, I dumped the relevant data at the bottom of the Resolve post.

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#36 - 2014/06/10 07:48:00 PM
06/09/2014 08:33 PMPosted by Doubdan
-How is bonus armor working in terms of the mitigation, just like armor? I see a separate "damage reduction by xx.xx%" when I mouse over bonus armor and I guess that's multiplicative? Currently it looks very strong for tanks considering that it’s both offensive and defensive stat.


The tooltips on the character sheet are actually misleading. Base Armor DR and Bonus Armor DR can't be combined. You need to combine the Base Armor and Bonus Armor, and then formulate a Total Armor DR (DR=Armor/(Armor+K)). Future alpha build will have that fixed. K is looked up in the game tables as mentioned, but for easy reference, it's 3610 for a 100 attacker, and 5234 for a 103 attacker.

06/09/2014 08:33 PMPosted by Doubdan
-When I checked out wowhead for some datamining, I realized that with stat-squish affecting everything, the stats of low level weapons are totally in a mess where 164lv 2h could be lower than 115lv 2h and a lv35 quest reward could not find update until lv70…do devs have any plan to fix that to make up for the feeling of powering up and rewarding during leveling of new toons?


I think what you're seeing is how the level jumps in between expansions were removed. I don't see the lvl35 quest reward that you're referring to. Also remember that in old expansions, the power of an item was based on its ilvl *and* its quality. That's not the case at high level gear, but still is in low level gear. A Karazhan item was better than a Netherstorm item. Now that there's a smooth progression from Netherstorm to Howling Fjord, the Karazhan item can be better than Howling Fjord too, which is appropriate for its difficulty.

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#37 - 2014/06/10 08:27:00 PM
Players vs Lower Level Creatures, Damage Taken/Dealt Adjustments
Here are the details about how you'll still be able to solo old raids (without being Mione). This includes pseudo-code, so get your imaginary interpreters ready.

Damage Taken Reduction
All players receive a damage reduction factor when attacked by a creature that is lower level. This applies only to creatures from expansions prior to Mists of Pandaria. All damage taken from qualifying creatures is multiplied by DamageTakenFactor, as determined below:
LevelDiff = PlayerLevel - CreatureLevel
if (CreatureExpansion < Pandaria) then
// 10% DR per level diff, with a floor of 10%
DamageTakenFactor = max(1.0 - 0.1 * LevelDiff, 0.1)
else
DamageTakenFactor = 1.0
end


Damage Dealt Increase
All players receive a damage increase factor when dealing damage to a creature that is lower level. This applies only to creatures from expansions prior to Mists of Pandaria. All damage dealt to qualifying creatures is multiplied by DamageDealtFactor, as determined below:
LevelDiff = PlayerLevel - CreatureLevel
if (CreatureExpansion >= Pandaria) then
DamageDealtFactor = 1.0
elseif (LevelDiff < 5) then
// Ranges from 1.0625 to 1.25 vs. 1-4 LevelDiffs
DamageDealtFactor = 1 + 0.0625 * LevelDiff
elseif (LevelDiff < 10) then
// Ranges from 4.0 to 6.0 vs. 5-9 LevelDiffs
DamageDealtFactor = 1.5 + 0.5 * LevelDiff
else
// Maximum factor of 16.5 vs. 10+ LevelDiffs
DamageDealtFactor = 16.5
end


Alternate Inter-Expansion Damage Adjustments
We also want to provide power growth within an expansion, despite the fact that we've flattened the ilvl power curve within each old expansion. This applies only to creatures from expansions prior to Mists of Pandaria. To do that, we calculate an alternate set of damage dealt/taken factors, and use either these ones, or the normal ones, whichever is most beneficial to the player.
MaxPlayerLevelsByExpansion = {69, 79, 84, 89, 0, 0}
IntendedItemLevelByExpansion = {65, 115, 200, 346, 0, 0}
MaxPlayerLevel = MaxPlayerLevelsByExpansion[CreatureExpansion]
IntendedItemLevel = IntendedItemLevelByExpansion[CreatureExpansion]

if (PlayerLevel <= MaxPlayerLevel and
PlayerEquippedItemLevel > IntendedItemLevel) then
AlternateDamageTakenFactor = 1 - 0.01 * (PlayerEquippedItemLevel - IntendedItemLevel)
AlternateDamageDealtFactor = 1 + 5/3*0.01 * (PlayerEquippedItemLevel - IntendedItemLevel)
DamageTakenFactor = min(DamageTakenFactor, AlternateDamageTakenFactor)
DamageDealtFactor = max(DamageDealtFactor, AlternateDamageDealtFactor)
end


EDIT: Added note to the last section that it only applies to expansions prior to MoP. Revised the code to make that more clear.

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#39 - 2014/06/10 08:51:00 PM
06/10/2014 01:47 AMPosted by Magdalena
The stacking health buff for Blood DKs is simply sliced in half. Every 15 Runic Power spent by Breath of Sindragosa increases Maximum Health by 2.5%


06/10/2014 01:53 AMPosted by Celestalon
06/10/2014 01:47 AMPosted by Magdalena
Thanks for the confirmation. Here's some preliminary math I've done on the subject- could you tell me if it all looks OK, or if anything is off?


Yep, all looks correct, except Sindragosa+Enhanced Death Coil, which I'm not sure about; will check tomorrow.


Clarification on this: Every other tick of Breath of Sindragosa will trigger an Enhanced Death Coil effect. (5% every other tick, not 2.5% every tick)

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#40 - 2014/06/10 09:22:00 PM
06/10/2014 05:43 AMPosted by Lhivera
To clarify Improved Blizzard perk: is it triggered once per tick per target, or just once per tick regardless of number of targets?


Per damage event. A Blizzard on empty ground does nothing. A Blizzard on 10 enemies reduces Frozen Orb's cooldown by 10sec per Blizzard tick. (Yes, that may be too strong; we'll see how it goes in testing.)

06/10/2014 06:07 AMPosted by Mendenbarr
Presuming that partial blood tap charges are effectively floored ( 1.3 charges is treated as 1 charge, not 2, in terms of being able to spend it or not), do you foresee any problems with the partial charges being useless? Focusing on raiding in PVE, and presuming that conversion seems similar levels of use to mists (read: none), we'll be getting 1 or 2 charges from everything bar Dsim, and it takes 4 Dsim's to generate a "bonus charge". Uses of Dsim are already few and far between, and looking for 4 or more uses in any one combat length is rare. Do you plan on having partial charges decay at the same rate as normal charges to avoid using Dsim 3 times prior to a fight to build up .9 charges?


It takes 3 Dark Sims to collect the partial charge into a full charge. Also, conversion will likely be more valuable because of this change. This is purely a bonus, so not concerned if a couple tiny fractions are left over unused at the end of a fight.

06/10/2014 06:07 AMPosted by Mendenbarr
I'm also curious if you happen to have the ppm of rune of the fallen crusader, and cinderglacier, and if there are any plans to make ppms as transparent as rppms in the spell data.


Fallen Crusader is now 2 RPPM. Cinderglacier is now 1.5*Haste RPPM.

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#41 - 2014/06/10 09:25:00 PM
06/10/2014 09:12 AMPosted by Kaydeethree
Ack, sorry, I meant elemental resistance (we needed FR for molten core, for example), not hit/miss. It got removed from the character sheet in 5.0 but it still exists on old gear. Does it actually do anything any more?


Since we haven't made any such gear in years, it's not worth me bothering the programmers to try to track down the code that handles resists, but I can tell you that the logic hasn't changed at all. It still functions just as it did years ago.

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#43 - 2014/06/10 09:33:00 PM
06/10/2014 01:37 PMPosted by Tinderhoof
Reporting an issue Stenhaldi found last night.

Ferals when shifting into caster form lose our Mastery, AP conversion from agility, Savage Roar, and the 5% crit we get from cat form. This is the way it has always been which hasn't been a problem until now. Previously if we shifted into caster form our snapshotted bleeds stayed ticking for the same amount.

Now that DoT's are updating dynamically if we shift into caster form current DoT's lose everything. I am guessing this is just something that hasn't been accounted for with the new dynamic DoT system, but I wanted to make sure it was on the radar, and verify that it is not expected.


A couple builds from now... Mastery will work regardless of form. Agi->AP already works regardless of form. Savage Roar will be snapshot on bleeds. Leader of the Pack will still be lost in caster form.

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#45 - 2014/06/10 09:41:00 PM
06/10/2014 02:32 PMPosted by Delmortis
Regarding: DamageDealtFactor: What CreatureExpansion is going to be used for training dummies? (Including the lower level ones).
Is a TBC critter going to take more damage a WoD critter? Which expansion are the critters in Orgrimmar set at? (critters can be useful for testing damage etc. as they're often unarmored or almost so it seems).


Training dummies we typically update to the latest expansion, for all levels of dummy.
Yes, lower expansion critters will take more damage.
Orgrimmar snakes, such as creature #4953, are Expansion 0 (Classic).

I just auto attacked a snake for literally 40000x its health. o.O

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#46 - 2014/06/10 09:43:00 PM
___________________________________________

I think I'm all caught up with questions in this thread to this point. Please link to the question if I missed it. (Just trying to keep a handle on all of these)

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#53 - 2014/06/10 11:12:00 PM
Edited the last block of the Player vs Lower Level Creatures post (http://us.battle.net/wow/en/forum/topic/13087818929?page=2#37), to add that the last section also only applies to creatures of expansions prior to Pandaria.

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#54 - 2014/06/10 11:14:00 PM
06/10/2014 02:46 PMPosted by Delmortis
Any idea if those resolve ItemScaling values will end up in a DBC?
Also would it possible to get a dump somewhere of the base stats (and mp5/hp5) for each class per level?


It looks like they won't, which is why I dumped them there.
Base stats however are in DBCs (though the method of formulating them is somewhat obtuse, I believe). However, last I heard, SimCraft had all that worked out correct, and has their method publicly documented (or rather, the code is public).

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#55 - 2014/06/10 11:16:00 PM
06/10/2014 02:41 PMPosted by Celestalon
Training dummies we typically update to the latest expansion, for all levels of dummy.


Correction: *Boss Level* Training Dummies, we typically update to the latest expansion. Lower level ones stay of the expansion that's appropriate to them. (The lvl 60 training dummy is a Classic creature. The lvl 80 one is a Lich King creature. Etc.)

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#56 - 2014/06/10 11:22:00 PM
06/10/2014 03:31 PMPosted by Kraineth
How does the new pandemic mechanic for DoTs work with specific abilities that snapshot?

For example: If I am specced into Bloody Talons and apply a Rip, then use a healing touch to gain the 30% increase on my next two abilities, and then Re-apply rip for the 130% duration. Does that entire duration of the new Rip benefit from Bloody Talons, or only the base 16 seconds(22 seconds with 3 extensions via shred)


The entire 130%-of-normal duration of the Rip would benefit.

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#57 - 2014/06/10 11:27:00 PM
06/10/2014 03:54 PMPosted by Doubdan
-I apologize for exaggerating the lv35 thing, but if you compare Apolyon from Sunwell and Despair from Kara, you would notice that weird inversion even they are from same expansion. Such inversion happens continuously in the wowhead link when we sort things by pure dps then look at their item levels, even if we restrict things to same expac.


Ilvl 115 (Despair) to 164 (Apolyon) is effectively flat; there's no power difference between those. 44.6dps vs 44.9dps is a rounding difference due to the different weapon speeds and variances. Budget-wise, they're identical.

06/10/2014 03:54 PMPosted by Doubdan
-The alternate factor formula seems to me that it would work for even a 100 toon with iLv higher than 609. Did I miss anything here?


Yeah, sorry, just edited it to add that it also only works for Pre-Pandaria, like the others.

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#58 - 2014/06/10 11:29:00 PM
Also asked of me on twitter... Bosses are treated as IntendedLevel+3. So Garr is a 63, and Lich King is an 83, as far as these formulae go.

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#60 - 2014/06/11 01:11:00 AM
06/10/2014 05:50 PMPosted by Lhivera
Does Improved Icy Veins affect glyphed Icy Veins? If so, how much additional Multistrike does it provide? (17.5%?)


Recently changed the glyph to be 30% Multistrike. Perk bumps that up to 45%.

06/10/2014 05:50 PMPosted by Lhivera
Is Enhanced Arcane Blast just treated as 5% haste for that one spell (dividing cast time by 1.05, multiplicative with other haste)?


No, it's a multiplier on cast time. It multiplies Arcane Blast's cast time by (1-0.05*ChargeCount).

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#61 - 2014/06/11 01:54:00 AM
06/10/2014 04:01 PMPosted by Simca
Celestalon, I know this hasn't been something you've done in the past, but providing the column headers for the different DBC files would be wildly helpful to all of the database/theorycrafting/character building sites that are trying to keep up with the huge amount of WoD changes.

I mean, I've been looking at the changes with BonusIDs, and just those changes alone will require MASSIVE revamps of Wowhead, WoWDB, and the official community API for items. Simcraft, AskMrRobot, and all of those types of services are going to be hit nearly as hard, since ItemID doesn't really mean nearly as much now.

I know how big you guys are on secrecy for anything internal, but DBC column header names have no malicious use at all.


No promises here. I can definitely do this for the 'gt' (game table) tables. If there are others that you really want me to try to get for you, I'll see what I can do, but it'll be tough.

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#67 - 2014/06/12 02:24:00 AM
06/11/2014 03:35 PMPosted by Mendenbarr
Presuming the latest tooltip change is legit


It's not. The correct growth rate is 5% per tick, if it damages anyone.

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#72 - 2014/06/12 07:30:00 AM
06/11/2014 07:37 PMPosted by Mendenbarr
06/11/2014 07:24 PMPosted by Celestalon
...

It's not. The correct growth rate is 5% per tick, if it damages anyone.


No additional benefit from hitting multiple targets? Other than it hitting multiple targets.


Correct.

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#73 - 2014/06/12 07:32:00 AM
It'll be a few builds, but I'll try to get target dummies that are ideal for testing placed around, along with raid buffs.

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#101 - 2014/06/18 04:18:00 AM
In the next build, visit Shattrath, in Outland, and you'll find...

Test Realm Dummies!
There are dummies setup for damage dealers on the SW and SE sides of the inner ring, for tanks along the NE side of the inner ring, for healers along the NW side of the inner ring, and for raid groups on Aldor Rise.

Here's a list of what's there:

Weak Damage Dummy – Level 100. Comes in clusters of 5.
Dungeon Damage Dummy – Level 102.
Raid Damage Dummy – Level 103. Comes with two Dungeon Damage Dummies next to it.
Killable Damage Dummy – Level 103. Is Killable. Has 20million health.
Mythic Damage Dummy – Level 103. Is Killable. Has 300million health.

Weak Tank Dummy – Level 100. Swings for 5000-5000 damage, 1.5sec swing timer.
Dungeon Tank Dummy – Level 102. Swings for 60000-90000 damage, 1.5sec swing timer. Has a “Dummy Strike” attack, which does 50% Weapon Damage as Physical, 5-7sec cooldown.
Raid Tank Dummy – Level 103. Swings for 200000-300000 damage, 1.5sec swing timer. Has the same “Dummy Strike” attack.
Mythic Tank Dummy – Level 103. Swings for 300000-450000 damage, 1.5sec swing timer. Has the same “Dummy Strike” attack. Also has an “Uber Strike”, which deals 100% Weapon Damage as Shadow and increases damage dealt by 5% per stack, 1sec cast time, resets swing timer, 10sec cooldown, unlimited stacks.

Healing Dummy – Level 100. Friendly. Drops to 1hp every second.

Cauldron of Power – Clickable objects on the ground that will grant you all raid buffs, and the flask/food matching your current spec's stat attunement.

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#103 - 2014/06/18 04:35:00 AM
We're working on that. I hope they make it into that build, but not 100% positive.

(Also, I know I'm behind a few days on this thread, trying to catch up. I'm going to be on vacation for a week starting tomorrow afternoon, so trying to get caught up before I leave.)

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#104 - 2014/06/18 05:06:00 AM
06/11/2014 11:02 PMPosted by Collision
Will Fury Execute OH function like RB OH, Storm Bolt OH or Whirlwind OH? Also, did any of the following mechanics change?


In Warlords, as of next build...

Execute, Raging Blow, and Storm Bolt will work like this: Perform the Mainhand hit roll. If successful, also fire the Offhand attack, which always hits. (Same as now for RB, different for SB, new for Ex)
EDIT: Slight technicality here, if you're looking at the spell IDs involved in the logs. RB's root spell is just a cover spell that contains separate MH and OH spells. The root spell can miss, the MH/OH spells cannot.
For SB/Ex, the root spell is the MH damage, which can miss. If it hits, it fires the OH spell, which cannot miss.


Whirlwind will work like this: Perform the Mainhand hit rolls. Independently, perform the offhand hit rolls. (Same as now)

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#105 - 2014/06/18 05:20:00 AM
06/12/2014 05:53 PMPosted by Theck
1) I'm going to use the term "Vengeance/Resolve DR table" to mean "the raw-DPS-sorted list of attackers the game uses to determine the diminishing returns factor."

The Vengeance DR table purged entries if that actor hadn't hit you in the last 5 seconds. Or at least, that's how I have it coded in SimC! Hopefully that was correct.

However, there are obviously situations where that won't work for resolve, e.g. an attacker hits you 7 seconds ago. I assume that the Resolve DR table uses a purge threshold of at least 10 seconds of inactivity rather than 5 seconds, otherwise the game wouldn't know what DR to apply to that attack.

So, question: is it exactly 10 seconds, or is it longer?

(In case this seems like an odd/irrelevant question, note that this does matter in a few situations. For example, a high-DPS attacker that dies or sits idle for 15+ seconds all of the sudden. That attacker is still bumping other, more recent attackers down in the DR calculation until the purge occurs.)


It's still 5sec. It's applied as an immediate multiplier on the damage that Resolve remembers for the hit, not reevaluated constantly.

06/12/2014 05:53 PMPosted by Theck
2) Since the Vengeance contribution from an attack was only calculated once (at the time of the attack), DR only ever had to be applied once (again, at the time of that attack). Resolve contributions are recalculated every time Resolve is updated, however. This leaves a slight ambiguity as to how and when the DR is applied/calculated.

Is the DR recalculated every time Resolve is updated, or is it calculated only at the time of the attack? (An equivalent question would be: "Does the game store the damage and actor separately, or does it only store the post-DR resolve gain?")

To illustrate that idea with a concrete example, assume a tank being attacked by two bosses A and B, with raw_DPS(A) > raw_DPS(B). Boss A's damage events get divided by 1 for DR, boss B's damage events get divided by 2 for DR.

Now boss B gets a damage buff that increases his DPS enough that raw_DPS(B) > raw_DPS(A). Let's assume the next update happens when boss B lands an attack. During that update, one of two situations occurs:

(1) Either all of Boss B's damage events get divided by 1 for DR, and all of Boss A's damage events get divided by 2 for DR during the recalculation, or
(2) All of boss B's previous damage events still get divided by 2, and all of boss A's damage events still get divided by 1, but the new damage event from boss B gets divided by 1 since he is now at the top of the Resolve DR list.

(1) is equivalent to recalculating DR every time Resolve is updated, or the game storing both damage and actor, while (2) is recalculating only at the time of attack, or the game storing a composite post-DR resolve gain.


(2)

06/12/2014 05:53 PMPosted by Theck
3) Is the 1.0-second periodic recalculation independent of damaging events? Or is that timer reset by any event that recalculates Resolve?

Example: Boss with a 1.5-second swing timer, starting at t=0. Ignore avoidance. Would Resolve update at (underlines = periodic updates, normal = updates due to damage, ties bolded):

t=0, 1.0, 1.5, 2.0, 3.0, 4.0, 4.5, 5.0, etc.

or at

t=0, 1.0, 1.5, 2.5, 3.0, 4.0, 4.5, 5.5, etc.


Independent.

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#106 - 2014/06/18 06:04:00 AM
06/12/2014 06:51 PMPosted by Mendenbarr
1. Anything that applies either disease, including icy touch, howling blast, plague strike, outbreak, and unholy blight ticks, will, if necrotic plague is already active, instead add 1 stack to affected targets, and not affect the duration.


Correct.

06/12/2014 06:51 PMPosted by Mendenbarr
2. Festering strike's 6 second extension will not change current stacks, but is the only thing that will add on duration to an existing stack, allowing for an additional 3 ticks at max strength per festering strike.


Correct.

06/12/2014 06:51 PMPosted by Mendenbarr
3. Pestilence spreads necrotic plague from a target that has it to targets that don't have it. Pestilence has no effect on targets that already have it, neither changing duration nor stacks.


If you have Scent of Blood, it will effectively recast each disease that they have (refreshing/extending BP/FF, and adding a stack to NP). If you don't have Scent of Blood, it will find the longest duration one of each type, and clone that copy to the other targets, replacing their current debuff (and yes, that applies to NP, even).

06/12/2014 06:51 PMPosted by Mendenbarr
4. When necrotic plague jumps on it's own, it jumps with it's existing stack size and duration. This allows it to naturally spread to 2^n targets, where N is the number of ticks. (1, 2, 4, 8. 16, 32)


Correct.

06/12/2014 06:51 PMPosted by Mendenbarr
When necrotic plague jumps on the last tick, does that tick spread?


No.

06/12/2014 06:51 PMPosted by Mendenbarr
Unholy seems to be able to maintain a permanent 15 stack with festering strike, which spreads to all adds as a 15 stack, and whenever it falls off an add, another add spreads it back to said add. It doesn't seem to want to jump to a target that already has it, so how does the following case work?
T=0, duration on target 1 is 30 seconds, and 2 seconds on target 2. Tick happens, no open targets, no jumping occurs.
T=2, duration on target 1 is 28 seconds, and 0 seconds on target 2. Tick happens on both, Does the disease jump to target 2, or is there a 2 second delay before it can jump, having a tick be missed?


Disease jumps just as the last tick happens, so there's no break in tick periods.

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#107 - 2014/06/18 06:06:00 AM
06/13/2014 02:50 PMPosted by Mendenbarr
Are the leveling perks in the spell tooltips?
http://beta.wowdb.com/spells/47541-death-coil
lists 127.2% AP as the scaling value for death coil for frost and blood, and unholy has a 20% bonus from a leveling perk and a 20% increased scaling value, putting it at 152.6%. Is this the same 20% bonus, or do I need to multiply 152.6 by 1.2 to find the actual AP scaling value?


I'm not sure that we're consistent about it (at least not yet). Check what the tooltip formula says on like Wowhead or some such, then multiply that by 1.2.

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#109 - 2014/06/18 06:34:00 AM
06/17/2014 11:11 PMPosted by Collision
06/17/2014 10:06 PMPosted by Celestalon
...

In Warlords, as of next build...

Execute, Raging Blow, and Storm Bolt will work like this: Perform the Mainhand hit roll. If successful, also fire the Offhand attack, which always hits. (Same as now for RB, different for SB, new for Ex)
EDIT: Slight technicality here, if you're looking at the spell IDs involved in the logs. RB's root spell is just a cover spell that contains separate MH and OH spells. The root spell can miss, the MH/OH spells cannot.
For SB/Ex, the root spell is the MH damage, which can miss. If it hits, it fires the OH spell, which cannot miss.


Whirlwind will work like this: Perform the Mainhand hit rolls. Independently, perform the offhand hit rolls. (Same as now)


Thanks!

Just out of interest, (Current MoP), if I have 7.5% expertise MH and 6.5% offhand, why would the entire raging blow attack be dodged? There has to be some type of OH test for that to happen, yes? Or does it just average together MH/OH chance?


Hmm, I wouldn't expect that to happen... I'll investigate tomorrow.

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#110 - 2014/06/18 06:40:00 AM
06/13/2014 09:32 PMPosted by Veldock
So my question is should demo form actually affect our dots?


Though it's certainly up for debate, and we'll reevaluate based on feedback, we're going to go with this for now: Meta is snapshot. Corruption would never benefit from Meta, since it's always cast outside of Meta. Doom would always benefit from Meta, since it's always cast in Meta.

Meta should also not affect the Hand of Gul'dan explosion/DoT, since you were in caster form when you cast them.

06/13/2014 09:32 PMPosted by Veldock
Shifting out of demo form and then immediately casting any spell, that spell will not have your caster form mastery boost added onto it


This is a bug that we'll get fixed. I knew about it happening before, but thought we'd fixed it a while back.

06/13/2014 09:32 PMPosted by Veldock
That aside, I only got to use it for a day, but what is the intended use for demonbolt? The obvious seems to be cast it at full fury and then wait til you go below 40 to have it refunded. It just seems very odd when all the design so far has been to simplify rotations. Though another way to use this is just spam it at low fury levels, it gets cheaper the lower fury you have, and ignore the refunding portion. Assuming it does good enough damage to beat out ToC or SF..


Using it once at max fury would be the most efficient use of it. Spamming it multiple times would be more burst damage, but a big loss of sustained (sometimes may be the right call).

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#111 - 2014/06/18 06:53:00 AM
06/15/2014 12:55 AMPosted by Collision
1: Will multistrikes attempt to proc from attacks that miss/parry/dodge?
2: Will sweeping strikes duplicate multistrikes?
3: Will multistrikes be counted into ignites?


1) Looks like they currently do, but shouldn't. (Or, alternatively, the Multistrikes should be able to miss). Will solve that and report back with which way we decided to go.
2) As usual, no double-dipping on Multistrike. Sweeping Strikes can Multistrike. Multistrikes cannot Sweeping Strike. So, maximum procs from one Execute would be... Ex, Ex-MS, Ex-MS, Ex-SS, Ex-SS-MS, Ex-SS-MS.
3) Yes. Multistrikes trigger Ignite. Ignite cannot Multistrike.

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#114 - 2014/06/18 07:30:00 AM
06/16/2014 12:46 AMPosted by Collision
I know this is a very open question, but is there anything "under the hood" with the responsiveness changes that could impact theorycrafting? :)


I was wondering when this'd get brought up. I've hinted about this in the past in a couple interviews... Yes, there was a very significant underlying change here, that may have implications for theorycrafting (though minor).

I don't want to get too deep into the under-the-hood workings of WoW servers, but here's a super short version. Any action that one unit takes on another different unit used to be processed in batches every 400ms. Some very attentive people may have noticed that healing yourself would give you the health instantly (minus client/server latency), whereas healing another unit would incur a delay of between 0ms and 400ms (again, on top of client/server latency). Same with damaging, applying auras, interrupting, knocking back, etc.

That delay can feel bad just due to the somewhat laggy responsiveness feeling, but also because the state of things can change during that time. For example: Holly the Holy Priest is healing Punky the Brewmaster. Punky spikes low, and Holly hits Guardian Spirit in a panic. The server verifies that Holly is able to cast it, and that Punky is alive (great!). The cast goes off, Guardian Spirit goes on cooldown, and a request is placed for the Guardian Spirit aura (that prevents dying) to be placed on Punky. That request will be filled next time the 400ms timer loops, which happens to be 320ms from now. 250ms later, the boss lands another hit on on Punky. Punky dies. Sadface. Another 70ms goes by, and the Guardian Spirit aura request pops up, and goes "Hey guys, I'm here!... Aww... damn, I missed the party. Sadface."

We no longer batch them up like that. We just do it as fast as we can, which usually amounts to between 1ms and 10ms later. It took a considerable amount of work to get it working that way, but we're very pleased with the results so far; the game feels noticeably more responsive.

I can't guarantee that you'll never ever again run into cases where Guardian Spirit went on cooldown and the tank still died... but it'll be literally 40x rarer than before, and the whole game will feel more responsive too.

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#115 - 2014/06/18 07:32:00 AM
06/18/2014 12:12 AMPosted by Veldock
So just to clarify, doom should always gain the damage boost from being cast in meta, even when not in meta?

Currently on beta if you cast doom and leave meta, it will loose the meta damage boost.

also side note bug, toc doesn't extend corruption to the 24~ seconds you can get from pandemic extending. instead it just extends it to the base duration. (I assume this is a bug).


Correct. Yeah, those are bugs currently. There are a lot of "shoulds" and "woulds" in what I said because I'm not sure which way it works right now, just clarifying which way is intended.

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#118 - 2014/06/18 05:03:00 PM
Another question I've seen asked...

Baseline healer mana regen with no Spirit
0.8%/sec for level 1-90.
Drops by 0.04%/sec per level past 90.
0.4%/sec at level 100.

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#119 - 2014/06/18 05:04:00 PM
06/16/2014 01:26 PMPosted by Purge
Is the radius of lava lash's flame shock spread centered on the shaman or on the target that's being lava lashed with flame shock on it?


Centered on the target that's being Lava Lashed.

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#120 - 2014/06/18 05:08:00 PM
06/18/2014 02:28 AMPosted by Magdalena
Could you elaborate on this?

-Say I have 0 stacks of SoB, and am about to begin AoEing. My main target has BP/FF at 20s, while another nearby target has them at 28 seconds. Pestilence, in this case, will take the 28 second DoTs and apply them to everything?
Still a bit murky about how 0 stack SoB works with NP, since on Alpha it starts by spreading at 1 stack/30s and then adds stacks after- is this all intended?

-Now say I have 2 stacks of SoB- instead of looking for a target with longer diseases, Pestilence will automatically refresh BP/FF on all nearby targets or spread them at full duration. In addition, it will add one stack to existing Necrotic Plague infections OR spread 1 stack/30 second Necrotic Plague to any targets without the disease.


I was referring to Scent of Blood, the passive, not the stacks. The SoB passive is what says the "your Pestilence refreshes your diseases" effect.

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#121 - 2014/06/18 05:21:00 PM
06/18/2014 02:28 AMPosted by Magdalena
Vereesa (Verestrasz) has noticed that Pestilence for Unholy/Frost DKs seems to be spreading diseases at current durations instead of spreading them at new durations- is this intended, or a bug? If it's intended, could you elaborate on Pestilence's functionality for both DPS specs- assuming BP/FF and Necrotic Plague?

Edit: Also, will Pestilence behave better with big boss models and adds from now on? Thinking ones like Ragnaros, Al'Akir and Immerseus here.


Yes, intended. That's why I said it *clones* the diseases to the other targets.

Pestilence hits all units who have any part of their hit box within 10yd of you.

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#122 - 2014/06/18 05:28:00 PM
06/18/2014 09:01 AMPosted by Theck
Related to your multistrike conversation with Collision, Shining Protector is also acting in an anomalous way. It's not really a theorycrafting issue though, so no point in discussing the details here. Bug thread thisaway: http://us.battle.net/wow/en/forum/topic/13183868324


Yep, Shining Protector was bugged, still using the old 2x (X/2)% style. Fixed, for the build after next.

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#123 - 2014/06/18 05:28:00 PM
___________________________________________

I think I'm all caught up with questions in this thread to this point. Please link to the question if I missed it. (Just trying to keep a handle on all of these)

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#128 - 2014/06/18 07:06:00 PM
06/18/2014 10:29 AMPosted by Myy
Does the cloned dot include the current ongoing time-to-tick on the new target?

Yup.

06/18/2014 10:50 AMPosted by Bouchbagette
What is the spirit regen formula/scaling at level 100?

It's 0.412207024 Mana per second, per Spirit.

06/18/2014 11:12 AMPosted by Mumrit
What's the mana regen rate of arcane mages now that the 90 tier is decoupled from mana?

(1+Haste)*1.8% of base max mana per second.
EDIT: Fixed. Originally said 0.4%, but forgot that Mages have a hidden passive which gives them 4.5x.

06/18/2014 11:24 AMPosted by Mendenbarr
Can multistrike melee hits proc "on melee hit" procs like killing machine and sudden doom?

No. Multistrikes cannot proc other things, unless those other things specifically call out that they proc from Multistrikes.

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#130 - 2014/06/18 08:46:00 PM
06/18/2014 12:30 PMPosted by Kraineth
How will Blood in the Water (feral execute, rip refresh on FB) work with the panedmic mechanic. Will it grant a longer 130% duration Rip, or will it always reset to the base duration like it does now?


Fixed Blood in the Water and Touch of Chaos to be able to refresh up to 1.3x base duration. That'll be in the build after next.

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#132 - 2014/06/18 09:42:00 PM
Reminder for anyone working on Recount, Skada, etc... Filter out damage done to Prismatic Crystal. The Mage will cast an additional spell that does damage to enemies based on damage they deal to Prismatic Crystal, so if you include both, you'll be double-counting them.

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#133 - 2014/06/18 09:56:00 PM
06/18/2014 02:11 PMPosted by Komma

Please confirm this. My current level 92 fire mage on alpha has 1.8% mana per second, which is almost an order of magnitude higher. My template 90 arcane mage also has much higher mana regen than this quoted number.

EDIT: 3330 combat regen mp5 according to tooltip on naked template 90 orc arcane mage. Mana pool is 37000, which gives 1.8% mana per second. Is the quoted mana regen implemented yet?

EDIT2: Fix numbers and here's a screenshot: http://i.imgur.com/Gz5oH0C.jpg
3330 mp5 over 37000 mana pool, 3330/5 = 666, 666/37000 = 1.8%. This does not agree with quoted 0.4% figure.


Whoops. There's a passive that gives them 4.5x Mana regen, but I forgot that it's hidden, you don't see it. Yes, it's 1.8%, not 0.4%. Fixed the post above.

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#136 - 2014/06/18 10:56:00 PM
06/18/2014 03:14 PMPosted by Komma
Thanks. Does this mana regen rate decay from level 90 to 100?


It does not.

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#137 - 2014/06/18 10:57:00 PM
06/18/2014 03:36 PMPosted by Collision
#2 and #3 are currently not working. Sweeping strikes never multistrike, and multistrikes are not added to the ignite.


Yep, I fixed those late last week; check next build.

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#140 - 2014/06/18 11:59:00 PM
06/18/2014 04:08 PMPosted by Totalchai
What is the mechanical philosophy behind Eminence and Atonement?


It varies. All stats benefit healing, but it's alright if only some stats benefit Atonement/Eminence, or only competitively benefit Atonement/Eminence. But lets keep this thread about theorycrafting, and leave the "why" and philosophy for other threads. Feel free to state what the values of each stat are (based on theorycraft) are to Atonement/Eminence though here, that's good data.

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#141 - 2014/06/19 12:03:00 AM
06/18/2014 04:12 PMPosted by Collision
noticed that if Blood Craze is procced on consecutive autoattacks, it seems to become an ignite? It looked like it was adding the leftover dot into the next 3 ticks. Does that sound right?


Yep.

06/18/2014 04:12 PMPosted by Collision
Oh! Any update on MoP raging blow weirdness?


Whatcha mean? Weirdness?

Oh, and what's this 100% Multistrike buff?

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#150 - 2014/06/27 08:04:00 PM
Working on the dummies not showing up on some/all servers. Will try to catch up on this thread again soon; sorry for the slowness. Just swamped this week.

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#152 - 2014/06/28 05:36:00 AM
06/27/2014 01:13 PMPosted by Blackhorn
Last time I tested them, those dummies were acting like normal mobs instead traditional dummies; they kept me in combat even after a minute without perform any attacks, instead of allowing me to leave combat 1 or 2 seconds after no combat action done.


Yes, this is intended. You should still be able to run ~50yd away to drop combat.

EDIT: Reason being that there are some occasional wonkinesses related to combat and dummies, and we wanted to avoid all of that for your theorycrafting purposes. They're normal mobs that can't die (well, a couple can), and are permanently stunned.

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#155 - 2014/06/28 08:31:00 AM
He's referring to special attacks only, Omegal. And yes, specials that are avoided don't give Vengeance/Resolve. It's mostly for a technical reason; auto attacks are much more standardized and so we can just check what the average auto attack would do and based it off of that. Specials can do all kinds of things, so are much harder to reliably handle, and are rare enough that we can handle balancing around them not granting Resolve.

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#157 - 2014/06/28 10:34:00 PM
Character sheet has not, and still doesn't, include normalization. Character sheet damage should be simply weapon damage + weapon damage from AP.

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#160 - 2014/06/29 12:24:00 AM
06/28/2014 03:34 PMPosted by Erinph
With the auto applied serpent sting for survival hunters does the first tick go off instantly on each application to make up for imp serpent sting being removed?


Currently, yes, though that's effectively an extra SS tick on every Arcane Shot which is kind of hidden. May simplify it out; the Arcane/Multi itself provides instant damage, so we could tune around that.

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#162 - 2014/06/29 10:49:00 AM
Yes. Subtle distinction between the "Critical Strike" stat, and "X% increased critical strike chance". All of the attunements are multipliers on your ratings.

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#164 - 2014/06/29 05:25:00 PM
EDIT: See next post.

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#165 - 2014/06/30 06:17:00 PM
06/29/2014 10:03 AMPosted by Collision
Noticed an unusual spell data change for wild strike in the current alpha build, as I was trying to find out why wild strike was hitting much harder than it should be, based on being an OH attack and the weapon damage.

http://gyazo.com/b61728c2be23b2103effa8d330235789

It's not often that an ability uses non-normalized weapon damage, what's the reasoning for doing this rather than just bumping up the weapon damage?


Err, it's not. I think you may be misinterpreting that datamining. Changing the 1 to a 0 there isn't some sort of flag; it was literally doing 1 additional damage before, which was fixed.

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#167 - 2014/06/30 09:37:00 PM
We'll be doing a pass on them to answer/solve those questions/problems soon(tm). I'll post details at that point. They're just functional ideas at this point; haven't really tuned or make their proc rates scale with haste, or anything like that.

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#170 - 2014/07/01 02:41:00 AM
Haste is checked at the beginning of each cast, and on each tick of periodics.

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#172 - 2014/07/01 04:24:00 AM
Ah, hmm... I'll see what I can do about that. In the meantime, easy solution should be to just stand between the healing dummies and some damage dummies and throw a spell on a damage dummy. As long as you stay within 50yd of the damage dummy, it'll stay in combat with you.

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#176 - 2014/07/01 05:26:00 PM
07/01/2014 06:14 AMPosted by Fierydemise
Couple question about intended behavior for rogue AoE rotations.
1) Crimson Tempest is currently proccing relentless strikes energy return per target hit rather than per cast, intended?

2) Seal Fate is currently proccing from fan of knives crits, intended?


1) Fixed for next next build.
2) Intended for the primary target only.

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#177 - 2014/07/01 05:28:00 PM
06/30/2014 10:46 PMPosted by Purge
Not sure which are bugs and which are intended, so info dump:

1. Magma Totem seems to be benefiting from the Improved Searing Totem leveling perk. No mention of this in the tooltip, but the behavior would make sense so that the perk doesn't throw off the single target vs. aoe # of target calculations.

2. Searing Totem and Magma Totem do not appear to be able to multistrike, even though they can crit.

3. Our pets and guardians (primal + greater fire elemental, and spirit wolves are the only ones I've tested so far) do not appear to benefit from versatility.

1. Intended, will adjust tooltip.
2. Just a bug, we'll get that fixed.
3. Just not implemented yet. Versatility is quite new; we haven't built it such that it transfers to pets/guardians yet, but we will.

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#178 - 2014/07/01 07:09:00 PM
06/30/2014 11:27 PMPosted by Desir
Is it possible to get a couple Healing Dummies thrown in by some of the DPS dummies? One of the big things I've wanted to test is Crane Stance, but there's no good place to do it in Shat that i can see.

Also looks like the dummies aren't targetable by Jade Serpent Statue :(


Done and fixed, for next next build.

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#180 - 2014/07/01 08:17:00 PM
In the next next build, there'll be a few damage dummies strewn around the healer area, and there'll be a couple clusters of healing dummies.

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#184 - 2014/07/01 10:32:00 PM
07/01/2014 01:19 PMPosted by Ahanss
Also for the dummies, the Mythic Tank dummy's Uber Strike doesn't look like it's increasing his damage at all. He hit me just as hard at 12 stacks as at 0, and somehow wasn't 1-shotting the warrior being healed through 80 stacks.


Oops. Just sent a hotfix to fix that. OK, now maybe the Mythic Tank Dummy will actually kick some Tanks' asses.

07/01/2014 01:19 PMPosted by Ahanss
On another note, noticed something odd about Guardian's mastery, Primal Tenacity. It says it won't trigger on attacks it partially or fully absorbs, but right now it's still triggering if it absorbs very little of the attack.

For example:
116900 (9801 absorbed) still triggers primal tenacity, creating a shield that's 9801 smaller than it should normally be for that attack.

This seems way too thought out to be a bug, but:
1: Is this intended?
2: If so, how little of the attack does primal tenacity have to absorb for this to take effect? 10%? 1/8th?


1) Yes.
2) <20% of the absorb that PT would give you for that attack.

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#186 - 2014/07/02 12:42:00 AM
07/01/2014 04:00 PMPosted by Desir
For Brewmasters a Chi Explosion at 3 Chi does not proc Healing Elixirs is this intended? Just seems odd to bake in Purifying brew as something that might be rotational at 3 chi, but not let it proc other abilities.


Fixed for next next build.

I'll get back to you on the Clarity of Power logic. It's rather complex at the moment (Short version: You get between 1/6 and full effect on each target based on their missing health %). We're considering revision to it.

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#189 - 2014/07/02 04:13:00 AM
07/01/2014 07:47 PMPosted by Tiberriaa
Moment of Clarity is currently removing the mana cost for all healing spells during the 5 second window after a proc, not just cast time healing spells like the tooltip suggests. Is that intended or a bug?

Regular Omen of Clarity procs (without the Moment of Clarity talent) are not being consumed by Wild Growth, even though Wild Growth is now a cast time spell. Is that intended?


All intended for now, but still iterating on that.

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#190 - 2014/07/02 04:15:00 AM
07/01/2014 08:52 PMPosted by Grafarion
Can someone explain how versatility damage reduction interacts with other sources of damage reduction. For example my premade toon has 227 versatility(which btw doesn't seem like much) and the tooltip its reading as 52% damage reduction but that seems REALLY high especially considering the quality of gear and entry level position in the expansion.

Also does anyone else think that @ level 100 the stat ratings offer a really high % contribution from raiting points considering the squish to stats? I mean the values CAN'T be tuned/final yet for rating to % conversions or the DR on certain stats is way too low.


The tooltip for Versatility appends a "2" to the real value. Your "52%" is actually 5%.

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#205 - 2014/07/05 08:48:00 PM
FYI, haven't forgotten about this thread, just been swamped all week. Trying to get a new set of patch notes out the door, then will try to catch up with this thread. Sorry for the delay.

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#213 - 2014/07/08 05:13:00 AM
07/01/2014 10:40 PMPosted by Blackmorgrim
I was playing around with Devouring Plague and Multistrike tonight.


Changed Devouring Plague to just heal for 100% of its damage done, to solve this.

07/01/2014 11:18 PMPosted by Threebuttons
do you devs have additional factors in for things like incorrect items such as a warrior or paladin wearing cloth int gear so it doesn't count towards the item level


Not currently. Fighting low-level content in that manner is an inherently self-regulated form of gameplay. If you're willing to do silly stuff like that, you also would be willing to just buy high ilvl BoEs.

07/02/2014 08:11 AMPosted by Ariellè
1. Thrash impact crits are proccing Primal Fury (i.e. generating 5 additional Rage) per target hit. Intended? Note that this does not affect ticks.


We're going to change that. We had erred in the player's favor on that, but it's looking simply too strong to balance.

07/02/2014 08:11 AMPosted by Ariellè
2. Theck noted that Sacred Shield can Crit and MS. There was some question around whether or not T&C can do the same thing. I assume not.


Correct.

07/02/2014 08:39 AMPosted by Theck
I've also noticed some oddity with its tick amounts. For example, it will repeatedly tick for 6239 (non-crit, non-ms) in premade gear with no buffs, but once in a while it will tick for 6238, 6237, or 6233. This seems to happen in pairs on the last two ticks, as if those last two ticks are being affected by something (i.e. you'll get a string of 6329's, and then the last two ticks will both be 6233, or both 6237 - never mixing and matching). The difference is about 0.1% though, so I don't know that it's worth worrying about - it's just a curious quirk that I can't explain.

e: Also worth noting, Sacred Shield does not use the new "partial tick" system. It still works like HoTs do in MoP, where the duration of the 30-second buff is scaled by haste and rounded to the nearest number of full ticks. Casting it on beta with 4.25% haste gives me a ~28s buff, which matches 5 ticks of 5.72 seconds (from tooltip).

e2: During more testing, I've seen some cases where the last two ticks drop more significantly - e.g. from 6239 to 5626. That's now a 10% difference, which is enough to be worrisome.


These are actually the same issue. Partial ticks in general are broken currently, and are doing the wrong amount of damage (usually 99.7% of a full tick or so)

07/02/2014 03:51 PMPosted by Ariellè
Has the DR formula for Dodge / Parry from Agility / Strength respectively been posted? I don't remember seeing it anywhere.


It hasn't changed. I'd have to dig it up; I believe it's been fairly well documented elsewhere, hasn't it? If you can't find it, I can dig it up.

07/02/2014 05:07 PMPosted by Magdalena
The latest Beta build has a new Multistrike passive for Unholy.

Necrosis: Your Scourge Strike, Festering Strike, Plague Strike, Soul Reaper, and Pestilence multistrikes deal an additional (3% of Attack power) Shadow damage.

Based on the wording of this tooltip, I'm making a couple of guesses which I would be grateful if you could confirm/deny.


100% accurate.

07/02/2014 08:20 PMPosted by Fierydemise
Hoping for some clarification on Shadow Reflection intended behavior.


All of those are intended, with one exception. SV should work for its own Rupture; that's a bug that it's not working.

The FW one is unfortunately intended due to a technical reason, so we're just tuning around it.

07/02/2014 08:35 PMPosted by Binkenstein
Just confirming some of the interactions for the new Elemental Discharge mastery

All correct, counting the edit in this post. (Lightning Bolt multistrikes do not proc Lightning Charge). However, we're still considering revision to the Elemental Shaman mastery, FYI.

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#214 - 2014/07/08 05:34:00 AM
07/02/2014 09:12 PMPosted by Leotharius
How much versatility rating is 1% increased damage?


At level 100: 130 Versatility Rating = +1% Dmg/Healing/Absorbs, -0.5% DmgTaken.

07/02/2014 09:12 PMPosted by Leotharius
As an aside, is there any particular reason why mastery doesn't buff 5 mastery (550 rating)?


We don't use the term "Rating" in-game anymore, only under the hood and in talking to theorycrafters and experienced players. So when we say "5 Mastery" in-game, that refers to 5 Mastery Rating. For all of the other buffs, we can give the %. "5 Crit" means 5 Crit Rating, but "5% Crit" means 5% crit chance. However, that doesn't work for Mastery. I can't say "5% Mastery", since every spec's Mastery has a different conversion rate.

07/03/2014 07:43 AMPosted by Tiberriaa
The current mana costs of "efficiency spells" and base regen at level 100 do not appear to at all be lining up with the design goal Celestalon explained in the active mana regen removal post. If I understand correctly, efficient heals are supposed to be mana positive, and you are supposed to be gaining back mana while using them, and you can then dump off excess mana in exchange for burst and using "throughput" spells.

Currently, almost all of the efficient spells are actually severely mana negative. For example, on a level 100 pre-made with Spirit items in all available sockets (including a static Spirit trinket), I have 5928 combat mp5.

Healing Touch - 3680 mana - 2.06 sec cast
By just spamming Healing Touch, I am burning through 8932 mana per 5 seconds - more than 51% more mana than I gain back. Even with Omen of Clarity procs factored in, it is still 8196 mana per 5 seconds spent on average.

Rejuvenation - 3360 mana - 1.24 second instant cast GCD
Rejuvenation is also supposed to be one of Druid's "efficiency spells". Rejuv spam costs 13,548 mana per 5 seconds, nearly three times the combat regen on the ilvl 660 premades

These mana costs are fairly comparable across all classes. The mana costs on all healing spells, or at least those intended to be efficient seem to be upwards of 40% higher than they would need to be to even be mana neutral let alone mana positive. Is this intended, or are the mana costs currently way off?


There's a difference between spamming your efficient direct heal, and doing an efficient rotation. There are things like Holy Shock and HoPo spenders for Paladins, etc. For Druids, there's just Lifebloom in that regard. It's possible that it's mistuned, but we're not seeing Druids having mana problems in internal testing. In particular, we're concerned that Wild Growth is too much throughput, since it can be made free with Omen of Clarity, making AoE healing feel too reliant on OoC.

Quick clarification about multistrike and absorb interactions. As I reported earlier, in my tests with Sacred Shield, I observed the following numeric results (expressed in normalized form), which I equated to the following combat results:

1.0: Regular tick
1.3: Tick + Multistrike (1.0+0.3)
1.6: Tick + Multistrike + Multistrike (1.0+0.3+0.3)
2.0: Critical tick
2.6: Critcal tick + Multistrike (2.0*1.3)
3.2: Critical tick + Multistrike + Multistrike (2.0*1.6)

What I'd like to note here is that these results suggest that multistrikes for absorbs do not crit independently. In other words, there is only one crit roll made for the absorb as a whole, which is then automatically applied to the multistrike events (should they occur). Another way to look at this is that the multistrikes automatically crit if the absorb cast itself crits.

Thus, the absorb amount is governed by the formula:

absorb_amount = (1+crit*crit_mod) * (1 + 0.3*multistrike1 + 0.3*multistrike2)

where crit, multistrike1, and multistrike2 are boolean 0 or 1 based on success or failure of that particular roll, and crit_mod is your crit modifier (1.0 for most classes).

Note that this is not how standard healing and damage multistrikes work. For those, each multistrike rolls independently for crit. So you could, for example, have a critical damage spell with non-crit multistrike procs or a non-crit damage spell result with critical multistrikes.

If absorbs worked the same way, we would also see results at 2.3 (crit spell + non-crit MS) and 2.9 (crit spell + crit MS + non-crit MS). In about an hour or so of testing, I saw none of these events, which should both be much more probable than the white wale 3.2 event (which was <1% chance).

This raises a few questions
1) Is this intended, or is it a bug?
2) If it is not a bug, then are crit modifiers applied in the obvious way (i.e. crit_mod would become 1.02)?
3) If it is a bug, and for damage and healing spells in general, do crit modifier bonuses apply to the multistrikes (I assume the answer to this is yes, but may as well ask)?
4) Is this crit/ms behavior intended for all absorbs in the game now, or is it just Sacred Shield?

1) Intended due to technical necessity. Absorbs (or rather, aura applications in general) cannot actually multistrike; we just simulate multistrikes by varying the amount of the absorb, based on your multistrike chance. Same as how Crit has been for Discipline on PW:s for a while now.
2) Yes. Crit multipliers should apply identically to how they do for an actual crit heal.
3) n/a?
4) It's not a blanket thing, no. Just on a few that we want to not decrease in value as your crit/multistrike go up. The full list of affected spells right now is Sacred Shield, Power Word: Shield, and Clarity of Will. Spirit Shell also accounts for Multistrike and Crit but it averages them out, no random chance (not that that really matters right now, since we've removed Spirit Shell, but just FYI in case it were to return in the future or something).

07/03/2014 11:14 AMPosted by Purge
gainst the clump of 3 target dummies in shattrath, I'm either seeing 3, 3+3, or 3+3+3 chain lightning events (counting multistrikes). Seems to imply that multistrike roll(s) are done on spell cast rather than


This is actually only the case for Chain Lightning; we custom did how Multistrike works for Chain Lightning, in order to make it feel the same as Elemental Overload did. Here's the logic, in case it's not obvious: On cast, roll multistrike chance once. Instead of multistriking, cast that many copies of a second Chain Lightning Multistrike spell (different spellID) at a random target that was hit by the initial Chain Lightning (random target selection per cast; could be different targets for each of the two multistrikes).

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#215 - 2014/07/08 05:57:00 AM
07/05/2014 05:30 PMPosted by Myth
In regards to responsiveness change and hunter traps. Other than the change with removal of arming time is the removal of the batches every 400ms the only thing influencing the more responsive traps? I haven't had the chance to get into any pve or pvp with fast moving units on beta to check, but currently on live anything moving above a certain speed simply would not trigger a trap (even well after the arming time had come and gone). Guessing this has something to do with these batch processes and the location check attached to traps. Did traps get further changes to fix those issues or did the arming time in addition to the 400ms removal lead to the incredibly responsive traps we are seeing on beta?


More than that. Traps have used this extremely archaic system for hit detection which was literally 13 years old and only use for Hunter Traps.... until now. Now they use the same, responsive system for hit detection as most other responsive area effects (everything from Void Zones to Rings of Peace).

07/06/2014 03:19 PMPosted by Collision
I think you mentioned at some point that you would try to get us base stats for all classes/races/levels, any update on that? :) Kind of annoying creating/deleting characters just to see that.


I'll... still get back to ya on that, sorry. :)

07/06/2014 05:56 PMPosted by Esoth
Quick clarification needed. For mastery, the tooltip always rounds down to the closest percent. Is this just a tooltip display rounding? I did some tests with BM and if I didn't round down I would get slightly off numbers, but it's possible I was doing something else wrong.


In *most* cases the rounding is just a tooltip display thing. However, there *are* a couple rare cases where it is actually rounded, one way or another. Master of Beasts was one of those cases, I believe. However, I don't believe it needed to be. Just fixed it to not be rounded. Give it a try in a few builds. In general, assume that Mastery effects are not rounded, and if you ever find that they are, report that as a bug. There may be one or two cases where we have to round it for some reason, but we can evaluate that then.

07/06/2014 06:13 PMPosted by Phys
Protection warrior blood craze seems to be behaving strangely, here are some questions.

I think most of your questions can be summed up by saying: It's a rolling periodic effect, just like Ignite (for example). The total healing amount should match the total expected healing amount. It's still a periodic though, and so refreshing it results in an extra tick. See if that explains all of your questions, and lemme know if anything is still unclear.

However, one thing is a bug: Blood Craze itself multistriking. It should not be able to. Fixed for next next build. That actually may have been re-triggering itself, even, not sure.

07/06/2014 06:13 PMPosted by Phys
6: In battle/gladiator stance you lose the unwavering sentinel +15% HP buff. Is that intended? On live the HP is retained in battle stance, but is it different now so that gladiator DPS warriors don't benefit from the HP?

Yes, Unwavering Sentinel is intentionally Defensive Stance only. I'll update its tooltip to reflect that.

07/06/2014 06:13 PMPosted by Phys
7: Impending victory seems to be healing for something like 21-22% of max HP, either in defensive stance or gladiator (lower HP) stance. Why is this different than tooltip 25%?

Bug. It was doing 20%. (And you were seeing a bit more due to Resolve, I'm guessing. Resolve should affect it).

07/06/2014 09:36 PMPosted by Collision
I come to you as a warlock ambassador, selected by those who are not able to post here yet. :D

Any updates on doom snapshotting? Currently, it is not snapshotting anything, whether it be the damage bonus from meta, or the mastery increase from dark soul, as shown below:


Just haven't gotten to it yet.

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#216 - 2014/07/08 06:00:00 AM
Posted by Collision
1: Will multistrikes attempt to proc from attacks that miss/parry/dodge?

1) Looks like they currently do, but shouldn't. (Or, alternatively, the Multistrikes should be able to miss). Will solve that and report back with which way we decided to go.
Follow-up testing to my previous question:

It looks like missed attacks are currently not proccing any multistrike rolls, while multistrikes from landed attacks are able to miss. This one-sided roll is punishing on auto-attacks. Shouldn't multistrikes be 2 completely independent rolls of the ability used?

Also, when you prevented missed attacks from proccing multistrikes, it looks like you forgot to extend that to avoided attacks as well, but that should be fine if you revert the missed multistrike change.


Way we're going to go with Multistrikes (it'll be a few builds before it gets working this way, FYI):

Missed/Dodged/Parried/Immuned/Evaded attacks cannot Multistrike. Multistrikes always hit.

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#217 - 2014/07/08 06:01:00 AM
------------------------------------------------------------------------------

OK, I believe I'm caught up to this point. Please re-link your question if I missed it!

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#232 - 2014/07/08 08:15:00 AM
Reminder:

READ THIS! This thread is NOT for:
  • Giving feedback on how a rotation feels.
  • Asking if we’re concerned that this spec/rotation/spell/whatever is too weak.
  • Discussing design philosophy.
  • Wishlisting.

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#233 - 2014/07/08 08:19:00 AM
(Answering what I can easily answer from home, will pick up the questions I'm skipping tomorrow.)

07/07/2014 11:33 PMPosted by Hamlet
By the way, Holy Priest is getting 1.3 and 2.6 size PWSes, instead of 1.375 and 2.75. Maybe intended since Divine Providence says "damage and healing" but seems inconsistent.

Bug; will get that fixed.

07/07/2014 11:33 PMPosted by Phys
Thanks for your answers. Sorry to lay the blood craze questions on thick, but...

Should an auto attack that causes two multistrikes result in a double application of blood craze (and thus heal for twice as much)? It seems to be doing that now. I'm not saying the behavior is wrong, just wondering if it's intended and thus probably won't change.

Also, I'm still seeing instances where a single multistrike event causes either 4 ticks or 5 ticks of healing. To clarify, this is without refreshes of the buff during its progress. The "lucky" 5-tick version heals for about 4.2% of max HP, the 4-tick version, about 3.3%. My main concern is with the variability in number of ticks. Perhaps some sort of timing/latency issue? Hard to model value of multistrike if the result can vary by 25%, with unclear rules governing the duration you actually get.


No problem, that's what this thread is for; lay it on.

An auto attack that causes two multistrikes should indeed result in a double application of blood craze, and thus heal for twice as much. If you started with no Blood Craze, that'd result in a total of 6% (pre-resolve), spread out over 4 ticks, aka 1.5% per tick.

I'm not sure how a single multistrike could result in 4, let alone 5 ticks. I'll investigate that tomorrow.

07/07/2014 11:34 PMPosted by Kihrawr
Will you be adding a multistrike bit to all of the _MISSED combat log events for the cases where multistrikes are fully absorbed/immuned/evaded?


Yes.

07/07/2014 11:46 PMPosted by Delritha
I do have one question in regard to Multistrike. I noticed this with Chi Explosion but I just now tested before the servers went down; but are any of the ticks from the DoT from Blackout Kick supposed to Multistrike? Currently the DoT will not Multistriking. The initial hit from Blackout Kick can Multistrike and the damage from the base hit plus the multistrike will go towards forming the DoT:

Base hits for 50k
Multistrike hits for 15k
Ticks from DoT hits for 3.9k = ((50k + 15k) * .3) / 5


That's working as intended. It doesn't double-dip.

07/07/2014 11:57 PMPosted by Ariellè
Primal Tenacity and Resolve. You mentioned on Twitter that Resolve would affect PT, but it doesn't right now in Beta. Based on simming it definitely shouldn't, and PT might even need a nerf on top of that.

I'm assuming that you changed your mind on Resolve affecting PT.

Correct on all counts.

07/07/2014 11:58 PMPosted by Pawkets
When you say change, I assume you mean make it so it can only proc off the primary target?


Yes.

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#238 - 2014/07/08 06:04:00 PM
Who's ready for some data?
<joker>Here... we... GO!</joker>

Forum formatting will make this unreadable. You'll want to copy/paste this to Excel/GDoc/whatever.

Avoidance Diminishing Returns Data
Values Rogue Druid Hunter Mage Paladin Priest Shaman Warlock Warrior Death Knight Monk
ParryFactor 1 1 1 1 0.634 1 1 1 0.634 0.634 1.659
DodgeFactor 1 1 1 1 2.259 1 1 1 1.659 1.659 0.3
MissFactor 1 6.555555 1 1 8.5 1 1 1 8.5 8.5 6.555555
BlockFactor 1 1 1 1 1 1 1 1 1 1 1
VerticalStretch 0.00687 0.00665 0.00687 0.00665 0.00665 0.00665 0.00687 0.00665 0.00665 0.00665 0.00665
HorizontalShift 0.988 1.222 0.988 0.983 0.886 0.983 0.988 0.983 0.956 0.956 1.422


Player Base Agi
Level Death Knight Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
1 13 15 15 10 15 5 12 15 15 12 10
2 14 17 17 12 17 6 14 17 17 13 12
3 15 18 18 12 18 6 15 18 18 14 12
4 16 19 19 13 19 7 16 19 19 15 13
5 16 19 19 13 19 7 16 19 19 15 13
6 16 19 19 13 19 7 16 19 19 15 13
7 17 20 20 14 20 7 17 20 20 15 14
8 18 21 21 15 21 7 17 21 21 16 15
9 19 23 23 16 23 8 19 23 23 18 16
10 20 24 24 17 24 9 20 24 24 18 17
11 22 26 26 18 26 9 22 26 26 20 18
12 24 29 29 20 29 10 24 29 29 22 20
13 26 31 31 21 31 11 26 31 31 24 21
14 28 34 34 24 34 12 28 34 34 26 24
15 30 36 36 25 36 13 30 36 36 28 25
16 33 39 39 27 39 14 32 39 39 30 27
17 34 41 41 28 41 15 34 41 41 31 28
18 38 45 45 31 45 16 37 45 45 35 31
19 39 47 47 33 47 17 39 47 47 36 33
20 42 50 50 35 50 18 42 50 50 38 35
21 43 52 52 36 52 18 43 52 52 40 36
22 47 56 56 39 56 20 47 56 56 43 39
23 48 58 58 40 58 21 48 58 58 45 40
24 52 62 62 43 62 22 52 62 62 48 43
25 54 65 65 45 65 23 54 65 65 50 45
26 56 67 67 46 67 24 56 67 67 51 46
27 58 69 69 48 69 24 57 69 69 53 48
28 61 73 73 51 73 26 61 73 73 56 51
29 63 76 76 53 76 27 63 76 76 58 53
30 65 78 78 54 78 28 65 78 78 60 54
31 68 81 81 56 81 29 67 81 81 62 56
32 69 83 83 57 83 29 69 83 83 64 57
33 72 86 86 60 86 30 71 86 86 66 60
34 75 90 90 62 90 32 75 90 90 69 62
35 78 93 93 64 93 33 77 93 93 71 64
36 79 95 95 66 95 34 79 95 95 73 66
37 82 98 98 68 98 35 81 98 98 75 68
38 83 100 100 69 100 35 83 100 100 77 69
39 86 103 103 71 103 37 86 103 103 79 71
40 88 106 106 73 106 38 88 106 106 81 73
41 91 109 109 75 109 39 91 109 109 84 75
42 93 111 111 77 111 39 92 111 111 85 77
43 95 114 114 79 114 40 95 114 114 87 79
44 97 116 116 80 116 41 96 116 116 89 80
45 100 120 120 83 120 43 100 120 120 92 83
46 103 124 124 86 124 44 103 124 124 95 86
47 105 126 126 87 126 45 105 126 126 97 87
48 108 129 129 89 129 46 107 129 129 99 89
49 109 131 131 91 131 46 109 131 131 101 91
50 112 134 134 93 134 48 111 134 134 103 93
51 113 136 136 94 136 48 113 136 136 104 94
52 117 140 140 97 140 50 116 140 140 107 97
53 118 142 142 98 142 50 118 142 142 109 98
54 121 145 145 100 145 51 120 145 145 111 100
55 123 147 147 102 147 52 122 147 147 113 102
56 126 151 151 105 151 54 125 151 151 116 105
57 128 153 153 106 153 54 127 153 153 117 106
58 130 156 156 108 156 55 130 156 156 120 108
59 132 158 158 109 158 56 131 158 158 121 109
60 135 162 162 112 162 57 135 162 162 124 112
61 144 173 173 120 173 61 144 173 173 133 120
62 153 184 184 127 184 65 153 184 184 141 127
63 163 195 195 135 195 69 162 195 195 150 135
64 165 198 198 137 198 70 165 198 198 152 137
65 168 201 201 139 201 71 167 201 201 154 139
66 170 204 204 141 204 72 170 204 204 157 141
67 172 206 206 143 206 73 171 206 206 158 143
68 174 209 209 145 209 74 174 209 209 160 145
69 176 211 211 146 211 75 175 211 211 162 146
70 185 222 222 154 222 79 184 222 222 170 154
71 190 228 228 158 228 81 189 228 228 175 158
72 200 240 240 166 240 85 199 240 240 184 166
73 209 251 251 174 251 89 209 251 251 193 174
74 211 253 253 175 253 90 210 253 253 194 175
75 213 256 256 177 256 91 213 256 256 196 177
76 215 258 258 179 258 91 214 258 258 198 179
77 218 262 262 181 262 93 218 262 262 201 181
78 220 264 264 183 264 94 219 264 264 203 183
79 223 268 268 186 268 95 223 268 268 206 186
80 228 273 273 189 273 97 227 273 273 209 189
81 237 284 284 197 284 101 236 284 284 218 197
82 246 295 295 204 295 105 245 295 295 226 204
83 251 301 301 208 301 107 250 301 301 231 208
84 253 304 304 211 304 108 253 304 304 233 211
85 255 306 306 212 306 108 254 306 306 235 212
86 264 317 317 220 317 112 263 317 317 243 220
87 273 328 328 227 328 116 273 328 328 252 227
88 283 339 339 235 339 120 282 339 339 260 235
89 292 350 350 242 350 124 291 350 350 269 242
90 301 361 361 250 361 128 300 361 361 277 250
91 413 495 495 343 495 176 411 495 495 380 343
92 488 585 585 405 585 207 486 585 585 449 405
93 570 684 684 474 684 243 568 684 684 525 474
94 668 801 801 555 801 284 666 801 801 615 555
95 785 941 941 652 941 334 782 941 941 722 652
96 923 1107 1107 767 1107 393 920 1107 1107 849 767
97 960 1151 1151 797 1151 408 957 1151 1151 883 797
98 997 1196 1196 828 1196 424 994 1196 1196 918 828
99 1034 1240 1240 859 1240 440 1030 1240 1240 951 859
100 1071 1284 1284 889 1284 455 1067 1284 1284 985 889


Player Base Int
Level Death Knight Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
1 7 12 10 12 12 12 12 8 12 12 8
2 7 13 11 13 13 13 13 9 13 13 9
3 8 14 11 14 14 14 14 10 14 14 10
4 8 15 12 15 15 15 15 10 15 15 10
5 8 15 12 15 15 15 15 10 15 15 10
6 8 15 12 15 15 15 15 10 15 15 10
7 9 16 13 16 16 16 16 11 16 16 11
8 9 17 14 17 17 17 17 12 17 17 12
9 10 18 15 18 18 18 18 12 18 18 12
10 10 19 16 19 19 19 19 13 19 19 13
11 11 21 17 21 21 21 21 14 21 21 14
12 13 23 19 23 23 23 23 16 23 23 16
13 14 25 20 25 25 25 25 17 25 25 17
14 15 27 22 27 27 27 27 18 27 27 18
15 16 29 24 29 29 29 29 20 29 29 20
16 17 31 25 31 31 31 31 21 31 31 21
17 18 33 27 33 33 33 33 23 33 33 23
18 20 36 29 36 36 36 36 25 36 36 25
19 21 38 31 38 38 38 38 26 38 38 26
20 22 40 33 40 40 40 40 27 40 40 27
21 23 42 34 42 42 42 42 29 42 42 29
22 25 45 37 45 45 45 45 31 45 45 31
23 26 47 38 47 47 47 47 32 47 47 32
24 27 50 41 50 50 50 50 34 50 50 34
25 28 52 43 52 52 52 52 35 52 52 35
26 29 54 44 54 54 54 54 37 54 54 37
27 31 56 46 56 56 56 56 38 56 56 38
28 32 59 48 59 59 59 59 40 59 59 40
29 33 61 50 61 61 61 61 42 61 61 42
30 34 63 52 63 63 63 63 43 63 63 43
31 35 65 53 65 65 65 65 44 65 65 44
32 37 67 55 67 67 67 67 46 67 67 46
33 38 69 57 69 69 69 69 47 69 69 47
34 40 73 60 73 73 73 73 50 73 73 50
35 41 75 61 75 75 75 75 51 75 75 51
36 42 77 63 77 77 77 77 53 77 77 53
37 43 79 65 79 79 79 79 54 79 79 54
38 44 81 66 81 81 81 81 55 81 81 55
39 45 83 68 83 83 83 83 57 83 83 57
40 47 86 70 86 86 86 86 59 86 86 59
41 48 88 72 88 88 88 88 60 88 88 60
42 49 90 74 90 90 90 90 61 90 90 61
43 50 92 75 92 92 92 92 63 92 92 63
44 51 94 77 94 94 94 94 64 94 94 64
45 53 97 79 97 97 97 97 66 97 97 66
46 55 100 82 100 100 100 100 68 100 100 68
47 56 102 84 102 102 102 102 70 102 102 70
48 57 104 85 104 104 104 104 71 104 104 71
49 58 106 87 106 106 106 106 72 106 106 72
50 59 108 88 108 108 108 108 74 108 108 74
51 60 110 90 110 110 110 110 75 110 110 75
52 62 113 93 113 113 113 113 77 113 113 77
53 63 115 94 115 115 115 115 78 115 115 78
54 64 117 96 117 117 117 117 80 117 117 80
55 65 119 97 119 119 119 119 81 119 119 81
56 67 122 100 122 122 122 122 83 122 122 83
57 68 124 102 124 124 124 124 85 124 124 85
58 69 126 103 126 126 126 126 86 126 126 86
59 70 128 105 128 128 128 128 87 128 128 87
60 72 131 107 131 131 131 131 89 131 131 89
61 76 140 115 140 140 140 140 96 140 140 96
62 81 149 122 149 149 149 149 102 149 149 102
63 86 158 129 158 158 158 158 108 158 158 108
64 87 160 131 160 160 160 160 109 160 160 109
65 89 163 134 163 163 163 163 111 163 163 111
66 90 165 135 165 165 165 165 113 165 165 113
67 91 167 137 167 167 167 167 114 167 167 114
68 92 169 138 169 169 169 169 115 169 169 115
69 93 171 140 171 171 171 171 117 171 171 117
70 98 180 147 180 180 180 180 123 180 180 123
71 101 185 152 185 185 185 185 126 185 185 126
72 106 194 159 194 194 194 194 132 194 194 132
73 111 203 166 203 203 203 203 139 203 203 139
74 112 205 168 205 205 205 205 140 205 205 140
75 113 207 170 207 207 207 207 141 207 207 141
76 114 209 171 209 209 209 209 143 209 209 143
77 116 212 174 212 212 212 212 145 212 212 145
78 117 214 175 214 214 214 214 146 214 214 146
79 118 217 178 217 217 217 217 148 217 217 148
80 121 221 181 221 221 221 221 151 221 221 151
81 126 230 188 230 230 230 230 157 230 230 157
82 131 239 196 239 239 239 239 163 239 239 163
83 133 244 200 244 244 244 244 167 244 244 167
84 134 246 202 246 246 246 246 168 246 246 168
85 135 248 203 248 248 248 248 169 248 248 169
86 140 257 211 257 257 257 257 175 257 257 175
87 145 266 218 266 266 266 266 182 266 266 182
88 150 275 225 275 275 275 275 188 275 275 188
89 155 284 233 284 284 284 284 194 284 284 194
90 160 293 240 293 293 293 293 200 293 293 200
91 219 401 328 401 401 401 401 274 401 401 274
92 259 474 388 474 474 474 474 324 474 474 324
93 303 555 455 555 555 555 555 379 555 555 379
94 355 650 532 650 650 650 650 444 650 650 444
95 417 763 625 763 763 763 763 521 763 763 521
96 490 898 736 898 898 898 898 613 898 898 613
97 510 934 765 934 934 934 934 638 934 934 638
98 530 970 795 970 970 970 970 662 970 970 662
99 549 1006 824 1006 1006 1006 1006 687 1006 1006 687
100 569 1042 854 1042 1042 1042 1042 711 1042 1042 711

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Game Designer
Target Source
#239 - 2014/07/08 06:06:00 PM
Player Base Str
Level Death Knight Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
1 17 7 10 8 7 17 10 14 7 6 17
2 19 8 12 8 8 19 11 16 8 7 19
3 20 9 12 9 9 20 12 17 9 8 20
4 21 9 13 9 9 21 12 17 9 8 21
5 21 9 13 9 9 21 12 17 9 8 21
6 21 9 13 9 9 21 12 17 9 8 21
7 23 10 14 10 10 23 13 19 10 9 23
8 24 10 15 11 10 24 14 20 10 9 24
9 26 11 16 12 11 26 15 22 11 10 26
10 27 12 16 12 12 27 16 22 12 10 27
11 30 13 18 13 13 30 17 25 13 11 30
12 33 14 20 15 14 33 19 27 14 13 33
13 35 15 21 16 15 35 20 29 15 13 35
14 38 16 23 17 16 38 22 31 16 14 38
15 41 18 25 18 18 41 24 34 18 16 41
16 44 19 27 20 19 44 25 36 19 17 44
17 47 20 29 21 20 47 27 39 20 18 47
18 51 22 31 23 22 51 30 42 22 19 51
19 54 23 33 24 23 54 31 45 23 20 54
20 56 24 34 25 24 56 32 46 24 21 56
21 59 25 36 26 25 59 34 49 25 22 59
22 63 27 38 28 27 63 37 52 27 24 63
23 66 28 40 29 28 66 38 55 28 25 66
24 70 30 43 31 30 70 41 58 30 27 70
25 73 31 44 32 31 73 42 61 31 28 73
26 76 33 46 34 33 76 44 63 33 29 76
27 79 34 48 35 34 79 46 65 34 30 79
28 83 36 51 37 36 83 48 69 36 31 83
29 86 37 52 38 37 86 50 71 37 33 86
30 88 38 54 39 38 88 51 73 38 33 88
31 91 39 55 40 39 91 53 75 39 34 91
32 94 40 57 42 40 94 54 78 40 36 94
33 97 42 59 43 42 97 56 80 42 37 97
34 102 44 62 45 44 102 59 85 44 39 102
35 105 45 64 47 45 105 61 87 45 40 105
36 108 46 66 48 46 108 63 90 46 41 108
37 111 48 68 49 48 111 64 92 48 42 111
38 114 49 69 51 49 114 66 94 49 43 114
39 116 50 71 52 50 116 67 96 50 44 116
40 121 52 74 54 52 121 70 100 52 46 121
41 123 53 75 55 53 123 71 102 53 47 123
42 126 54 77 56 54 126 73 104 54 48 126
43 129 56 79 57 56 129 75 107 56 49 129
44 132 57 80 59 57 132 76 109 57 50 132
45 136 59 83 61 59 136 79 113 59 52 136
46 140 60 85 62 60 140 81 116 60 53 140
47 143 62 87 64 62 143 83 119 62 54 143
48 146 63 89 65 63 146 85 121 63 55 146
49 148 64 90 66 64 148 86 123 64 56 148
50 151 65 92 67 65 151 87 125 65 57 151
51 154 66 94 69 66 154 89 128 66 58 154
52 158 68 96 70 68 158 92 131 68 60 158
53 161 69 98 72 69 161 93 133 69 61 161
54 164 71 100 73 71 164 95 136 71 62 164
55 167 72 102 74 72 167 97 138 72 63 167
56 171 74 104 76 74 171 99 142 74 65 171
57 174 75 106 77 75 174 101 144 75 66 174
58 176 76 107 78 76 176 102 146 76 67 176
59 179 77 109 80 77 179 104 148 77 68 179
60 183 79 111 81 79 183 106 152 79 69 183
61 196 84 119 87 84 196 114 162 84 74 196
62 208 90 127 93 90 208 121 172 90 79 208
63 221 95 135 98 95 221 128 183 95 84 221
64 224 96 136 100 96 224 130 186 96 85 224
65 228 98 139 101 98 228 132 189 98 86 228
66 231 99 141 103 99 231 134 191 99 88 231
67 234 101 142 104 101 234 136 194 101 89 234
68 236 102 144 105 102 236 137 196 102 89 236
69 239 103 146 106 103 239 138 198 103 91 239
70 252 108 153 112 108 252 146 209 108 96 252
71 259 111 158 115 111 259 150 215 111 98 259
72 271 117 165 121 117 271 157 225 117 103 271
73 284 122 173 126 122 284 165 235 122 108 284
74 287 124 175 128 124 287 166 238 124 109 287
75 289 124 176 129 124 289 167 240 124 110 289
76 292 126 178 130 126 292 169 242 126 111 292
77 296 127 180 132 127 296 172 245 127 112 296
78 299 129 182 133 129 299 173 248 129 113 299
79 303 130 184 135 130 303 176 251 130 115 303
80 309 133 188 138 133 309 179 256 133 117 309
81 322 139 196 143 139 322 187 267 139 122 322
82 334 144 203 149 144 334 194 277 144 127 334
83 341 147 208 152 147 341 198 283 147 129 341
84 344 148 209 153 148 344 199 285 148 130 344
85 347 149 211 154 149 347 201 288 149 132 347
86 359 154 219 160 154 359 208 298 154 136 359
87 372 160 226 166 160 372 216 308 160 141 372
88 384 165 234 171 165 384 223 318 165 146 384
89 397 171 242 177 171 397 230 329 171 150 397
90 409 176 249 182 176 409 237 339 176 155 409
91 560 241 341 249 241 560 324 464 241 212 560
92 662 285 403 295 285 662 384 549 285 251 662
93 775 333 472 345 333 775 449 642 333 294 775
94 908 391 553 404 391 908 526 753 391 344 908
95 1066 459 649 474 459 1066 618 884 459 404 1066
96 1254 540 763 558 540 1254 727 1039 540 475 1254
97 1304 561 794 580 561 1304 756 1081 561 494 1304
98 1355 583 825 603 583 1355 785 1123 583 514 1355
99 1405 605 855 625 605 1405 814 1165 605 532 1405
100 1455 626 886 647 626 1455 843 1206 626 551 1455


Player Base Sta
Level Death Knight Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
1 11 11 11 11 11 11 11 11 11 11 11
2 12 12 12 12 12 12 12 12 12 12 12
3 12 12 12 12 12 12 12 12 12 12 12
4 13 13 13 13 13 13 13 13 13 13 13
5 13 13 13 13 13 13 13 13 13 13 13
6 13 13 13 13 13 13 13 13 13 13 13
7 14 14 14 14 14 14 14 14 14 14 14
8 15 15 15 15 15 15 15 15 15 15 15
9 16 16 16 16 16 16 16 16 16 16 16
10 17 17 17 17 17 17 17 17 17 17 17
11 18 18 18 18 18 18 18 18 18 18 18
12 20 20 20 20 20 20 20 20 20 20 20
13 22 22 22 22 22 22 22 22 22 22 22
14 24 24 24 24 24 24 24 24 24 24 24
15 25 25 25 25 25 25 25 25 25 25 25
16 27 27 27 27 27 27 27 27 27 27 27
17 29 29 29 29 29 29 29 29 29 29 29
18 31 31 31 31 31 31 31 31 31 31 31
19 33 33 33 33 33 33 33 33 33 33 33
20 35 35 35 35 35 35 35 35 35 35 35
21 36 36 36 36 36 36 36 36 36 36 36
22 39 39 39 39 39 39 39 39 39 39 39
23 41 41 41 41 41 41 41 41 41 41 41
24 43 43 43 43 43 43 43 43 43 43 43
25 45 45 45 45 45 45 45 45 45 45 45
26 47 47 47 47 47 47 47 47 47 47 47
27 48 48 48 48 48 48 48 48 48 48 48
28 51 51 51 51 51 51 51 51 51 51 51
29 53 53 53 53 53 53 53 53 53 53 53
30 54 54 54 54 54 54 54 54 54 54 54
31 56 56 56 56 56 56 56 56 56 56 56
32 58 58 58 58 58 58 58 58 58 58 58
33 59 59 59 59 59 59 59 59 59 59 59
34 63 63 63 63 63 63 63 63 63 63 63
35 64 64 64 64 64 64 64 64 64 64 64
36 66 66 66 66 66 66 66 66 66 66 66
37 68 68 68 68 68 68 68 68 68 68 68
38 70 70 70 70 70 70 70 70 70 70 70
39 71 71 71 71 71 71 71 71 71 71 71
40 74 74 74 74 74 74 74 74 74 74 74
41 76 76 76 76 76 76 76 76 76 76 76
42 77 77 77 77 77 77 77 77 77 77 77
43 79 79 79 79 79 79 79 79 79 79 79
44 81 81 81 81 81 81 81 81 81 81 81
45 83 83 83 83 83 83 83 83 83 83 83
46 86 86 86 86 86 86 86 86 86 86 86
47 88 88 88 88 88 88 88 88 88 88 88
48 89 89 89 89 89 89 89 89 89 89 89
49 91 91 91 91 91 91 91 91 91 91 91
50 93 93 93 93 93 93 93 93 93 93 93
51 94 94 94 94 94 94 94 94 94 94 94
52 97 97 97 97 97 97 97 97 97 97 97
53 99 99 99 99 99 99 99 99 99 99 99
54 100 100 100 100 100 100 100 100 100 100 100
55 102 102 102 102 102 102 102 102 102 102 102
56 105 105 105 105 105 105 105 105 105 105 105
57 106 106 106 106 106 106 106 106 106 106 106
58 108 108 108 108 108 108 108 108 108 108 108
59 110 110 110 110 110 110 110 110 110 110 110
60 112 112 112 112 112 112 112 112 112 112 112
61 120 120 120 120 120 120 120 120 120 120 120
62 128 128 128 128 128 128 128 128 128 128 128
63 135 135 135 135 135 135 135 135 135 135 135
64 137 137 137 137 137 137 137 137 137 137 137
65 140 140 140 140 140 140 140 140 140 140 140
66 141 141 141 141 141 141 141 141 141 141 141
67 143 143 143 143 143 143 143 143 143 143 143
68 145 145 145 145 145 145 145 145 145 145 145
69 146 146 146 146 146 146 146 146 146 146 146
70 154 154 154 154 154 154 154 154 154 154 154
71 158 158 158 158 158 158 158 158 158 158 158
72 166 166 166 166 166 166 166 166 166 166 166
73 174 174 174 174 174 174 174 174 174 174 174
74 175 175 175 175 175 175 175 175 175 175 175
75 177 177 177 177 177 177 177 177 177 177 177
76 179 179 179 179 179 179 179 179 179 179 179
77 181 181 181 181 181 181 181 181 181 181 181
78 183 183 183 183 183 183 183 183 183 183 183
79 186 186 186 186 186 186 186 186 186 186 186
80 189 189 189 189 189 189 189 189 189 189 189
81 197 197 197 197 197 197 197 197 197 197 197
82 204 204 204 204 204 204 204 204 204 204 204
83 209 209 209 209 209 209 209 209 209 209 209
84 210 210 210 210 210 210 210 210 210 210 210
85 212 212 212 212 212 212 212 212 212 212 212
86 220 220 220 220 220 220 220 220 220 220 220
87 227 227 227 227 227 227 227 227 227 227 227
88 235 235 235 235 235 235 235 235 235 235 235
89 243 243 243 243 243 243 243 243 243 243 243
90 250 250 250 250 250 250 250 250 250 250 250
91 343 343 343 343 343 343 343 343 343 343 343
92 405 405 405 405 405 405 405 405 405 405 405
93 474 474 474 474 474 474 474 474 474 474 474
94 555 555 555 555 555 555 555 555 555 555 555
95 652 652 652 652 652 652 652 652 652 652 652
96 767 767 767 767 767 767 767 767 767 767 767
97 797 797 797 797 797 797 797 797 797 797 797
98 828 828 828 828 828 828 828 828 828 828 828
99 859 859 859 859 859 859 859 859 859 859 859
100 890 890 890 890 890 890 890 890 890 890 890

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Game Designer
Target Source
#240 - 2014/07/08 06:07:00 PM
Player Base Spr
Level Death Knight Druid Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
1 7 9 8 13 9 9 9 6 9 13 8
2 8 10 9 15 10 10 10 7 10 15 9
3 9 11 10 16 11 11 11 8 11 16 10
4 9 11 10 16 11 11 11 8 11 16 10
5 9 11 10 16 11 11 11 8 11 16 10
6 9 11 10 16 11 11 11 8 11 16 10
7 10 12 11 18 12 12 12 8 12 18 10
8 11 13 12 19 13 13 13 9 13 19 11
9 11 14 13 21 14 14 14 10 14 21 12
10 11 14 13 21 14 14 14 10 14 21 12
11 13 16 15 24 16 16 16 11 16 24 14
12 14 17 15 25 17 17 17 12 17 25 15
13 16 19 17 28 19 19 19 13 19 28 16
14 16 20 18 30 20 20 20 14 20 30 17
15 18 22 20 33 22 22 22 15 22 33 19
16 19 23 21 34 23 23 23 16 23 34 20
17 20 25 23 37 25 25 25 17 25 37 22
18 22 27 25 40 27 27 27 18 27 40 23
19 24 29 26 43 29 29 29 20 29 43 25
20 25 30 27 44 30 30 30 20 30 44 26
21 26 32 29 47 32 32 32 22 32 47 28
22 28 34 31 50 34 34 34 23 34 50 30
23 29 35 32 52 35 35 35 24 35 52 30
24 31 38 35 56 38 38 38 26 38 56 33
25 32 39 35 58 39 39 39 27 39 58 34
26 34 41 37 61 41 41 41 28 41 61 36
27 34 42 38 62 42 42 42 29 42 62 36
28 36 44 40 65 44 44 44 30 44 65 38
29 38 46 42 68 46 46 46 31 46 68 40
30 38 47 43 69 47 47 47 32 47 69 41
31 40 49 45 72 49 49 49 33 49 72 43
32 41 50 45 74 50 50 50 34 50 74 43
33 43 52 47 77 52 52 52 35 52 77 45
34 45 55 50 81 55 55 55 38 55 81 48
35 46 56 51 83 56 56 56 38 56 83 49
36 47 58 53 86 58 58 58 40 58 86 50
37 48 59 54 87 59 59 59 40 59 87 51
38 50 61 55 90 61 61 61 42 61 90 53
39 51 62 56 92 62 62 62 42 62 92 54
40 53 65 59 96 65 65 65 44 65 96 56
41 54 66 60 98 66 66 66 45 66 98 57
42 56 68 62 100 68 68 68 46 68 100 59
43 56 69 63 102 69 69 69 47 69 102 60
44 58 71 65 105 71 71 71 48 71 105 62
45 60 73 66 108 73 73 73 50 73 108 63
46 61 75 68 111 75 75 75 51 75 111 65
47 63 77 70 114 77 77 77 53 77 114 67
48 64 78 71 115 78 78 78 53 78 115 68
49 65 80 73 118 80 80 80 55 80 118 69
50 66 81 74 120 81 81 81 55 81 120 70
51 68 83 75 123 83 83 83 57 83 123 72
52 70 85 77 126 85 85 85 58 85 126 74
53 70 86 78 127 86 86 86 59 86 127 75
54 72 88 80 130 88 88 88 60 88 130 76
55 73 89 81 131 89 89 89 61 89 131 77
56 75 92 84 136 92 92 92 63 92 136 80
57 76 93 85 137 93 93 93 63 93 137 81
58 78 95 86 140 95 95 95 65 95 140 82
59 79 96 87 142 96 96 96 65 96 142 83
60 80 98 89 145 98 98 98 67 98 145 85
61 86 105 95 155 105 105 105 72 105 155 91
62 92 112 102 165 112 112 112 76 112 165 97
63 97 119 108 176 119 119 119 81 119 176 103
64 98 120 109 177 120 120 120 82 120 177 104
65 100 122 111 180 122 122 122 83 122 180 106
66 101 124 113 183 124 124 124 85 124 183 108
67 102 125 114 185 125 125 125 85 125 185 109
68 104 127 115 188 127 127 127 87 127 188 110
69 105 128 116 189 128 128 128 87 128 189 111
70 110 135 123 199 135 135 135 92 135 199 117
71 114 139 126 205 139 139 139 95 139 205 121
72 119 146 133 216 146 146 146 100 146 216 127
73 124 152 138 225 152 152 152 104 152 225 132
74 126 154 140 228 154 154 154 105 154 228 134
75 127 155 141 229 155 155 155 106 155 229 135
76 128 157 143 232 157 157 157 107 157 232 136
77 130 159 145 235 159 159 159 108 159 235 138
78 132 161 146 238 161 161 161 110 161 238 140
79 133 163 148 241 163 163 163 111 163 241 142
80 136 166 151 245 166 166 166 113 166 245 144
81 142 173 157 256 173 173 173 118 173 256 150
82 146 179 163 264 179 179 179 122 179 264 155
83 150 183 166 270 183 183 183 125 183 270 159
84 151 185 168 273 185 185 185 126 185 273 161
85 152 186 169 275 186 186 186 127 186 275 161
86 158 193 175 285 193 193 193 132 193 285 168
87 164 200 182 295 200 200 200 136 200 295 174
88 169 206 187 304 206 206 206 140 206 304 179
89 174 213 194 315 213 213 213 145 213 315 185
90 180 220 200 325 220 220 220 150 220 325 191
91 246 301 274 445 301 301 301 205 301 445 261
92 291 356 324 526 356 356 356 243 356 526 309
93 340 416 378 615 416 416 416 284 416 615 361
94 399 488 444 721 488 488 488 333 488 721 424
95 468 572 520 845 572 572 572 390 572 845 497
96 551 674 613 996 674 674 674 460 674 996 585
97 574 701 637 1036 701 701 701 478 701 1036 609
98 596 728 662 1075 728 728 728 496 728 1075 632
99 618 755 686 1115 755 755 755 515 755 1115 655
100 640 782 711 1155 782 782 782 533 782 1155 679


Player Race Stats
Name Human Dwarf Night Elf Orc Tauren Undead Gnome Troll Blood Elf Draenei Goblin Worgen Pandaren
Str 0 5 -4 3 5 -1 -5 1 -3 1 -3 3 0
Agi 0 -4 4 -3 -4 -2 2 2 2 -3 2 2 -2
Sta 0 1 0 1 1 0 0 0 0 0 0 0 1
Int 0 -1 0 -3 -4 -2 3 -4 3 0 3 -4 -1
Spt 0 -1 0 2 2 5 0 1 -2 2 -2 -1 2

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#242 - 2014/07/08 06:26:00 PM
07/07/2014 11:07 PMPosted by Purge
I think that person was actually asking why the mastery buff at level 100 is giving 458 mastery rating instead of 550.


Oh! Bug. Fixed for next next build.

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Target Source
#251 - 2014/07/08 10:46:00 PM
06/24/2014 03:13 PMPosted by Magdalena
So, I'm hoping to get a better understanding of how diseases (Necrotic Plague especially) and the new Pestilence will fit into all DPS DK rotations. It's fairly straightforward for Blood, but I'd greatly appreciate if you could comment on some of the following cases:

(Note: This is not feedback- I want to make sure I understand how each DPS spec's AoE rotation should look before actually commenting with thoughts!)

Frost AoE without Necrotic Plague: Howling Blast will continue to cause Frost Fever. Blood Plague will be worth utilising on Single-Target for both specs, but what about AoE?
On Live, it's currently not worth spreading BP with Pestilence unless 10+ targets will survive all 30s of the diseases- will WoD feel similar?

Frost AoE with Necrotic Plague: Howling Blast will stack Necrotic Plague very quickly for AoE purposes; Pestilence shouldn't see any use in most circumstances.

Unholy AoE without Necrotic Plague: Since Pestilence is a central part of the AoE rotation, we'll be cloning diseases constantly. This will mean that, assuming long term sustained AoE without Festering Strike use, we'll need to eventually reapply diseases with Outbreak/PS and then restart the cycle. Since DoT snapshotting is gone though, this won't be a problem.

Unholy AoE with Necrotic Plague: Since Pestilence clones Necrotic Plague stacks as well, this means that longer duration NPs are preferred- even if they're at lower stacks. This has the potential to be incredibly powerful when spreading 15-stack NPs to new adds.
But what will this mean in cases where we lack an existing 15-stack of NP to spread (i.e. no boss to spread or let it jump off)? Will tick rates even out to the point where, even with its resetting mechanic, NP will still gain stacks fairly quickly? Or will it be optimal to wait till NP has "jumped" and stacked a little before Pestilencing? I know Mendenbarr's initial numbers suggested that waiting might be better in some cases, but just curious what the numbers look like on your end.

Also, completely separate question: Will Breath of Sindragosa interact with the Plaguebearer talent in any way? By this I mean will it add stacks of NP or extend disease duration?


I don't know the breakpoints that different rotations are worth using on, but in general terms...

Frost AoE without Necrotic Plague: Yes, you'll want to Pestilence once every ~30s to spread Blood Plague, but not spam Pestilence, since HB>Pest for AoE damage. Rest of your runes would goto HB, DnD, and PS.

Frost AoE with Necrotic Plague: Same, except without Pestilence.

Unholy AoE without Necrotic Plague: Correct.

Unholy AoE with Necrotic Plague: Finding the exactly optimal nuanced rotation for each specific starting case and target count is up to you, but generally... Your unholy runes going into PSs will help stack NP up faster, if you're spending BD/FD runes on Pestilence so NP is falling off. However, also worth considering is to mix FS and P at a rate such that NP never falls off. I suspect that that'll be optimal on some range of targets.

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#254 - 2014/07/09 12:15:00 AM
06/18/2014 07:17 PMPosted by Mendenbarr
BoS Unholy:
((Breath of Sindragosa Attack Power Coefficient * Number of Targets - Death Coil Attack Power Coefficient * Draenor Perk bonus/2) * Ticks - Death Coil Attack Power Coefficient * Draenor Perk bonus/2)/ Time interval = Damage per second, in terms of Attack Power * Mastery

((X*N - Y*1.2/2) * T - Y*1.2/2)/I = DPS


I think you're doing an extra -DeathCoilDamage/2 there.... I'm guessing you're doing that to account for the 15RP initial cost on BoS? BoS also does an initial tick of damage though. So every tick of BoS, you're gaining [SindraDamage-CoilDamage/2] damage, and you get [Duration+1] ticks. Duration of course will vary by the exact GCDs used, but you could probably model your average RPS gain, plus any burst RPS gain that you save up for during Sindra.

06/18/2014 07:17 PMPosted by Mendenbarr
BoS Frost:
((Breath of Sindragosa Attack Power Coefficient * (Number of Targets + Razorice bonus) - 4 *Spec bonus * Frost Strike Attack Power Coefficient/3) * (Ticks) - 4 * Spec Bonus * Frost Strike Attack Power Coefficient/3)/ Time interval = Damage per second, in terms of Attack Power * Mastery

((X*(N + .15) - S4Y/3) * T - S4Y/3)/I = DPS


[Number of Targets + Razorice bonus] instead of [Number of Targets * (1+ Razorice bonus)], because you're assuming you only have Razorice on one target? And same as above, sounds like you're missing the extra initial tick of damage.

06/18/2014 07:17 PMPosted by Mendenbarr
Defile Unholy:
Number of Targets * (Defile Attack Power Coefficient * Number of Ticks - Death and Decay Attack Power Coefficient * Number of Ticks)/ Time interval = Damage per second, in terms of Attack Power * Mastery

N*(X*T - Y*T)/I = DPS

Defile Frost:
((Number of Targets + Razorice bonus) * Defile Attack Power Coefficient * Number of Ticks)/ Time interval = Damage per second, in terms of Attack Power * Mastery
(Death and Decay Attack Power Coefficient * Number of Targets * Ticks)/ Time interval = Damage per second lost, in terms of Attack Power

((N+ 0.15) *X*T)/I = DPS
DPS - (Y * N * T)/I = Real DPS


Sounds right, except I don't see any accounting for how it grows. Damage goes up by 5% per tick (recursively, and yes it's 5%, not 2.5%, tooltip'll be updated soon). In terms of average damage, you could count it as doing 1.2577893x its base damage to account for the growth. Also, while on the topic, the base radius is 8yd, which makes it get up to a radius of 12.41 for its last tick.

06/18/2014 07:17 PMPosted by Mendenbarr
Necrotic Plague Unholy:
(Necrotic Plague Attack Power Coefficient * Average Stacks * Number of targets * Ebon Plague Bonus * Diseases Perk)/ Interval - (Blood Plague Attack Power Coefficient * Number of targets* Ebon Plague Bonus * Diseases Perk)/ Interval = Damage per second, in terms of Attack Power * Mastery
(Frost Fever Attack Power Coefficient * Number of targets* Ebon Plague Bonus * Diseases Perk)/ Interval = Damage per second lost, in terms of Attack Power

(X*S*N* 1.92)/I - (Y*N*1.92)/I = DPS
DPS - (Z*N*1.92)/I = RealDPS

Necrotic Plague Frost:
(Necrotic Plague Attack Power Coefficient * Average Stacks * Number of targets * Diseases Perk)/ Interval - (Frost Fever Attack Power Coefficient * Number of targets * Diseases Perk)/ Interval = Damage per second, in terms of Attack Power * Mastery
(Blood Plague Attack Power Coefficient * Number of targets * Diseases Perk)/ Interval = Damage per second lost, in terms of Attack Power

(X*S*(N+.15)*1.2)/I - (Z*(N+.15)*1.2)/I = DPS
DPS - (Y*N*1.2)/I = RealDPS


Looks right.

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#257 - 2014/07/09 01:43:00 AM
07/07/2014 11:33 PMPosted by Hamlet
By the way, Holy Priest is getting 1.3 and 2.6 size PWSes, instead of 1.375 and 2.75. Maybe intended since Divine Providence says "damage and healing" but seems inconsistent.


Fixed for next build.

07/07/2014 11:39 PMPosted by Mendenbarr
How is rune of cinderglacier intended to interact with diseases? Does it snapshot the benefit? Does it use charges to apply diseases?


Cinderglacier in general is still somewhat up in the air about how exactly it'll work. Ask again when you see changes to it.

07/08/2014 06:10 AMPosted by Theck
Clarification: does this mean that Sacred Shield will eventually use the new HoT mechanics (getting one partial tick at the end that varies in size based on haste)? Because right now it's using the old ones, where it always grants an integer number of full ticks, and the tick time and overall duration change as you change haste.

Yes.

07/08/2014 06:41 AMPosted by Theck
Unrelated: Uther's Insight (the buff from Empowered Seals + Seal of Insight) seems to be double-dipping on Versatility.


All HoTs are. Bug. We'll fix it.

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#258 - 2014/07/09 01:48:00 AM
07/08/2014 12:00 PMPosted by Slashlove
Is the current Haste rating-->% conversion set to where you want it to be?


No, I believe the next build will raise it to 100rating/%.

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#259 - 2014/07/09 02:44:00 AM
07/08/2014 04:29 PMPosted by Totalchai
Is it intended that both the Tiger Strikes mechanic and the ReM/RSK reset mechanics with Multistrike can proc from themselves?


We're changing it so that it can't trigger back to back.

07/08/2014 05:09 PMPosted by Desir
Will fight specific or quest abilities be able to multistrike? IE Scorpion or AIM from Paragons and similar things that give extra action buttons.

What about damage procs like trinkets or weapon enchants or on use trinkets like the Mini Iron Star?


Technically, it depends upon the effect, but a guideline that we usually expect to follow is "If it can crit, it can multistrike" for these cases.

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#260 - 2014/07/09 02:46:00 AM
07/08/2014 05:53 PMPosted by Mendenbarr
So the 11 ticks of damage hit for the same as 13.75 ticks of base damage. Are you saying the growth is multiplicative, not additive?


Yes, the growth is multiplicative, but Defile does not have an extra initial tick (unlike DnD), so has a total of 10 ticks. That's a sum of 12.58 base ticks worth of damage.

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#261 - 2014/07/09 03:13:00 AM
07/08/2014 06:18 PMPosted by Theck
07/08/2014 11:04 AMPosted by Celestalon
Avoidance Diminishing Returns Data


Any chance you can confirm the Q-values ( Str->parry and Agi->dodge conversions, pre-dr)?


176.3760684 for both.

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#263 - 2014/07/09 06:03:00 AM
07/08/2014 09:43 PMPosted by Tarraks
Could you explain the mechanics of Necrotic Plague in regards to its stacks? I noticed once I get it to 15 stacks, nothing seems to be able to refresh it or add any more stacks. Is that the intended mechanic of the ability or some sort of bug?


Yes. It has a 15 stack cap, and nothing can refresh it. Reapplications add a stack but do not refresh it.

Festering Strike is special in that it can extend it.

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#269 - 2014/07/09 05:09:00 PM
07/09/2014 12:46 AMPosted by Magdalena
Do these findings seem accurate to you in a WoD context?
Aside from your stated goal of not wanting Frost DKs to GCD cap as quickly, are there any other changes that we should be taking into account?


That's the sort of really nuanced rotational thing that we 'let the pieces fall as they may', so to speak.

Other changes are probably Cinderglacier-related, which we're still working on.

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#270 - 2014/07/09 05:16:00 PM
07/09/2014 12:59 AMPosted by Mendenbarr
So, for defile:
1 1
2 1.05
3 1.1025
4 1.157625
5 1.21550625
6 1.2762815625
7 1.340095640625
8 1.40710042265625
9 1.4774554437890625
10 1.551328215978515625
total: 12.577892535548828125


Correct.

07/09/2014 01:42 AMPosted by Komma
Can we get an update on ignite (or similar) mechanics? More specifically, I'd like to know if anything changes with the removal of batch processed actions. The last we've heard is from GC back in 5.0, when he vaguely mentioned a tick protection mechanism when a spell lands too close (vaguely interpreted/guesstimated as 200-300ms) to a scheduled ignite tick.

Unfortunately we can't even find GC's old post anymore because it's been purged with the old forums. Arold has it copied here though, in case you'd like to reference it and explain what changes: http://us.battle.net/wow/en/forum/topic/8178187904#4


To my knowledge, there are no more bugs with the rolling periodic mechanic gaining or losing damage.

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#275 - 2014/07/09 08:24:00 PM
07/09/2014 11:40 AMPosted by Twintop
A few varied Priest questions:

Can you shed some light on how Clarity of Purpose's smart heal splitting (based on health) works? Is it target capped? Is there a minimum heal that we can expect targets to receive? EDIT: Just saw your response here ( http://us.battle.net/wow/en/forum/topic/13087818929?page=10#186 ). Do you have any updates on a redesign or deeper calculations available for the current implementation?

For the current Shadow T17 2P (Mind Blast leaves a DoT on a target that does 10% dmg over 4 seconds / 2 ticks), does it have any Ignite mechanics like Devouring Plague?


New Clarity of Purpose is... Heals an ally for 100% of Spellpower. Heal increased by up to 100%, based on how injured that targetis. Also heals up to 5 nearby (<10yd) injured allies for the same amount.

Warning: The next build you see may have the spellpower coefficient on it still at the old one, which was 4.9something, since it was intended to Meteor. Tooltip lies, it's really 100%.

Re: Shadow 2T17, yes.

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#276 - 2014/07/09 08:26:00 PM
07/09/2014 01:00 PMPosted by Sativ
Rogue questions here.

Should Spells cast by Shadow reflection trigger Talents?
Example Shadow Reflection Kidney Shot applying Nerve Strike, or Internal Bleeding?

Internal Bleeding can be Parried even if the Kidney Shot lands. intended or bug?


Undecided, we may have to allow some and disallow others. Need to see how it plays out more.

Internal Bleeding getting parried is fixed for next build.

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#277 - 2014/07/09 08:31:00 PM
07/09/2014 01:22 PMPosted by Collision
Warlock ambassador again:

What is the exact coefficient for owner spell power to pet attack power for warlocks?


All Warlock pets/guardians inherit 75% of your Spell Power as Spell Power.
They also inherit a % of your Spell Power as Attack Power, varying by pet:
  • Abyssal: 0.04688
  • Doomguard: 0.09375
  • Infernal: 0.04688
  • Terrorguard: 0.09375
  • Wild Imp: 0.09375
  • Fel Imp: 0.6563
  • Felguard: 0.6563
  • Felhunter: 0.6563
  • Imp: 0.6563
  • Observer: 0.6563
  • Shivarra: 0.2081
  • Succubus: 0.3124
  • Voidlord: 0.6563
  • Voidwalker: 0.6563
  • Wrathguard: 0.4376

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#283 - 2014/07/10 01:35:00 AM
07/09/2014 05:29 PMPosted by Ahanss
This is still bugged as of the current build, and MaxHealth is including stuff like Ursa Major and Might of Ursoc to count against Resolve.


Fixed for next next build.

07/09/2014 05:29 PMPosted by Ahanss
Versatility isn't affecting bear tank abilities like Tooth and Claw or Frenzied Regeneration. Intended?

Unintended.

07/09/2014 05:29 PMPosted by Ahanss
Tooth and Claw doesn't scale with resolve if the boss attacks something else (e.g. another tank, your treants, etc.). Makes perfect sense, so I assume it's intended?

Intended.

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#284 - 2014/07/10 01:39:00 AM
07/09/2014 06:04 PMPosted by Jaydaa
RJW - I originally assumed that RJW would have a similar proc rate to SCK for Gift of the Serpent, but it appears on the newest PTR build that it has the base 1 coefficient. At least that's what I suspect since I only get 1 sphere every 1-2 casts with SCK and 4-5+ with RJW. I can't imagine that this functionality is intended, but I have to admit that I do enjoy seeing a larger number of spheres to use with detonate chi and passive healing, especially since they heal for only 4kish in the 660 pvp gear. Bug or working as intended?


Bug. Fixed for next next. Should be same as SCK.

07/09/2014 06:04 PMPosted by Jaydaa
Chi Burst/Torpedo/Uplift AoE Cap? - I imagined that with the returning AoE cap on the T90 Priest talents that other similar effects might receive a AoE cap or DR. Safe to assume that CB/CT won't and Uplift will still scale linearly with # of ReMs for the forseeable future?

Chi Burst and Chi Torpedo already have an AoE cap. Uplift is capped by ReM count. Jade Mists may break that though, we'll see if we need to add an Uplift cap.

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#285 - 2014/07/10 02:06:00 AM
07/09/2014 06:05 PMPosted by Theck
This seems to work, with the caveat that your're doing something funky with base strength.


Indeed. Looked into this further and found that our data on base strength included some incorrect calculations, and we're fixing it. Try again next next build.

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#288 - 2014/07/10 02:48:00 AM
07/09/2014 07:09 PMPosted by Desir
Are we going to see Fury generation values added to Demonic Servitude pets soon or at all? I would expect Doomguard to generate 7-8 based off energy cost, but not sure how that coincides with cast time compared to other pets.


Yes.

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#289 - 2014/07/10 02:52:00 AM
07/09/2014 07:10 PMPosted by Esoth
Summary of observations of Dire Beast/Murder of Crows and their interactions with stats and a few mechanics.


Versatility doesn't yet affect pets. It will, eventually.

Murder of Crows is actually the hunter doing the damage, kitted up as being a pet, which is why Versatility works for it. Same with Sniper Training, though it probably shouldn't.

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#301 - 2014/07/11 12:34:00 AM
Comet Storm Stat Timing
A missile is fired every 200ms (first at t=0), total of 7 missiles. Stats are used at that fire time on each missile (very similar to how Arcane Missiles works). The missile has a 1.0sec travel time.

Meteor Stat Timing
This one is a bit more complex. It has a 3.0/Haste delay. Exactly 1.0sec before the intended impact time, a missile is fired (and that's when stats are used), which has a 1.0sec travel time. The burn DoT is fully dynamic.

Example: Lizzy the Fire Mage has 42% Haste. She casts Meteor in front of her, anticipating the movement of the Murloc charging toward her. The Meteor has a 2.113sec delay on landing. At t=1.113, the missile starts falling, and her stats are recorded. At t=2.113sec, the Meteor lands, just as the Murloc enters the target area (because she's awesome at timing these things). The Murloc looks momentarily shocked, and then realizes that he's splattered in 5 directions, and each of those pieces is on fire, and that he's dead. Lizzy giggles. Poor Murloc.

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#303 - 2014/07/11 01:01:00 AM
Re: Tier Set Bonuses
Hold off on tier set bonuses for a few more builds; let us get them a bit more solid.

07/09/2014 08:00 PMPosted by Purge
Will the unleash elements and elemental fusion buffs stack additively or multiplicatively? (they currently stack in a weird way that I can't totally figure out for the direct damage portion of flame shock, though the (still incorrect) implementation for the flame shock DoT would imply that the intent is for them to stack additively)


There are bugs in the current version. Give it a try in the next next. It'll be multiplicative.

07/09/2014 09:07 PMPosted by Desir
So Incinerate, Chaos Bolt, and Conflag are all doing less damage during FnB when Sacrifice is active. Assuming some random bug and not intended.

From preliminary testing it also looks like Sacrifice is extending the crit buff to FnB Incinerate even tho the tooltip says it doesn't effect FnB spells. Assuming this is a bug as well doing testing for SimC and want to make sure they get the intended function as well as what's actually happening.


Both of that are bugs. Former will be fixed in the next next build, latter will be a bit longer.

07/09/2014 09:52 PMPosted by Slashlove
I assume this is unintended and will be fixed/changed so that you must have your own Lacerate stack to use Pulverize?


Yes.

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#304 - 2014/07/11 01:18:00 AM
07/10/2014 12:40 AMPosted by Desir
Regarding the influence of the interaction between empowered incinerate, grimoire of sacrifice, charred remains, and mastery: emberstorm on mastery


We're taking a look at the change to Grimoire of Sacrifice for Warlords; these are fair points.

07/10/2014 01:18 AMPosted by Purge
Greater Fire Elemental:
1.) Inherits 27% of the shaman's SP
2.) Autoattacks hit for 100% of the fire elemental's SP
3.) 1.4 second base swing speed(?)
4.) **separate issue** Fire Blast hits for 50% of the fire elemental's SP as enhancement, and 100% of the fire elemental's SP as elemental. Fire Blast also crits for greater than 300% damage as elemental (bugged?)

Primal Fire Elemental:
1.) 1.8x Greater Fire Elemental's SP inheritance

All correct.
Just fixed Fire Blast to not gain multipliers from things it shouldn't. It's 45.903% of the Elemental's SP.
And fixed its Fire Nova to be simply 100% of SP.
And Primal's Immolate to simply be 100% SP initial, 35% per tick.

07/10/2014 01:18 AMPosted by Purge
Greater Earth Elemental:
1.) Inherits 100% of the shaman's SP, and has a 5% SP->AP conversion
2.) 2.0 second base swing speed(?)
3.) Auto-attacks for 130% weapon damage

Primal Earth Elemental
1.) Bugged

(1) and (2) are correct. Just fixed (3) to be 100%.
Also fixed Primal. It now gets 5.625% SP->AP.

07/10/2014 01:18 AMPosted by Purge
Greater Storm Elemental:
1.) Inherits 6.75% of the shaman's SP

Primal Storm Elemental:
1.) 1.8x Greater Storm Elemental's SP inheritance.

Correct.

07/10/2014 01:18 AMPosted by Purge
Feral Spirit:
1.) Inherits 33% of the shaman's AP
2.) Perk increases autoattacks to 200% weapon damage
3.) 1.5 second base swing speed(?)

All correct. Perk increases all damage they deal by 100% (no difference between that and 200% auto attacks, but just so you know in case we ever were to add damage to them besides auto attacks).

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#307 - 2014/07/11 02:05:00 AM
07/10/2014 03:17 AMPosted by Jaydaa
Hmm. Well I tested both chi burst and chi torpedo on the set of 10 healing test dummies. With the spells hitting 11 targets (including myself) there didn't appear to be a DR on either skill. I'm not sure if the AoE healing cap is higher than 11 or if the dummies don't count towards the cap since they're NPCs.

Seems to be the same with Divine Star and the test dummies.

Chi Burst, Chi Torpedo, Divine Star, and Halo all use a special version of AoE capping code that was not counting the target dummies as players like the normal AoE capping code did. Just fixed that, they should properly emulate players in next next build.

07/10/2014 05:58 AMPosted by Slant
The latest beta build removed "Only base Runic Power generation from spending runes may occur while Conversion is active." from the DK Conversion talent tooltip. We rejoiced.

Unfortunately this component still seems to be in effect. Is this a bug? If not, why was it removed from the tooltip?


Just tooltip simplification. No functional change.

07/10/2014 08:44 AMPosted by Pawkets
Currently on beta Might of Ursoc is benefitting from Ursa Major two times, once when the value of the buff is calculated and a second time when the benefit of the buff applies to the player.


Just fixed it to be a simple multiplier, same as Ursa Major. They combine multiplicatively.

07/10/2014 12:05 PMPosted by Lifespark
1) If you have 10% Critical Strike, then 20% from Avenging Wrath, then Holy Shock should now be at 60% crit. Does the 20% extra from Sanctified Wrath get added before or after doubling?

Currently, the double crit chance happens last. With a base chance of 10%, and Sanctified Wrath, your Holy Shock would have 20% crit chance normally, or 100% with Avenging Wrath up. No promises that it stays that way though...

07/10/2014 12:05 PMPosted by Lifespark
2) Does Merciful Wrath glyph also halve the benefit from Sanctified Wrath?

It will in next next build.

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#308 - 2014/07/11 02:29:00 AM
07/10/2014 05:38 PMPosted by Khazadir
Can we get a confirmation of the actual internal coefficients on Hunter Pet Auto Attacks and Hunter Pet Basic Attacks, please?


Looks like several Hunter Pet special abilities had their data configured quite wrong. Basic Attacks, Thunderstomp, and Growl. Just fixed them up. Claw should do 33.3% of the hunter's AP. Thunderstomp should do 25% of the hunter's AP. Growl should do threat equal to 100% of the hunter's AP, and do a normal 10x threat mod provoke.

07/10/2014 05:38 PMPosted by Khazadir
It appears that Poisoned Ammo is not working correctly if the tooltip is correct. Currently, it ticks for AP/4 (8 tick DoT of total value 2*AP) and does not roll like Ignite. It also dynamically updates with AP. Is the tooltip behavior the correct intended behavior or is the actual behavior the correct intended behavior?

Just fixed this too. It'll be 40% of AP over 16sec, rolling like Ignite. Next next build, etc.

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#310 - 2014/07/11 02:48:00 AM
07/10/2014 06:18 PMPosted by Ikestorm
Regarding Elemental Fusion: Currently it is not buffing fulmination damage, is that intended?


Yes.

07/10/2014 06:18 PMPosted by Ikestorm
Lighting shield: The tooltip on the LS perk says that we should be reaching 20 stacks of LS. Currently it tops out at 18. Which one is the intended amount?


Should be 20. Fixed for next next build.

07/10/2014 06:59 PMPosted by Binkenstein
Can you confirm the proc chance for gaining additional lightning shield charges via Fulmination?


Was intended to be 100%, but was still 60%. Fixed to be 100% now.

07/10/2014 06:59 PMPosted by Binkenstein
Is this still based on per-hit like Rolling Thunder is currently (ie: up to 5 chances per CL cast)?


Yes. Against 5 targets, you'll get 5 per CL.

07/10/2014 06:59 PMPosted by Binkenstein
Do charges proc from multistrikes from Lava Burst as well as Lightning Bolt & Chain Lightning? (it's not explicitly listed on the Elemental Overload MS attunement, but kind of implied via the Perk)

Yes.

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#311 - 2014/07/11 02:52:00 AM
07/10/2014 07:37 PMPosted by Khazadir
AP * ~0.65 (Armor Reduction) * 0.333 (coeff) * 1.5 (Combat Experience) * 1.1 (Spiked Collar)


EDIT: Nevermind what I had here a min ago. Yes, this is correct.

07/10/2014 07:37 PMPosted by Khazadir
Any word on the pet Auto Attack damage coefficient?


They do 100% weapon damage per auto attack (ie, nothing special). They get 33.3% of your attack power as AP/SP/RAP (though, as far as I can remember, only AP matters of those).

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#312 - 2014/07/11 02:55:00 AM
Correction to last post: Spiked Collar is staying as is. Excuse my brain fart.

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#314 - 2014/07/11 03:35:00 AM
More complete details of hunter pet auto attack damage:
Here's the intended* logic, with a theoretical BM hunter with 3003 RAP and 34.47% Mastery.
Pet gets 33.3% of that, or 1000 AP.
1000 AP / 3.5 = 285.714 DPS
285.714 DPS * 2.0 Attack Speed = 571.429
571.429 * 1.5 Combat Expertise = 857.143 (Change 1.5 to 1.85 if you have Adaptation)
857.143 * 1.2 Empowered Pets = 1028.571
1028.571 * 1.3447 BM Mastery = 1383.120
= Auto-Attack damage of 1383, pre-armor.

*BM Mastery and EmpPets are actually stacking additively in the next build, due to a bug, but will be fixed later on. Not sure if that's the case in the current build or not.

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#315 - 2014/07/11 03:36:00 AM
07/10/2014 08:14 PMPosted by Lifespark
Alright, out of curiosity, will it be literally all benefits? So taking Merciful Wrath and Sanctified Wrath, would I be correct in assuming:

25 second duration, 10% haste, crit, and damage, 50% healing, 25% holy shock CD reduction (so pre-haste base would be 4.5 seconds), and 10% increased crit chance on holy shock, all of which, in total, once you count doubling, adds 40% total crit on Holy Shock.

Yes.

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#317 - 2014/07/11 04:04:00 AM
07/10/2014 09:00 PMPosted by Blackhorn
Earthquake + Echo of the Elements:

It seems that an enemy target can be affected by only one Earthquake if multiple Earthquakes from the same shaman are active simultaneously on that target. Bug?


Bug.

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#322 - 2014/07/11 05:44:00 PM
07/11/2014 12:28 AMPosted by Manager
Is there a certain reason that special ability multistrike rolls are delayed (especially the 2nd multistrike roll being time dependent on the 1st), while auto-attack multistrike rolls are instant and independent?

Auto-Attack: http://i.imgur.com/VPTqhcs.png
Special: http://i.imgur.com/5Qe2Kmx.png

This 0.3-0.7 second delay is problematic for Colossus Smash, as any multistrikes from the last ability in a CS window will most likely land after CS has worn off.


It's an important part of making Multistrike feel like a distinctive stat. If you Multistrike a Frostbolt, you shouldn't just see 2-3 damage numbers pop up, you should actually see 2-3 Frostbolts fly out of your hand. Or if you Multistrike a Sinister Strike, you should at least see 3 impact visuals. This naturally includes delays, so that these effects are visual.

There already is a slight delay built into the animation of whatever ability you use (time it takes to swing your weapon down to the impact point, or raise your hands to the launch point of the spell). These average around something like 200ms. Multistrikes are offset by 533ms for the first one, and 866ms for the second one.

That all describes the visual, but what about the functionality? The 200ms delay I mentioned is purely visual, it doesn't actually exist for determining damage. For Multistrikes, the caster's stats are always used at cast time (t=0). Sometimes the target's stats matter as well, and those are used at impact time (t=533ms and t=866ms, plus travel time if there's a missile).

However, the Multistrike delays don't apply to all cases of Multistrikes. Auto attacks, heals, and periodic ticks have no delay. Special attacks do have the delay.

TL;DR: Yes, it's important, and Colossus Smash is a bit of an outlier in that it has a notable impact on DPS.

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#323 - 2014/07/11 05:52:00 PM
07/11/2014 04:16 AMPosted by Archimtiros
Should the Thirst for Blood talent be proccing off of multiple Rends? Rage generation gets pretty ridiculous around 5 targets.


Yes, for now.

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#324 - 2014/07/11 05:53:00 PM
07/11/2014 08:37 AMPosted by Sativ
Currently it seems SR doesn't gain bonuses from Find Weakness or Sanguinary Vein. This makes sense because it's a different 'entity'. Is this intended? Should a rogues 'pet' gain bonuses like this?


Yes.

07/11/2014 08:37 AMPosted by Sativ
Another question separate from this. Should SR's Ambush/Backstab Multistrikes trigger Sinister Calling?

For now, no.

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#325 - 2014/07/11 06:11:00 PM
Shadow Reflection is inherently a unique situation, and we have a lot of decisions to make about what it can do and what it can't. We have to balance it feeling rewarding to the user, and not being overpowered or buggy or overly complex. A lot of these decisions are somewhat fluid, and we can adjust them based on how things play out. If it ends up underpowered for Subtlety, we may end up enabling Sinister Calling for it, for example. Here are some more current details:

- It does not currently trigger any of your procs.
- The Reflection ignores stealth requirements, but does not ignore positional requirements.
- It can multistrike/crit as normal.

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#329 - 2014/07/11 07:00:00 PM
07/11/2014 11:51 AMPosted by Komma
This description of multistrike concerns me greatly. For rolling DOT effects such as ignite, if I understand you correctly, the following situation could occur:


No, Ignite is always rolling, and you never care about just the ignite from a single hit. You're observing the difference between the very very first ignite impact of the entire fight to every other one.

EDIT: Oh, and ignoring the damage of the Multistrikes.They add to the Ignite.

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#330 - 2014/07/11 07:07:00 PM
07/11/2014 11:58 AMPosted by Austin
For a Fire Mage it appears that Combustion no longer resets the cooldown for Inferno Blast, is this the new intended behavior?


Not sure where you got that idea. It still does.

Not to pick on you in particular, just want to curb a growing trend here...
General Point: This is a Theorycrafting thread, not a thread for reporting bugs, or for asking if things are bugs that are obviously bugs.

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#333 - 2014/07/11 07:51:00 PM
07/11/2014 12:27 PMPosted by Komma
The current AT POM Pyro-chaining behavior for building up combustions utilizes "ignite tick time gaming" a lot.


We'd rather remove that obscure, unintuitive, super-precise-timing-based mechanic. We're considering the best way to do that, currently thinking of changing Ignite to be a 1sec periodic, 5sec base duration.

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#334 - 2014/07/11 07:55:00 PM
07/11/2014 12:44 PMPosted by Manager
The majority of raiders completely ignore the numbers that they are doing


Not only is this false, it's something we're looking to improve, and it's not the only type of gameplay.

07/11/2014 12:44 PMPosted by Manager
The small delay that you are using does not result in any multistrike-feel either, as they are still so closely spaced together that it feels like they instantly happen. You would have to be paying special attention to each and every spell in order to notice multistrikes (coming from personal testing, hitting the dummies for a few minutes).


Again, totally false. Regardless, this thread is for theorycrafting, not philosophy.

07/11/2014 12:44 PMPosted by Manager
Has the Creature-Attack-Player crit chance formula changed at all, in WOD? It did not get posted with the previous info dumps on page 1. If it did not, is it still (5% + (0.2% * LD))? And can the base 5% be reduced by mobs lower level than you?

While on the topic of Creature-To-Player crit chance, can you explain the mechanics behind "Sit Crit", where sitting down will result in always being crit? It seems that this got half-removed in WOD, unless I did my testing wrong.


Unchanged. Sitting should still increase your chance to be crit by 100% and lower your chance to dodge/parry/block by 100%.

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#339 - 2014/07/11 08:12:00 PM
07/11/2014 01:09 PMPosted by Komma
07/11/2014 12:51 PMPosted by Celestalon
...

We'd rather remove that obscure, unintuitive, super-precise-timing-based mechanic. We're considering the best way to do that, currently thinking of changing Ignite to be a 1sec periodic, 5sec base duration.


Thank you. Personally I am glad to hear changes in this direction. I feel that the 1 sec frequency is promising, since it means you can't fit more than 1 spell between most ticks. While it doesn't completely solve the problem or avoid all frustrations, it lessens them to the point that we have other, bigger things to worry about. Theory-wise I wouldn't mind an even shorter tick time (0.75 or 0.5 sec ticks?!), I'm sure there are other concerns with gameplay for that.


Indeed; don't want to get too spammy with it. Would be interested if anyone has any better suggestions for removing ignite tick time gaming that don't add complexity.

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#341 - 2014/07/12 12:20:00 AM
Theorycrafting Details for Molten Earth

As long as you have attacked something within the last 6 sec, molten stone bolts will rise out of the ground periodically and fire at your most recently attacked target.

Period is 2sec/haste. Each tick, the bolt that it fires is offset by randomly up to 4sec/haste, to create visual variety/clustering, but still average to a 2sec/haste period.

Aborts firing if the target is dead or has a breaks-on-damage aura.

Can crit, can multistrike.

SP Coefficient is [MasteryPoints]*5%.

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#346 - 2014/07/12 09:30:00 AM
07/11/2014 11:47 PMPosted by Tarraks
Could you elaborate what you were talking about in this Tweet: https://twitter.com/Celestalon/status/487847450841841664 ? Specifically, I am confused about the mechanic you are proposing and the intention/reasoning behind the change. Is the aim for it to heal less then it does (comparatively speaking, I know all healing right now is insane) now? More then it does now? Or is the goal something else entirely?


Conversion is straight up overpowered on beta right, so it's going to come down across the board. However, what I'm talking about there is the difference between specs. Frost has significantly increased RP generation rate through Frost Presence, and Blood gets significant extra RP through Multistrike. They're both balanced around that increased RP generation rate.

The idea with how Conversion limits RP generation on live is to try to equalize them by costing Frost/Blood more (by preventing their extra RP gen). However, a fair point with that approach is that it reduces all of their RP gen, not just the RP they spend on Conversion. So, we're considering alternatives. The leading one is simply making it cost different amounts for each spec, for the same healing, such as 15/sec for Frost/Blood, and 10/sec for Unholy. Don't know if those are the right numbers offhand, but something in that ballpark.

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#348 - 2014/07/12 11:39:00 AM
07/12/2014 03:04 AMPosted by Binkenstein
Currently each Molten Earth proc is hitting for 1.25 * SP * Mastery %. I'm assuming number balances are required, but what's with the extra 25% there?


It's brand brand news; we'll be tweaking the numbers into the right ballpark for a couple builds, probably.

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#352 - 2014/07/12 05:02:00 PM
07/12/2014 09:27 AMPosted by Daliaa
It seems that eminence dont work with multi strike.

Is it intentional?


No.

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#362 - 2014/07/14 01:54:00 AM
07/13/2014 12:48 PMPosted by Daliaa
It's me or Crackling Jade Lightning in Stance of the Wise Serpent with Jade Serpent Statue don't proc Eminence (Statue) ?

Is it intentional?


Yes, Eminence only works for the Monk in Crane Stance.

(Xuen still causes Eminence regardless of the Monk's stance)

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#365 - 2014/07/14 06:14:00 AM
07/13/2014 11:08 PMPosted by Vigilate
1. For stat calculating purposes, how does the Night Elf racial Touch of Elune determine whether its currently night or day? Server time? Blizzard time? Personal region time? Skybox? How will it function in a zone like Shadowmoon Valley with accelerated night and day cycles? I don't think I've heard 100% how it's determined.


Server time.

07/13/2014 11:08 PMPosted by Vigilate
Possible to get current proc rates/data on the various new weapon enchants?


They're extremely untuned still. Once we get them at least ballpark tuned, I'll provide that data.

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#368 - 2014/07/15 06:53:00 AM
07/14/2014 09:17 PMPosted by Necronom
Question: What about combinations of attacks that occur concurrently? For example, a simultaneous melee swing, on-gcd special attack, and off GCD special attack which all trigger multistrikes? How is precedent, if any, determined?


t=0: Auto, AutoMS, AutoMS, GCDSpecial, OffGCDSpecial
t=0.533: GCDSpecialMS, OffGCDSpecialMS
t=0.866: GCDSpecialMS, OffGCDSpecialMS

07/14/2014 10:02 PMPosted by Zop
06/09/2014 06:13 PMPosted by Celestalon
Resolve does affect percent-based heals (i.e. "heals you for 20% of your life" would be unaffected).


does affect ... unaffected

Am I the only one reading that as a contradiction?


Whoops. I meant "affected" at the time, but as luck would have it, we're reevaluating that, and are planning to switch to Resolve NOT affecting % heals.

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#371 - 2014/07/15 09:03:00 PM
07/15/2014 10:17 AMPosted by Regillix
If I post Pet Battle theorycraft questions here would you be able to track down the answer? Would it be possible to create a thread for just Pet Battle theorycrafting >_> ? I know that Pet Battles are nowhere near the most popular game feature in the game but I have some detailed questions about new 100% accuracy moves that will determine how I build my PvP teams going forward (not to mention the impact on many, other hardcore pet battlers!).


I don't interact with Pet Battle combat much myself, so no promises, but I can try.

07/15/2014 12:16 PMPosted by Bidwell
For Power Infusion, does the change from "Spell Haste" to "Haste" in the tooltip mean that Mindbender/Shadowfiend will properly inherit the effect (like they do with Bloodlust and Berserking)?


Yes.

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#373 - 2014/07/15 09:44:00 PM
For battle pet abilities with damage variance, here is an example of how it works:

Let's say your ability inflicts 200 to 440. The average would be 320.
We calculate our roll size as (400 - 220) / 2 = 120.
We then roll 120 three times and take the highest value. Our rolls are 14, 56, and 101, so we take 101. This is to give more noticable results and keep us away from the average.

Now we determine if the roll is added to or subtracted from the average.

Your base chance for a positive result is 50%.
If your hit is above 100%, your chance for a positive result is 50% + (Hit - 100) (EDIT: Fixed this formula). So, you always get a positive result at 150% hit and higher.
Critical strikes are ALWAYS positive.

A positive result would be 320 + 101 = 421
A critical strike would be (320 + 101) * 1.5 = 631
Otherwise the result would be 320 - 101 = 219

Please feel free to send questions and concerns to @TheCrafticus on Twitter.

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#374 - 2014/07/15 10:03:00 PM
07/15/2014 02:16 PMPosted by Morganlefae
Can we get an explanation of how Devouring Plague is intended to work now that we can reliably (at least at start of fight) refresh it before it fades. Is it similiar to explosive shot for SV Hunters? I tested it on an 85 training dummy and got the following (thankfully nothing critted during the test)

DP1 doing 37045 apply damage and ticking for 6173-6174 damage
DP2 applied 3 ticks into DP1 did 50696 apply damage and had ticks of 9887-9888 damage.

I would have expected the second DP to have had the same initial apply damage


I don't know why your second DP would do different damage, but yes, the DoT now rolls, just like Explosive Shot or Ignite.

Note that the total DoT damage done is (3*6174 + 7*9888) = 87738. Total initial damage was 37045+50696 = 87741. (Slightly different due to rounding)

07/15/2014 02:16 PMPosted by Morganlefae
Second, is multistrike being considered a different spell/source for effects that trigger like Shadowy Apparitions, FDCL(SoD) and DI(SI) and/or will Multistrike hits from SWP, Crit SWP, VT and DP continue to trigger their respective talents and passives or will those talents and passives be getting retuned on their Proc Chances to account for the reduced number of chances due to losing the current MoP Mastery's % chance of periodics dealing damage twice on any given tick.


If something can proc from Multistrikes, it will say so. When we get into stat tuning we may either raise the proc chances of those proc triggers, or let them trigger from Multistrikes, if needbe.

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#377 - 2014/07/15 10:19:00 PM
07/15/2014 03:12 PMPosted by Shabadu
Lava Lash seems to be interacting oddly with Elemental Fusion. Stack up 2 stacks of fusion, unleash Flame, and apply Flameshock to the primary target. Dealt 18k, dot ticks for 3060. Lava Lash spread Flameshock to two other targets, starts ticking on secondary targets for 900, not gaining any of the increased damage from Unleash or Fusion. Is this behavior intentional?


Yes. Lava Lash spreads base damage Flame Shocks.

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#378 - 2014/07/15 10:37:00 PM
07/15/2014 03:15 PMPosted by Totalchai
What's going on with Agi 2h weapons? The ones available on the Mekkatorque server are 2.0 speed, which is doing very odd things to Tiger Strikes uptime.

Why does the weapon swinging every 1.4 seconds have an 8% chance to proc TS but the 2 weapons swinging every 2.6 seconds only have a 5% chance?

Or rather, is 2.00 2h Agi weapons the new default, or is this just some weird quirk of the PvP gear? This is the first I've noticed that this specific subset of weapons is oddly incredibly fast, yet Monks still have 40% faster AAs with 2hs.


2.0 speed 2H is a bug, we'll get it fixed. There may extremely rarely be slight variance in 2H weapon speed, but it'll be on the order of 3.4 to 3.8, not 2.0.

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#381 - 2014/07/16 05:37:00 AM
07/15/2014 05:57 PMPosted by Esoth
07/10/2014 07:52 PMPosted by Celestalon
They do 100% weapon damage per auto attack (ie, nothing special). They get 33.3% of your attack power as AP/SP/RAP (though, as far as I can remember, only AP matters of those).

Just to confirm, it looks like hunter pets inherit 100% of haste. Is it also 100% for crit/multistrike/versatility?


Yes, though a couple parts of that aren't working yet: Multistrike doesn't work yet for totems, and Versatility doesn't work yet for totems or pets/guardians.

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#398 - 2014/07/20 07:55:00 PM
Trying to catch up with this thread; sorry for the delay, all! Thanks for all the theorycraft questions. Keep them coming!

07/16/2014 05:31 AMPosted by Requielqt
Questions about Riposte, Tooltip says you gain parry equal to your crit %, which I assume means that if you have 15% crit from gear that you would get 15% parry chance before DR (thats whats listed under the crit tooltip). but what's actually is happening is the crit rating is converted into parry rating then into parry% so you end up losing ~1/3 of the % from crit (i.e. 1% crit = ~0.67% parry), is this the intend, or just a bug? Also trinket and enchant procs aren't included in riposte.


Intended; you gain Parry (Rating) equal to Critical Strike (Rating), not Parry % equal to Critical Strike %.

07/16/2014 05:31 AMPosted by Requielqt
Noticed that most of the armor enchants were marked as deprecated and the flasks seem to be as well, are the potions and food the only armor buffs left? (sorry if this isn't theory-crafty enough)


Yeah, where you're intended to have a choice between secondary stats, such as on food/flask/enchants/gems, we're not doing Spirit or Bonus Armor, since that takes away the choice.

07/16/2014 05:31 AMPosted by Requielqt
lastly a clarification on Shield slams tooltip both wowhead and wowdb both say 3.83 AP but its closer to 3.08 AP at lvl100 in game.


It's 3.08. That may yet change in tuning though. Fixed the tooltip for now.

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#427 - 2014/07/27 07:33:00 PM
Hold onto your butts.... IT'S THEORYCRAFTING TIME!

Nearly two weeks of theorycrafting questions answered in one afternoon! (Hopefully, anyway. We'll see how far I get.)

---------------------------------------------------------------------------------------------

07/16/2014 05:59 AMPosted by Dayani
A few days ago you said Healing Dummies were going to start counting as players for the purposes of target-capped AoE healing (http://us.battle.net/wow/en/forum/topic/13087818929?page=16#307), but today I tested Chi Burst/Chi Torpedo and there was no capping behaviour on the huge clump of 10 dummies. Is this a change to these spells' behaviour, is the AoE cap higher than 11, or is this just still bugged?

They should count as players now (and so count toward the cap). And yes, the cap should still be 6 (EDIT: Originally said 10, should have said 6. It's 6, has been 6 for a while. Sorry). Give it a try now?

07/16/2014 05:59 AMPosted by Dayani
What about Mastery coefficients for AoE split-amongst-all-targets healing like Breath of the Serpent or 3+ Chi Chi Explosions?

Your post earlier (http://us.battle.net/wow/en/forum/topic/13087818929#3) said "1.0 for all other heals" - will it be 1.0 x Mastery for each target that is healed (and per tick, on BotS)? Or is the coefficient reduced for multiple targets?

Similarly, for the Chi Explosion (Serpent Stance, 2-Chi) HoT effect, is the mastery 1.0 x Mastery for each tick of the HoT?

Meteored heals do not split the mastery proc chance. Just added these to the list:
Breath of the Serpent = 0.25
Chi Explosion Direct = 0.25
Chi Explosion Periodic = 0.10

Yes, other heals would get 1.0x on every heal event. Are there any others that you think 1.0 is wrong for?

07/16/2014 05:59 AMPosted by Dayani
Halo equation for healing-vs-distance: Same as MoP, or updated?


Same.

EDIT: Fixed the healing AoE cap 10->6 above.

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#429 - 2014/07/27 08:15:00 PM
07/16/2014 07:33 AMPosted by Theck
If the existing behavior is intended, the Riposte tooltip should probably read "Gives you an amount of parry rating equal to your critical strike rating" (though Riposte seems to be hidden in the spellbook now anyway) And the critical strike tooltip should be updated to reflect the correct parry% amount.

It is intended, and that is actually how it's worded, except we don't use the word "rating" in-game.

07/16/2014 08:07 AMPosted by Collision
Just wondering if this is still true, as the values in game aren't close at the moment. Also, is there variance in the timing, or am I seeing combat log inaccuracy?

Ex:
http://www.warcraftlogs.com/reports/qXBrJ67Davbhy3fm/#type=damage-done&pins=2%24Off%24%23244F4B%24damage%7Ccasts%24-1%240.0.0.Any%240.0.0.Any%24true%240.0.0.Any%24true%2423881%7C100130%7C96103%7C85288%7C85384&view=events

http://www.warcraftlogs.com/reports/tJ7Z8pDXTqhv13kc/#type=damage-done&source=10&view=events

http://gyazo.com/917176f2d6a6e8f07846f9ac97b373b1

I didn't get a lot of 2nd roll multistrikes, but it appears that the first multistrike is delayed by 0.33~ seconds, and the second is 0.66~, and both have a standard deviation of 10%.

The overall minimum delay I saw on the first multistrike was 0.242 seconds, with a max of 0.414.


Ah, I don't believe the additional 0.2sec delay is implemented yet. However, it's only going to apply to casts with a missile, so wouldn't apply to warrior attacks, anyway. So the correct timeline would be:

t=0: Auto, AutoMS, AutoMS, GCDSpecial, OffGCDSpecial
t=0.333: GCDSpecialMS, OffGCDSpecialMS
t=0.666: GCDSpecialMS, OffGCDSpecialMS

07/16/2014 11:34 AMPosted by Magdalena
I was wondering if you could answer some questions about spells with travel time, and whether WoD changes will have any effect on them.

For instance:

I launch a Death Coil at my target. A trinket procs right after I launch the Death Coil, and I now have more Attack Power/Mastery/Crit/Multistrike.
Will the Death Coil dynamically update to account for the new values (i.e. chance to MS/Crit or increased AP/Mastery levels), or will it have "snapshotted" them from the moment it was launched?


Snapshotted the moment it was launched, for that missile, and any multistrikes it triggers.

07/16/2014 11:34 AMPosted by Magdalena
I know spells like Soul Reaper dynamically update (and, in WoD, DoTs will too), but wondered what the situation with healing spells like Divine Star/Halo or ranged attacks like Death Coil or Frostbolt might be.

In addition, how would these spells work with "special cases" like Eclipse or Demonology Warlock stances that snapshot (i.e. would they also snapshot or dynamically update if the caster went in/out of Eclipse State or Demon Form)?


Soul Reaper will till be dynamic. Divine Star and Halo are a little special; they'd be dynamic at impact time.

Eclipse is dynamic now (though it wasn't when you asked this). Metamorphosis is a little weird, and has several bugs currently. The right way to think about Metamorphosis is that its damage multiplier is intended to be a multiplier on all damage dealt with Metamorphosis abilities.

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#430 - 2014/07/27 10:05:00 PM
07/16/2014 06:20 PMPosted by Sativ
Assassination Mastery States: Poison Damage?
Isn't effecting Envenom currently. Intended?


Unintended. Envenom should be affected by Assassination's mastery. Tooltip likely isn't affected currently.

07/17/2014 09:16 AMPosted by Blupache
1) Is Dire Beast being cleaned up further prior to WoD launch or should we go to great lengths to model what it's doing in this incarnation?

2) What is Dire Beast's intended attack priority?
- Is it time-of-cast/damage based (DoT that ticked at 1:23:45 > DoT that ticked at 1:23:46)
- Or type-of-cast based (e.g. Arcane Shot > Black Arrow DoT > Serpent Sting DoT)
- Or a mix of both (e.g. Cobra Shot at 12:23:47 > DoT that ticked at 1:23:45 > DoT that ticked at 1:23:46)?
- And does distance-to-target factor in at all?

3) What's the interval on Dire Beast's target re-selection? Does pet attack speed affect it?

4) Is it intended that Dire Beast seems to count its own cast as an attack & Stampede doesn't?

5) Is the interval on Stampede's target re-selection the same as Dire Beasts? Does pet attack speed affect it?

6) Stampede's prioritization seems dumber but more understandable than Dire Beast (e.g. Stampede doesn't give a crap about focus targets). Are the two going to end up using the same prio? If so, which?

1) Fixed Dire Beast to appear by the unit you cast it on, not the unit you have targeted.
2-3) This gets really heavily into the nuances of the "Assist" pet AI, but it should be consistent with all other cases of that (such as using the Assist button on your regular pet bar).
4) Fixed Stampede to count as a hostile action toward the unit you cast it on.
5) Same. No.
6) Stampede uses a very different code path, since it's summoning your actual pets, so I'm not sure. Making it a hostile action may have made it be consistent with Dire Beast. Give it a try in next build.

07/17/2014 04:52 PMPosted by Komma
If combustion is to stay roughly the same in terms of strength, this ignite change will require a slight buff to combustion.

Understood, but we're going to just leave it for now, and evaluate when we get to tuning if we need to.

07/17/2014 09:05 PMPosted by Zomgdps
Q. Is Neather Tempest meant to apply its aoe damage to the same target it is attached to, on top of its natural DoT damage? (i.e. should it double dip on the target by design?)

Yes.

07/17/2014 09:28 PMPosted by Bidwell
Is Void Entropy intended to consume 3 orbs, like Devouring Plague, or is the damage intended to scale up to five orbs? It currently consumes up to five, but the damage scaling appears to stop at three.

Since you asked this, we changed Void Entropy to always cost 3 orbs.

07/19/2014 10:15 AMPosted by Manager
Can you go into more detail on how to correctly model Rend / Living Bomb? There seems to be inconsistency with Rend-refresh bursts.

Just rebuilt how these final explosions work.

Explosion happens upon cast if the target already has the debuff and its duration remaining is less than 30% of the base duration. Explosion also happens when the aura ticks the last time. Living Bomb's explosion will also occur if the target dies.

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#431 - 2014/07/27 10:25:00 PM
07/19/2014 10:15 AMPosted by Manager
Is the hidden ICD on gaining Raging Blow charges being used in any way, in WOD?


No.

07/20/2014 01:49 PMPosted by Pawkets
Similar thing for ferocious bite: tooltip says 0.357, but it seems to actually be 0.238. Can you confirm if this is correct? And if you could get this value in the spell data somewhere it would be amazing :D


Rebuilt it to have the 5pt AP coefficient (1.19) in spell data.

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#432 - 2014/07/27 10:28:00 PM
NOTE: Made a rather important typo a couple post up, just fixed it. Healing AoE cap is still 6, did not change.

(Just posting this here in case anyone read it a few min ago and doesn't look back and see the edit).

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#433 - 2014/07/27 10:46:00 PM
07/20/2014 06:25 PMPosted by Chiichan
My theory is that for each target in the area of effect of these spells, the healing done to each target is equal to the base healing on 1-6 targets, multiplied by 6, and then divided by the number of targets within some clump check (I don't have an idea of how it does this.) This is consistent with what I saw before (in case 3 above, some dummies treated me as part of their clump number, and some didn't.)


Warning, super techy theorycrafting incoming. You do *not* need to understand any of this to use these spells effectively. This info is primarily for theorycrafters.

Yes. This is something we've mentioned a few times, but I don't know if has ever been fully detailed. Traditional AoE capping works by counting the number of targets hit, and dividing the capped damage amongst them. However, there are four spells for whom that logic does not work: Chi Burst, Chi Torpedo, Divine Star, Halo.

They all heal targets in an area, but that area moves (usually quite quickly, but still). If I launch a Chi Burst down a line of targets, it doesn't preemptively figure out which targets it's going to hit at cast time or anything. It just launches the orb, and there is collision detection that on it that will heal each target that it collides with. That means that when the first target gets hit, none of the other targets have been hit yet, so there's no other hits to help determine how much damage/healing it should do.

So, we have a different solution for these spells. They build a list at cast time of all potential targets, and a count of how many other potential targets are near each one of those targets. That count is used for the AoE capping logic.

Chi Burst: Potential targets are all targets within 60yd. Clump radius is 10yd.
Chi Torpedo: Potential targets are all targets within 40yd*. Clump radius is 10yd. (*was 25yd, should be *40yd in next build)
Divine Star: Potential targets are all targets within 40yd. Clump radius is 18yd.
Halo: Potential targets are all targets within 40yd. Clump radius is 30yd.

This works, but has some downsides of gamability, and potentially AoE capping more than needed. Example: Have a clump of a dozen players. Throw a Chi Burst but mis-aim it so it only grazes a single person in the clump. It'll apply the full AoE capping in that case, even though it only healed one target.

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#435 - 2014/07/27 11:35:00 PM
07/21/2014 12:36 AMPosted by Gahhda
First off, lets look at RSK vs BoK. Currently, the effective damage modifier of BoK is actually 728% of NWD (560 * 1.3). That means that BoK has a higher DPC than RSK. Results of this are that RSK is only used for the debuff. This contradicts the current windwalker design, so I'm certain this will be fixed.

Secondly, TP vs BoK. The DPC of BoK is 364% (counting 30% dot), the DPC of is 360% of NWD. This is borderline making TP the default spender. I could see if you wanted to make CB:TP procs more valuable, but its incredibly close.

Lastly, Fists of Fury. 610% per tick, over 5 ticks, is 3050%. The DPC of FoF is 1016.66% of NWD. This makes FoF 2.793x the DPC of BoK. This is only slightly higher than live, but with an extremely reduced energy pool compared to live, FoF becomes a staple in the rotation.


Yeah, tuning to be done there. I expect that BoK will go up a bit, and RSK will go up a bit more.

07/21/2014 06:46 PMPosted by Kevjr
Currently it looks like critical multistrikes aren't proccing Resurgence, I just want to confirm this is intended.

Intended.

07/21/2014 06:46 PMPosted by Kevjr
Also, HST Glyph isn't applied on the Rushing Stream secondary tick.

Intended.

07/21/2014 09:23 PMPosted by Tarraks
The tooltip states "You fire an explosive charge into the enemy target, dealing 15,783 Fire damage initially and every second for 2 sec.". Firing it in PvP though yields a far more disappointing tick of around 2000 damage (more so considering how low Survival damage is in general).


Tooltip was wrong, fixed it.

07/22/2014 10:07 AMPosted by Grafarion
How much AP is bonus armor supposed to contribute per point and is that ratio the same for all tank classes?

Additonally is bonus armor from temporary effects(such as potions), buffs(foods), or proc's supposed to contribute to AP as well?


1 Bonus Armor = 1 AP, for all classes, including temporary Bonus Armor.

07/22/2014 02:02 PMPosted by Komma
I've been testing Combustion and its subtle interactions. I've noticed that when spread with Inferno Blast, the application behavior includes the new "pandemic" mechanic. This creates a weird situation where on multiple targets, we spam Inferno Blast on cooldown in order to length Combustion's duration on all targets. Some players have reported being able to extend to extreme durations, with unverified accounts of extending the base 24 seconds to over 40 seconds. Here's a log where I extended it to 31 seconds:


Just made Inferno Blast not spread Combustion to targets that already have your Combustion on them. That should solve this. Other cases of this seem fine to us right now. (You would have kept Flame Shock up forever anyway, that doesn't actually gain you anything, unless you were forced off target or something).

07/22/2014 02:02 PMPosted by Komma
Given how this technique requires clever re-targetting immediately after the Prismatic Crystal summon, I do not feel this is an obvious and intended mechanic. This was also rather easily achieved by using 2 macros - a set focus macro immediately before summoning the crystal, and a shift modifier casting inferno blast on my focus (ie. the original target). Similar to the MoP version of using Alter Time to generate pyro chains, I wonder if this new macro/addon based "Prismatic Crystal/Living Bomb/Combustion" combo might be unintended gameplay.

Nah, DoTting* up both the Crystal and your primary target is fully intended and expected.

*When using "DoT" as a present tense verb, you'd expect the spelling to be "dotting", due to the "t" before "-ing" usually being doubled. However, this poses the problem of whether the extra T should be capitalized. If so, what is it short for? If not, it looks weird. So troublesome. Maybe we should switch to PD and PDing (periodic damage). Can someone theorycraft out these potential options, and min/max to find the optimal case?

EDIT: Upon further discussion with my colleagues, we would also propose DoTing, or DoT-ing. Decisions, decisions...

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#436 - 2014/07/27 11:45:00 PM
07/23/2014 10:30 AMPosted by Braddy
With haste now affecting the cooldown of Mind Blast, I am curious as to how temporary haste buffs play into the calculation. As in, when you cast a Mind Blast, is the cooldown of it set in stone based on the amount of haste you have at that instant? Or if something like Mark of the Warsong procs while Mind Blast is on cooldown, would it "update" the cooldown and make it refresh faster?


Cooldown is set in stone at time of cast.

07/24/2014 07:32 AMPosted by Theck
That's where I stopped, since by this point it's clear to me that either something is still wrong with the base strength subtraction, or that the calculation (or intent) of base parry has been changed. Could you please clarify?

edit: Best guess at this point is that it's subtracting the base strength for a L100 character before the racial modifiers are applied to that value. Orc is +3 STR, Gnome is -5 STR, which means Orcs would have +0.0170% parry and gnomes would be -0.0283% (compared to the 3.00% baseline).


Yes, it's the base stat before racial modifiers.

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#437 - 2014/07/27 11:58:00 PM
07/24/2014 07:53 PMPosted by Èverfrost
I am just wondering if I can get clarification on this tweet

https://twitter.com/Celestalon/status/492477844035883008

"We're planning one tweak; making only ones directly applied be contagious."

So does this mean, for instance, that if you HB a target, the splash will apply NP but those ones wont spread and only the main strike's application of HB will?

Or does it mean that NP will only spread to one target at a time and its spread wont grow exponentially?

Either way it seems like a pointless change as HB/BB will spread NP for you and you don't have to wait for NP to do it for you.


It means that only ones that were applied directly by you can spread. Yes, it would no longer spread exponentially. No, that's not pointless as it means that targets a mile away don't get your NP, and people don't feel afraid of going near each other in BGs.

Regardless, that's not implemented yet, and we're still considering other options, so we may go with some other currently-unknown solution.

07/24/2014 08:19 PMPosted by Dayani
As per our discussion on Twitter, C, when you get a moment could you look up whether Echo of the Elements' RPPM rate scales with Haste or not, and what you've settled on as the proc rate for it thus far? :)


Thanks for the reminder. It's 1.5*Haste RPPM. It did not have unlucky streak prevention, which I just fixed (it now does, in next next build).

07/25/2014 03:27 PMPosted by Gahhda
New build, new windwalker modifiers once again.

Looks like this time the values are:

Blackout kick - 700%
Jab - 120%
RSK - 740%
FoF - 760% per tick / 3800% total
Tiger Palm - 395%
Expel Harm - 510%

Could we get an info dump for the exact values? Assuming that these are still relevant and haven't been phased out in an upcoming build.


I'll make sure that the tooltips are accurate for these.

07/26/2014 02:35 PMPosted by Binkenstein
Cel, can you confirm that the existing AoE cap mechanics haven't changed (ie: max total hit damage is 20 targets, with crits on top of that) and how multistrike works with this.

I'm assuming that MS will be on top of the 20 target cap, similar with how Crits are.

Still 20 for damage, 6 for heals. Multistrikes are just additional damage/healing with the same multiplier from AoE caps as the triggering event.

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#438 - 2014/07/28 12:12:00 AM
07/27/2014 12:40 PMPosted by Tiberriaa
Is Dream of Cenarius (for Resto) still intended to make Wrath cost 0 mana, is Wrath supposed to be mana free baseline for Resto, or is it intended to retain a mana cost? I know this has been mentioned on Twitter several times months back that it was going to be made free, but still costs mana in the current Beta build.


Just fixed Wrath to be free for non-Balance, baseline.

07/27/2014 12:40 PMPosted by Tiberriaa
Is Barkskin really intended to be a 15 second cooldown/12 second duration? Is Wild Mushroom intended to be a 3 second cooldown or a 30 second cooldown?


Barkskin should be a 30sec CD, 12sec duration, for all specs.
Wild Mushroom should be no CD, for both Balance and Resto. I just fixed that Resto still had a 3sec CD, and Balance still had a 1.0sec GCD. Duration is 20sec for Balance, 30sec for Resto.

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#439 - 2014/07/28 12:14:00 AM
07/27/2014 04:27 PMPosted by Lifespark
Will Execution Sentence also be dynamic, including the final burst of damage?


Yes, Execution Sentence should be fully dynamic (should already be, looking at the data).

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#442 - 2014/07/28 02:36:00 AM
Just did a tuning pass on weapon enchants, and here are what they'll do in the next build.

Warlords Weapon Enchants

Mark of Blackrock
Grants 500 Bonus Armor for 12sec.
30% chance on deal/take any damage, 40sec ICD.
Effect can only occur when you are below 50% health.

Mark of Shadowmoon
Grants 500 Spirit for 15sec.
25% chance on deal any damage/heal, 40sec ICD.

Mark of the Frostwolf
Grants 500 Multistrike for 6sec.
3.0 RPPM +USP.
Effect can stack 2 times.

Mark of the Shattered Hand
Deals 1500 Bleed damage, plus an additional 750 Bleed damage every 1 sec for 6 sec.
3.5*Haste RPPM +USP.

Mark of the Thunderlord
Grants 500 Critical Strike for 6sec.
2.5 RPPM +USP.
While active, critical heals and attacks extend the duration by 2sec, up to 3 times.

Mark of Warsong
Grants 10 stacks of 100 Haste for 20 sec.
1.15 RPPM +USP.
You lose 1 stack every 2 sec.

Mark of Bleeding Hollow
Grants 500 Mastery for 12sec.
2.3 RPPM +USP.

Megawatt Filament
Grants 750 Critical Strike for 12 sec.
1.55 RPPM +USP

Oglethorpe's Missile Splitter
Grants 750 Multistrike for 12 sec.
1.55 RPPM +USP

Hemet's Heartseeker
Grants 750 Mastery for 12 sec.
1.55 RPPM +USP

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#444 - 2014/07/28 02:37:00 AM
07/27/2014 05:33 PMPosted by Komma
I am still nervous about the gameplay aspect of needing to change your target back to the boss, after the crystal summon forces you to change target to the crystal. That isn't TC though, so I will raise the concern in another thread if necessary.


Why not just Combustion the Prismatic Crystal, then Inferno Blast it?

EDIT: Oh. Duh. Dumb question. You need a good ignite there. Yeah, that's a fair issue.

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#445 - 2014/07/28 02:39:00 AM
---------------------------------------

OK, I believe I'm all caught up. Please re-link any questions that I've missed! Thanks!

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#448 - 2014/07/28 03:01:00 AM
Oh, and scopes.

Megawatt Filament
Grants 750 Critical Strike for 12 sec.
1.55 RPPM +USP

Oglethorpe's Missile Splitter
Grants 750 Multistrike for 12 sec.
1.55 RPPM +USP

Hemet's Heartseeker
Grants 750 Mastery for 12 sec.
1.55 RPPM +USP

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#449 - 2014/07/28 03:03:00 AM
07/27/2014 07:53 PMPosted by Pawkets
07/27/2014 07:36 PMPosted by Celestalon
While active, critical heals and attacks extend the duration by 2sec, up to 3 times.

I imagine "attacks" in this context is any damaging ability, including spells? Does that include periodic effects or only direct damage events?

Yes. Yes. Would not count Multistrike crits.

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#451 - 2014/07/28 03:05:00 AM
07/27/2014 08:03 PMPosted by Komma
That won't work because you don't have an ignite on PC when it spawns.


Damn, slightly too slow with my edit. Yeah, excuse my brain fart there. :)

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#458 - 2014/07/28 03:40:00 AM
07/27/2014 08:05 PMPosted by Dayani
Okay, so your tweet back from April is still in effect, and Elemental's (and Enhancement's?) complaint about overwriting procs is still one that is going to happen more frequently as they gear up and acquire more haste? (Obviously this is true for healers as well, although it'll kick in later since we don't tend to value haste much during initial tiers of an expansion)


Yes.

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#459 - 2014/07/28 03:42:00 AM
07/27/2014 08:22 PMPosted by Chandy
Cloudburst totem is not absorbing healing from totems or heals from ascendance and ancestral guidance. Is this a bug? If this is intended, is it because of totemic persistence?


Bug.

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#463 - 2014/07/28 05:58:00 AM
07/27/2014 09:54 PMPosted by Komma
Current model is that Living Bomb explosion damage is scaled by haste, through adding damage proportional to the number of ticks. With the DoT moving to the new model, is this haste scaling removed, or will it scale smoothly, ie. DMG = BASE_DMG * (1 + haste) ?


Explosion damage will no longer scale with haste.

07/27/2014 09:58 PMPosted by Doubdan
-Recently I found that the low level damage modifier could be as high as 120x (as well as 1/120 for damage), instead of 16.5 as you described before. Any details on this new damage scaling equation?


Example case?

07/27/2014 09:58 PMPosted by Doubdan
-Where should I bring questions about the item level progression in WoD, especially now that 15 seems to be the new tier difference? Looks like you guys set 750 to be the QA item level(based on the past QA items' level, 73x might be the end game level), which sounds like another squish happening in 8.0.


Well, I won't be commenting much on 6.1+ plans, but otherwise, here.

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#473 - 2014/07/28 06:26:00 PM
07/27/2014 09:04 PMPosted by Bio
Say, howabout some details on Grimoire of Synergy? :D

Proc chance (going both ways), will it affect Fury generation in any manner (like Sup/Serv do), that sort of thing.


1.333 RPPM +USP

No effect on Fury generation.

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#474 - 2014/07/28 06:30:00 PM
07/28/2014 12:50 AMPosted by Purge
07/27/2014 07:36 PMPosted by Celestalon
Mark of the Thunderlord
Grants 500 Critical Strike for 6sec.
2.5 RPPM +USP
While active, critical heals and attacks extend the duration by 2sec, up to 3 times.

Hypothetically, if the enchant procs and you very quickly get 3 crits (so you have 10-12s remaining on the buff), and then the enchant procs again, does its duration reset to 6s, or does it roll with its current duration and merely reset the "up to 3 extension" thing? Or something else?


It'd replace it with a new 6sec proc.

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#475 - 2014/07/28 06:49:00 PM
07/28/2014 01:17 AMPosted by Magdalena
DK specific question: How will existing Runeforges stack up against some of these new enchants?

I'm not too worried about DPS ones, since that's just a matter of tuning. However, I'm trying to compare something like Rune of the Stoneskin Gargoyle- will the Rune enchant now provide Bonus Armour to match Mark of Blackrock in terms of mitigative value?


Well... It should. :)

07/28/2014 01:50 AMPosted by Jessicka
Are Dooms applied by Cataclysm in Metamorphosis intended to each cost Fury individually?

Is the duration of the debuff applied by Demonbolt updated dynamically with Haste, or does it snapshot Haste at the point of cast?

Will Cataclysm be tuned to be on par in terms of DPS with Demonbolt for single target encounters?

Will Demonbolt gain some kind of benefit for multitarget fights, where it's objectively inferior to Cataclysm/Servitude-Infernal?


No, bug.
No, cooldown durations are always set at cast time.
No, purely single target, Demonbolt would likely beat Cataclysm.
We're aiming to make them as competitive as possible, but at their core, Demonbolt accells at single target damage, Cataclysm at AoE damage, and Servitude at flexibility and simplicity.

EDIT: Lets keep further philosophy discussion out of this thread, please.

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#476 - 2014/07/28 06:59:00 PM
07/28/2014 09:52 AMPosted by Doubdan
-The other day I soloed ICC and ULD with my 90 premade toons for fun, and realized that all of my damage jumped by 100-120 times, while the formula you gave before showed 16.5 as the maximum multiplier. That's where I started guessing about a new formula implemented. Testing in Firelands showed a multiplier around 30 and considering that the mob was squished to 25%, it's about the same 100-120 multiplier in total.


Looks like we changed the formula to make it scale much more. I'll get new formulae for you soon.

07/28/2014 09:52 AMPosted by Doubdan
1) Darkmoon cards seem very week (620 only) compared to heroic high maul gear (655), even weaker than 5h (630 and rarely 645). What's the reason behind that?
2) Why do devs decide to use 15 as the new tier difference, instead of 13 which has been used for such a long time?
3) I could see 620 and 660 pvp gears (while in pvp they're 675 and 690). Are those the final versions of pvp gear progression in 6.0? If so, then that big gap is really causing some issue imo and 660 pvp gear is again "necessary" for pve progression now that the only better stuff than 660 is tier-2 raid gear.


1) Darkmoon cards are upgradable.
2) To create more differentiation and allow more gradiation within a tier.
3) The very top end of PvP gear is good, but not great, for PvE. That does not make it necessary for PvE.

This isn't really theorycraft, so please start a new thread to discuss that further.

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#477 - 2014/07/28 07:00:00 PM
07/28/2014 10:27 AMPosted by Delritha
Is the combined Haste 5% buff supposed to work with Energy Regen? I know on live it only works with Auto Attack only but now that they are all combined, wondering if we should keep this buff in mind for theorycrafting for WW Monks.


Yes, of course. Haste is haste. What's on live is Attack Speed.

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#480 - 2014/07/28 11:12:00 PM
Just updated the weapon enchants list on page 24: http://us.battle.net/wow/en/forum/topic/13087818929?page=23#442

Changes include removing the <50% mana constraint on Shadowmoon, and adding Bleeding Hollow.

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#481 - 2014/07/28 11:19:00 PM
07/28/2014 02:27 PMPosted by Ezekiah
I noticed when I fiddled around with holy and refreshing renew that it is not functioning like live. Renew's duration is actually shorter after I refresh it in single target chakra. How does the refresh mechanic work in WoD?

This is with the glyph in.

If you had manually refreshed a Renew to longer than its base duration, Serenity could change its duration to its base duration, which was actually lower. Just fixed that.

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#486 - 2014/07/29 03:48:00 AM
07/28/2014 06:07 PMPosted by Dreyen
During the testing of twin ogronn tonight, me (Guardian) and our warrior tank had 85% total damage reduction with only buffs and no bonus armor gear... is that normal? I thought that was the armor cap. Guessing it's a tooltip issue?


Any idea how much armor you had?

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#487 - 2014/07/29 03:50:00 AM
07/28/2014 07:19 PMPosted by Booi
07/27/2014 07:39 PMPosted by Celestalon
OK, I believe I'm all caught up. Please re-link any questions that I've missed! Thanks!


Looks like you missed Theck's question about base parry not being 3% across all races.
http://us.battle.net/wow/en/forum/topic/13087818929?page=21#420


http://us.battle.net/wow/en/forum/topic/13087818929?page=22#436